Game machine

JP2024034195A5Pending Publication Date: 2025-07-08FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2022138283
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-31
Publication Date
2025-07-08

AI Technical Summary

Technical Problem

Existing gaming machines, particularly pinball gaming machines, are susceptible to illegal nail adjustments that alter their performance, leading to unfair advantages and increased gambling intensity, necessitating a solution to monitor and display performance deviations accurately.

Method used

A gaming machine equipped with a performance display device that provides real-time information on gaming results, including ball payout performance, using specific display means, main and sub-control units, and measuring means to ensure accurate and transparent operation.

Benefits of technology

The solution allows for easy monitoring and understanding of gaming machine performance, preventing unfair adjustments and promoting fair play by ensuring that ball payout performance is displayed accurately and transparently.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine having a performance display device.SOLUTION: A game machine includes specific display means capable of displaying predetermined information based on game results, main control means controlling game operations, and sub-control means including specific display control means capable of executing control regarding the specific display means. The main control means includes game state control means capable of controlling multiple game states, and control information transmission means capable of transmitting specific control information including game state information capable of specifying the current game state to the sub-control means. The specific display control means includes measurement means for measuring the predetermined information on the basis of the specific control information, and predetermined information display control means for displaying and controlling the predetermined information on the specific display means. When the game state information does not correspond to any one of the multiple game states, the measurement means does not measure the predetermined information.SELECTED DRAWING: Figure 50H
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] Generally, in gaming machines (e.g., pinball gaming machines), a winning lottery is triggered when a gaming ball enters the starting slot, and if the lottery is won, the player is given a profit, such as a winning game, that is advantageous to the player. In the past, many pachinko parlors have illegally adjusted the pins on these types of gaming machines, which has actually encouraged players' gambling instincts. In response, manufacturers have developed gaming machines with measures to prevent nail adjustment (e.g., Patent Document 1 below), but these efforts have not been satisfactory. In recent years, there has been a trend toward completely banning nail adjustment, which has been tolerated to this extent. Therefore, it is necessary to inspect whether the ball-dispensing performance of gaming machines has deviated from its original performance due to nail adjustment, etc. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-144042 Summary of the Invention [Problem to be solved by the invention]

[0004] Therefore, it is necessary to provide the gaming machine with a performance display device that displays information about performance based on game results so that ball output performance, etc. can be easily understood.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a gaming machine equipped with the above-described performance display device. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. (1) a specific display means capable of displaying predetermined information based on game results; A main control means for controlling game operations; A gaming machine comprising a sub-control means including a specific display control means capable of executing control relating to the specific display means, The main control means a game state control means capable of controlling a plurality of game states; and a control information transmitting means capable of transmitting specific control information including game status information capable of identifying a current game status to the sub-control means. The specific display control means a measuring means for measuring the predetermined information based on the specific control information; a predetermined information display control means for controlling the display of the predetermined information on the specific display means, The measuring means When the game status information is information that does not correspond to any of the plurality of game statuses, the predetermined information is not measured. A gaming machine characterized by: [Effects of the Invention]

[0007] According to the present invention, a gaming machine having a performance display device can be provided. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is an external view of a gaming machine according to one embodiment (first embodiment) of the present invention. [Figure 2] FIG. 2 is a diagram showing the game board and effect buttons. [Figure 3] FIG. 2 is a block diagram showing an outline of a control device. [Figure 4A] This is an explanatory diagram for explaining the types of winnings. [Figure 4B] FIG. 10 is an explanatory diagram for explaining V hit types. [Figure 4C] This is an explanatory diagram for explaining the types of misses and special time-saving types. [Figure 4D] FIG. 10 is an explanatory diagram illustrating a slight time-saving state. [Figure 5A] FIG. 2 is an explanatory diagram illustrating a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram for explaining the preview performance. [Figure 6] FIG. 10 is a diagram showing a game flow (game state transition). [Figure 7] FIG. 10 is an explanatory diagram illustrating the game state transition related to the minute time-saving state. [Figure 8A] 10 is a flowchart showing the first half of the main processing on the main control side. [Figure 8B] 10 is a flowchart showing the second half of the main processing on the main control side. [Figure 9] 10 is a flowchart showing main control side timer interrupt processing. [Figure 10] 10 is a flowchart showing a special symbol management process in FIG. 9. [Figure 11] This is a flowchart showing the special diagram 1 starting port check processing in Figure 10. [Figure 12] 11 is a flowchart showing the special symbol variation start processing in FIG. 10. [Figure 13] 11 is a flowchart showing the processing during the special pattern change in FIG. 10. [Figure 14A] 11 is a flowchart showing the first half of the special symbol confirmation time processing in FIG. 10. [Figure 14B] 11 is a flowchart showing the latter half of the special symbol confirmation time processing in FIG. 10. [Figure 15] 10 is a flowchart showing the special electric accessory management process in FIG. 9. [Figure 16] This is a flowchart showing the small hit processing in Figure 15. [Figure 17] 17 is a flowchart showing the process of confirming the number of winnings in the major winning slot in FIG. 16. [Figure 18] 18 is a flowchart showing processing according to the operation status of the special electric accessory in FIG. 17. [Figure 19] 10 is a flowchart showing processing outside the timer interrupt area (performance display monitor processing) in FIG. 9; [Figure 20] 20 is a flowchart showing an out-of-area RAM clear check process in FIG. 19. [Figure 21] 20 is a flowchart showing the operation check process in FIG. 19. [Figure 22] 20 is a flowchart showing a display data update process in FIG. 19. [Figure 23] 10 is a flowchart showing the main processing on the performance control side. [Figure 24] 10 is a flowchart showing the timer interrupt processing on the performance control side. [Figure 25] FIG. 10 is a diagram showing a variation pattern allocation designation number table. [Figure 26] A figure showing a miss fluctuation pattern allocation table (normal). [Figure 27] A diagram showing a miss fluctuation pattern allocation table (during slight time reduction). [Figure 28] A diagram showing a miss fluctuation pattern allocation table (during time reduction). [Figure 29] 10A is a diagram showing an identification display section LED data table, and FIG. 10B is a diagram showing a decimal value LED data table. [Figure 30] FIG. 2 is an explanatory diagram illustrating a storage area in a main control board. [Figure 31] 10A and 10B are explanatory diagrams for explaining in-area error information and out-of-area error information. [Figure 32] FIG. 10 is a block diagram showing a schematic configuration of a control device according to another embodiment (second embodiment) of the present invention. [Figure 33A] 10 is a flowchart showing the first half of the main processing on the main control side according to the second embodiment. [Figure 33B] 10 is a flowchart showing the second half of the main processing on the main control side according to the second embodiment. [Figure 34] 10 is a flowchart showing the main control side main processing (second half) for the ball removal state monitoring configuration of the second embodiment. [Figure 35] This figure shows the source code for part of the main processing on the main control side in Figure 34 (processing of S059, S065, and S037). [Figure 36] 10 is a flowchart showing a 4 ms timer interrupt process according to the second embodiment. [Figure 37] 37 is a flowchart showing the input management process in FIG. 36. [Figure 38A] 38 is a flowchart showing the prize event storage process in FIG. 37. [Figure 38B] 10 is a flowchart showing an example of a prize-winning event storage process of another process. [Figure 39] 38B is a flowchart showing the ring buffer storage process in FIG. 38A. [Figure 40] 10 is a flowchart showing a 108 ms timer interrupt process according to the second embodiment. [Figure 41A] 41 is a flowchart showing the first half of the message transmission process in FIG. 40. [Figure 41B] 41 is a flowchart showing the latter half of the message transmission process in FIG. 40. [Figure 42] 41C is a flowchart showing the serial output process in FIGS. 41A and 41B. [Figure 43A] 41C is a flowchart showing the first half of the ring buffer transmission process in FIG. 41B. [Figure 43B] 41C is a flowchart showing the latter half of the ring buffer transmission process in FIG. 41B. [Figure 44] 10 is a flowchart showing the second half of the main processing on the main control side according to another embodiment (third embodiment) of the present invention. [Figure 45] 10 is a flowchart showing a 54 ms timer interrupt process according to the third embodiment. [Figure 46A] 46 is a flowchart showing the first half of the message transmission process in FIG. 45. [Figure 46B] 46 is a flowchart showing the latter half of the message transmission process in FIG. 45. [Figure 47] 46 is a flowchart showing the message reception process in FIG. 45. [Figure 48] 10 is an explanatory diagram illustrating a gaming machine installation information notification message and a gaming machine installation information response message. FIG. [Figure 49]FIG. 10 is an explanatory diagram for explaining a gaming machine information notification message. [Figure 50A] 10 is an explanatory diagram for explaining type information (higher byte side) related to game information (2-byte configuration) of a gaming machine information notification message. FIG. [Figure 50B] 10 is a diagram illustrating count information (lower byte side) related to game information (2-byte configuration) of a gaming machine information notification message, and an example of game information (type information+count information). FIG. [Figure 50C] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50D] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50E] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50F] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50G] 10 is a flowchart illustrating a frame-side performance information monitoring process. [Figure 50H] FIG. 10 is a diagram illustrating an example of how count information is used in a performance information status notification. [Figure 51] FIG. 10 is an explanatory diagram illustrating a gaming machine information response message. [Figure 52] FIG. 2 is an explanatory diagram illustrating a ring buffer and a shift buffer according to the present invention. [Figure 53] FIG. 38 is a diagram showing a switch count table used in the winning event storage process (FIGS. 38A and 38B) in FIG. 37. [Figure 54] FIG. 43C is a diagram showing a game information (type information+count information) table used in the ring buffer transmission process in FIG. 43B. [Figure 55] 10 is a flowchart showing a sphere display process. [Figure 56] A diagram showing a game ball number display conversion table. [Figure 57] 10A and 10B are time charts for explaining another embodiment (fourth embodiment) of the present invention, in which (a) shows the case of a conventional determination method and (b) shows the case of the determination method of the fourth embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A preferred embodiment of the gaming machine according to the present invention will be described in detail below with reference to the drawings. In the following embodiment, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.

[0010] <1. Overview of the configuration: Figures 1 and 2> An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention (first embodiment) will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the appearance of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of the gaming board.

[0011] The pachinko gaming machine 1 (hereinafter referred to as "gaming machine 1") shown in Figure 1 has a frame-like front frame 2 attached to the front of a wooden outer frame 4 so as to be able to open and close, a gaming board 3 (see Figure 2) mounted within a gaming board storage frame (not shown) attached to the back of the front frame 2, and a gaming area 3a formed on the surface of this gaming board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this gaming area 3a. Various control boards (see Figure 3) for controlling gaming operations are arranged on the back side of the gaming board 3.

[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6; by inserting a key into this key cylinder and operating it to one side, the glass door 6 can be unlocked from the front frame 2 and opened to the front; by operating it to the other side, the front frame 2 can be unlocked from the outer frame 4 and opened to the front.

[0013] A front operation panel 7, which is configured integrally with the front frame 2, is disposed below the glass door 6. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing discharged game balls is formed in this upper tray unit 8. Note that the glass door 6 and the front operation panel 7 do not have to have a door structure that can be opened to the front as an integrated unit, and each may have a door structure that can be opened and closed independently.

[0014] The upper tray unit 8 is also provided with a ball removal button 14 for removing game balls stored in the upper tray 9 below the gaming machine 1, a ball lending button 11 for requesting the payout of game balls from the game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of any valuable medium inserted into the game ball lending device.

[0015] The upper tray unit 8 is also provided with a push-button effect button 13 (first operating means) and a cross-shaped directional key 75 (second operating means) consisting of an up button 75a, a right button 75b, a down button 75c, and a left button 75d, which can be used to input up, down, left, and right. The effect button 13 and directional key 75 function as operating means that can be operated by the player. The acceptance of operation inputs is enabled during a predetermined operation valid acceptance period (button valid period) in a specific preview effect (e.g., the "player participation effect" described below). When a predetermined operation (e.g., a single press, a long press, or repeated taps) is performed during this valid period, it is possible to bring about a change in the effect before and after the operation. These operating means are also used, for example, when a player sets their preferred game settings on the "game setting screen (menu screen)" while waiting for customers (waiting for the game to start). On this game setting screen, it is possible to set the game environment such as adjusting the volume and light intensity, and the setting items and adjustment amounts (level meters, etc.) are displayed on the game setting screen. During the above-mentioned customer waiting period, the "customer waiting pre-waiting effect (pre-demo display)" and "customer waiting pre-waiting effect (pre-demo display)" described below are displayed (executed) as customer waiting pre-waiting effects.

[0016] In addition, the effect button 13 and the directional key 75 have built-in lamps (button LED 13b) inside, and the light emission mode of the button LED 13b (for example, lit, flashing, off, etc.) can indicate the valid period for operation acceptance (flashing, lit) and the invalid period for operation acceptance (off).

[0017] A firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. This firing device 32 functions as a firing means capable of firing game balls toward the game area 3a, and in this embodiment has a firing performance of about 100 balls per minute.

[0018] In addition, speakers 46 (sound production means) that use sound to produce sound production effects (sound effects) are provided on both sides of the upper part of the front frame 2 and above the launch operation handle 15. In addition, multiple decorative lamps 45 (light production means) that use light decoration to produce light production effects are provided in appropriate locations around the periphery of the front frame of the glass door 6 and on the game board (Figure 2).

[0019] (Game board: Figure 2) Next, the configuration of the game board 3 will be described with reference to Figure 2. As shown in the figure, a ball guide rail 5 that guides the launched game ball is attached to the game board 3 in a ring shape as a board surface partition member, and the approximately circular area surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.

[0020] A liquid crystal display (LCD) 36 is provided in the approximate center of this gaming area 3a. Under the control of the effect control unit 24 (described later), this liquid crystal display 36 displays various effects as images in a predetermined display area (variable symbol display area), including the variable display operation (variable display and stationary display) of multiple types of decorative symbols (for example, the "left symbol," "middle symbol," and "right symbol" shown in FIG. 5A) that are independently made up of numbers, characters, symbols, etc.

[0021] Within the game area 3a, a center decorative body 48 is provided, surrounding the display surface of the LCD display device 36 at a distance. The center decorative body 48 is provided along the front side of the game board 3 and integrally comprises a front mounting plate 48a fixed to the game board 3 and a frame 48b that forms the outer periphery of the center decorative body 48 and surrounds the display screen of the LCD display device 36. This protects the display surface of the LCD display device 36 from surrounding game balls and also functions as a flow path distribution means that allows the game balls to be diverted to the left or right depending on the strength or stroke length of the game ball's launch. In this embodiment, a free movement area through which game balls can pass is formed between the upper surface of the center decorative body 48 and the ball guide rail 5. Game balls shot into the upper side of the game area 3a by the launching device 32 are diverted to the left or right at the upper side of the frame 48b and flow down either the left flow path 3b on the left side of the center decorative body 48 or the right flow path 3c on the right side.

[0022] The non-play area near the upper right edge (upper right corner) of the game board 3 is a display area for various functions. The special symbol display device 38a (first special symbol display device: first special symbol display means) and the special symbol display device 38b (second special symbol display device: second special symbol display means) are arranged side by side, with 7-segment displays (with dots) corresponding to the upper starting slot 34 (for the first special symbol) and the lower starting slot 35 (for the second special symbol). The special symbol display devices 38a and 38b execute a 'special symbol variable display game' by displaying (variable display and static display) the 'special symbol' represented by the 7-segment display. The LCD display device 36 displays decorative symbols in a variable manner in time with the display of the special symbols by the special symbol display devices 38a and 38b, executing a 'decorative symbol variable display game' along with various preview effects (effect images). Details of the special symbol variation display game and the decorative symbol variation display game will be explained later.

[0023] In addition, in the various function display section, next to the special symbol display devices 38a and 38b, there is arranged a composite display device (LED display device for reserve composite display) 38c consisting of multiple LED displays including a 7-segment display (with dots). It is called a "composite" because it is a reserve / time-saving / high-probability composite display device that has the function of displaying multiple status information such as displaying the number of activated reserved balls for special symbol 1, displaying the number of activated reserved balls for special symbol 2, displaying the number of activated reserved balls for normal symbols, notifying the status of right-hand hits, and notifying the status when the variable time-saving function is in operation (during time-saving) and when in a high-probability state (during high probability).

[0024] The various function display unit also includes a normal symbol display device 39a (normal symbol display means) arranged with a plurality of LEDs, located next to the composite display device 38c. The normal symbol display device 39a according to this embodiment is configured to execute a 'normal symbol variable display game' by varying the display operation of the "normal symbols" represented by each LED. For example, as a variable display operation, the normal symbols are repeatedly lit and extinguished by the LEDs, and after the variation time has elapsed, the lottery result of the normal symbol variable display game is announced by a combination of the on / off states of the plurality of LEDs. Details of the normal symbol variable display game will be explained later.

[0025] In addition, a right-hit display device 39b is provided adjacent to the normal symbol display device 39a. This right-hit display device 39b indicates, by a combination of the on / off states of the LED, whether a "right hit," which aims to make the gaming ball pass (flow down) through the right flow path 3c, is advantageous, or whether a "left hit," which aims to make the gaming ball pass (flow down) through the left flow path 3b, is advantageous. For example, if the LED is lit, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.

[0026] In addition, a round number display device 39c consisting of a plurality of LEDs (round display LEDs) is provided adjacent to the right-hand hit display device 39b. This round number display device 39c notifies the specified number of rounds (maximum number of rounds) related to a jackpot or V-win, which will be described later, by combining the on / off states of the plurality of LEDs.

[0027] Below the center decorative body 48, there are provided above and below a normal variable winning device 41 (normal electric device) equipped with an upper starting opening 34 (first special pattern starting opening: first starting means) and a lower starting opening 35 (second special pattern starting opening: second starting means), and inside each are formed detection sensors 34a, 35a (upper starting opening sensor 34a, lower starting opening sensor 35a: see Figure 3) that detect the passage of the game ball.

[0028] The upper starting opening 34, which is the first special symbol starting opening, is a winning opening related to the starting conditions for the variable display operation of the first special symbol (hereinafter, the first special symbol will be referred to as "special symbol 1" and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "fixed winning rate winning device" that does not have a "starting opening opening / closing means" that makes it possible to open or enlarge the starting opening. In this embodiment, due to the action of a game ball fall direction changing member (for example, a game nail (not shown), a windmill 44, a center decorative body 48, etc.) in the game area 3a, the upper starting opening 34 is configured to be easy for game balls that have flowed down the left flow path 3b to enter (win), but is configured to be difficult or impossible for game balls that have flowed down the right flow path 3c to enter.

[0029] The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can change the winning rate of game balls in the starting hole by a starting hole opening / closing means. In this embodiment, the starting hole opening / closing means is provided with a pair of left and right movable wing pieces (movable members) 47, and by opening and closing these movable wing pieces 47, the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged.

[0030] In addition, the lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting conditions for the variable display operation of the second special pattern (hereinafter, the second special pattern will be referred to as "special pattern 2" and sometimes abbreviated as "special pattern 2") in the special pattern display device 38b (second special pattern display device), and the winning area of ​​this lower starting opening 35 is configured to be changeable between an open state (easy winning state) that makes winning easier and a closed state (difficult winning state) that makes winning more difficult than the open state or makes winning impossible, depending on the operating state (operation or non-operation) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is not operating, it maintains the closed state (unable to win) that makes winning at the lower starting opening 35 impossible.

[0031] In addition, five general winning ports 43 are arranged on both sides of the normal variable winning device 41, four on the left side (43a to 43d) and one on the right side (43e), and each port has a general winning port sensor 43h (see Figure 3) formed inside it that detects the passage of the game ball.

[0032] In addition, diagonally above the right of the normal variable winning device 41, that is, above the middle of the right flow-down path 3c, there is provided a normal symbol start port 37 (third start means) consisting of a passage gate through which game balls can pass. This normal symbol start port 37 is a winning port related to the start conditions for the variable display operation of the normal symbol (hereinafter, the normal symbol may be abbreviated as "normal symbol") in the normal symbol display device 39a, and inside it is formed a normal symbol start port sensor 37a (see FIG. 3) that detects the game balls passing through. In this embodiment, the normal symbol start port 37 is formed only on the right flow-down path 3c side and not on the left flow-down path 3b side, but this is not limited to this and may be formed on both flow-down paths.

[0033] Along the route from the normal symbol starting port 37 to the normal variable prize winning device 41 in the right flow path 3c, there is provided a special variable prize winning device 52 (special electric device) which is configured to be able to open or expand the large prize winning port 50 using a retractable opening door 52b, and inside it is formed a large prize winning port sensor 52a (see Figure 3) which detects game balls that have entered the large prize winning port 50.

[0034] Additionally, within the large prize opening 50, there is formed a V prize opening (specific area) into which a game ball can enter, and a specific area sensor 51a (see FIG. 3) that detects a game ball that has entered the V prize opening. A game ball that has entered the large prize opening 50 can be guided to the V prize opening by a V guidance device (not shown). This V guidance device is configured to be controllable between an open state (easy V prize entry state) that makes it easier for the ball to enter the V prize opening (V prize entry) and a closed state (difficult V prize entry or V prize entry impossible state) that makes prize entry more difficult or impossible than the open state, and when the V guidance device is inactive, it maintains the closed state (unable V prize entry state) that makes prize entry into the V prize opening impossible. In this embodiment, when a predetermined condition is met, the V guidance device is controlled to an active state, and a V prize is enabled. If a gaming ball enters the V winning hole during this V winning valid period (if the specific area sensor 51a detects the gaming ball), a "V hit" will occur, which will be described later.

[0035] The area surrounding the special prize opening 50 is a bulge (decorative member) 55 that bulges out from the surface of the gaming board 3, and the upper edge 55a of this bulge 55 forms a downstream guide for the right-hand flow path 3c. When the special prize opening 50 is closed by the opening door 52b (special prize opening closed state), a surface continuous with the upper edge 55a of this bulge 55 forms part of the downstream guide (upper edge 55a) for the right-hand flow path 3c. In addition, in the downstream area of ​​the right-hand flow path 3c, in the area above the upper edge 55a of the bulge 55, or more precisely, in the playing area above the special prize opening 50, a flow path correcting plate 51d is protruded substantially parallel to the direction in which the game balls flow, and functions to guide the flowing game balls toward the special prize opening 50.

[0036] (The process of the game ball entering the main prize slot 50) The process by which a gaming ball enters the large prize opening 50 is as follows: After passing through the free movement area between the upper surface of the center decorative body 48 and the ball guide rail 5, the gaming ball flows down along the top surface (upper edge) 55a of the bulge 55, which protrudes from the gaming board 3 and functions as a guide for the gaming ball. The gaming ball then comes into contact with the right end of the flow path correcting plate 51d protruding from the surface of the gaming board 3, thereby correcting the flow direction of the gaming ball toward the large prize opening 50 (downward). At this time, if the large prize opening 50 is covered by the retractable opening door 52b (large prize opening closed state), the gaming ball rolls over this and is further guided toward the tulip-type regular variable prize opening device 41 (lower starting opening 35) by a gauge configuration (arrangement of gaming nails), not shown. At this time, if the lower starting opening 35 is in a state where a prize can be won (starting opening open state), the game ball can enter the lower starting opening 35, but if the opening door 52b is retracted into the game board surface and the big prize opening 50 is open (big prize opening open state), the game ball will be guided into the big prize opening 50.

[0037] In this embodiment, when the player aims the launch position toward the special variable winning device 52 (when aiming so that the game ball passes through the right-hand flow path 3c), the game ball is difficult to guide or cannot be guided toward the upper starting opening 34. Therefore, in the "large winning opening closed state," it is difficult or impossible for the game ball to win a prize at each starting opening 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is activated.

[0038] The winning means described above can be classified according to whether they belong to the left or right flow path, that is, whether game balls flowing down the left flow path 3b or the right flow path 3c can win a prize. The winning means belonging to the left flow path 3b include the upper starting opening 34, the lower starting opening 35, and the left-side general winning openings 43a-43d, while the winning means belonging to the right flow path 3c include the upper starting opening 34, the lower starting opening 35, the normal symbol starting opening 37, the big winning opening 50, and the right-side general winning opening 43e. Note that when the movable wing piece 47 is in the open state (starting opening open state), the lower starting opening 35 belongs to both the left flow path 3b and the right flow path 3c, and winning is possible from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when the game ball passes through (wins) the normal symbol starting opening 37 located on the right side of the game area 3a, so it can be said that it is essentially a winning means that belongs only to the right flow path 3c. Also, the big winning opening 50 belongs only to the right flow path 3c, and only game balls from the right flow path 3c can win.

[0039] (Right-handed advantage configuration under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming the gaming ball so that it passes through the right flow path 3c, the gaming ball is likely to enter the normal symbol start opening 37, but is difficult or impossible to guide to the upper start opening 34. Therefore, in the "big prize opening closed state," it is difficult or impossible to enter each start opening 34, 35 unless the movable wing 47 of the normal variable prize opening device 41 is activated. However, when the "electric support state (start opening easy entry state)" described below occurs, this movable wing 47 operates in an opening / closing pattern that is more advantageous than at least the normal gaming state (normal state). Therefore, in this electric support state (electric support state), a "right hit" aiming the gaming ball so that it passes through the right flow path 3c is considered advantageous rather than a "left hit" aiming the gaming ball so that it passes through the left flow path 3b. On the other hand, in the "no electric support state (starting hole winning difficult state)" which is a non-electric support state, it is considered advantageous to "hit left" aiming the game ball so that it passes through the left flow path 3b rather than "hit right" aiming to pass through the right flow path 3c. In other words, whether a player is advantageous to hit left or right can change depending on the game state. As will be described in detail later, game states related to the electric support state include "time-saving state" and "probability state," while game states related to the no electric support state include "normal state" and "potential state."

[0040] Each of the prize openings, such as the upper starting opening 34, the lower starting opening 35, the normal symbol starting opening 37, the large prize opening 50, and the general prize openings 43a-43e, function as prize-winning means located within the game area 3a. Furthermore, detection sensors or switches, such as the upper starting opening sensor 34a, the lower starting opening sensor 35a, the normal symbol starting opening sensor 37a, the large prize opening sensor 52a, and the general prize opening sensor 43h (corresponding to each of the general prize openings 43a-43e), provided corresponding to each prize opening, function as "prize-winning detection means" that detect game balls entering the prize-winning means. The number, shape, and location of each of the prize-winning means described above can be modified as appropriate depending on the gameplay. Furthermore, for each prize-winning means, whether a game ball flowing down the left flow path 3b or the right flow path 3c is difficult or impossible to win, or can win, can also be modified as appropriate depending on the gameplay.

[0041] When a gaming ball enters a winning slot, the number of prize balls per winning ball, designated for that slot, is paid out from the gaming ball payout device 19 (see FIG. 3). For example, three balls are paid out from the upper starting slot 34, one from the lower starting slot 35, zero (no prize balls) from the normal symbol starting slot 37, 15 from the large winning slot 50, and three from the general winning slots 43a-e. Gaming balls that do not enter the above winning slots are discharged from the gaming area 3a via the outlet 49. Here, "winning" refers to the entrance of a winning slot taking in a gaming ball, or, in the case of an entrance of a winning slot that does not have a structure that takes in gaming balls but is a pass-through gate (e.g., the normal symbol starting slot 37), the entrance of a gaming ball passing through the gate. In practice, when a gaming ball is detected by a detection sensor provided for each winning slot, that winning slot is considered to have "won." In addition, the game ball related to this winning is also called a "winning ball."

[0042] <Moving parts> Also, within the game area 3a, a movable accessory (movable presentation means) that exerts a dynamic presentation effect depending on its operating mode is disposed at a position that does not obstruct the flow of game balls.

[0043] In this embodiment, the first movable part 80 is located in the upper right corner of the center display 48, and the second movable part 90 is located diagonally below it to the right. The first movable part 80 has a clock face 81 consisting of a numeral display section divided into 12 number sectors marked with the Roman letters "I" through "XII," and clock hands 82 consisting of hour and minute hands rotatably formed on the clock face 81, forming a "wall clock" as a whole. In this sense, the first movable part 80 is also referred to as a "clock-type part 80." The clock face 81 has full-color LEDs on the back or inside for each sector indicated by the hour hand, or the number sectors themselves are composed of full-color LEDs, allowing each number sector to individually emit different colors. This clock-type part 80 functions as at least two display means: a movable display means (clock hands 82) and a light display means (number sectors).

[0044] The second movable accessory 90 has a flower-shaped part 91 (first movable body 91) in the shape of a flower, with a corolla consisting of multiple petals arranged around the center of the flower and a sepal arranged around the outside of the corolla to make the perianth double, and this is attached to the tip of an arm 92 (second movable body 92) that can swing, and the whole is configured as the flower-shaped accessory 90. The multiple petals of the flower-shaped part 91 can rotate around the center of the flower as a central axis.

[0045] This flower-shaped accessory 90 normally remains stationary in a home position (shown by the solid line in FIG. 2 ) set on the edge of the LCD screen or to the side of the LCD screen. When a predetermined operating condition is met, the arm 92 tilts, and together with the arm 92, the flower-shaped portion 91 moves to a position (shown by the dashed line in FIG. 2 ) where it covers the LCD screen. Then, when it reaches the performance position shown by the dashed line in FIG. 2 , the flower-shaped portion 91 rotates at the tip of the arm, and the translucent center and petals are illuminated from behind by a lamp or full-color LED, creating a beautiful glow. When the flower-shaped accessory 90 finishes its operation, it returns from the performance position shown by the dashed line to the home position shown by the solid line. The flower-shaped portion 91 can rotate its petals in multiple patterns, including high-speed rotation, low-speed rotation, and reverse rotation. The arm 92 can tilt fully to the dashed line, as well as perform multiple other motion patterns, including semi-tilting to a predetermined tilt angle, vibrating, and inching. The clock-shaped device 80 (clock hands 82) and flower-shaped device 90 (first movable body 91, second movable body 92) can be used for various effects, such as preview effects, setting suggestion effects, and demo effects, which will be described later.

[0046] <2. Control device: Figure 3> Next, a control device that controls the gaming operations of the gaming machine 1 according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a control block diagram showing an overview of the control device.

[0047] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") that controls all game operations (game operation control), a presentation control board (presentation control means) 24 (hereinafter referred to as the "presentation control unit 24") that receives presentation control commands from the main control unit 20 and controls the execution (appearance) of presentations by the presentation means, a payout control board (payout control means) 29 that controls the payout of prize balls by the game ball payout device 19, and a power supply board (power control means (not shown)) that generates and supplies the necessary power (including backup power) from an external power source to each board of the gaming machine. A liquid crystal display device 36 is connected to the presentation control unit 24 as an image display device. The power supply route is omitted in FIG. 3.

[0048] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor that incorporates a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program that describes the game operation control procedures, as well as various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer (equivalent to a Z80 system).

[0049] Although not shown, the main control unit 20 also includes a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a function for creating pulse outputs at regular intervals (bit rate generator), and a time measurement function; an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that provide interrupt signals to the CPU; a reset circuit that detects power-on / power-off and power abnormalities and can output a system reset signal to reset the CPU; a watchdog timer (WDT) circuit that monitors for abnormal operation of the control program; an IAT (Inhibit Outside Designated Area) circuit that monitors whether the program is being executed correctly within a pre-set address range; and a counter circuit for generating random numbers within a certain range (hard random numbers) in a hardware manner.

[0050] At least the main control unit (main control board) 20 and the payout control board 29 are configured to start backup processing prior to power cutoff by receiving a voltage drop signal (power supply abnormality signal) from the power supply board (not shown), and to resume the gaming operation before power cutoff after power is restored (backup function). This gaming machine 1 is capable of retaining the contents of RAM memory for at least several days.

[0051] The counter circuit includes a random number generation circuit that generates random numbers and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit depending on the processing state, thereby obtaining the value indicated by the random number generation circuit as a random number value for internal lottery (random number for determining whether or not there is a jackpot (size of random number: 65536)), and uses this random number value for the jackpot lottery. Note that the random number for internal lottery is obtained by adding a software random number value generated by appropriate software processing and a hard random number value to prevent cheating such as targeting a jackpot.

[0052] Here, the memory space (RAM 203, ROM 202) provided in the main control unit 20 will be briefly described with reference to FIG.

[0053] The "program / data area" of ROM 202 includes "internal programs" that store control programs required to execute game operation processes related to game progress, such as symbol-changing games and winning games, as well as "external programs" that store control programs not directly related to game progress, such as performance display processing and type-test signal processing (described below), and a data storage area for storing various fixed data related to the programs. RAM 203 also includes work areas corresponding to the internal and external programs (e.g., an internal RAM area from addresses 0000H to 00FFH and an external RAM area from addresses 0100H to 01FFH). In other words, the storage areas accessible by CPU 201 include internal ROM and internal RAM, each of which is configured to be within a predetermined upper limit, as well as separate external ROM and external RAM. The internal ROM and external ROM each include a control area where programs are stored and a data area where data is stored.

[0054] An "in-area program" stored in the control area of ​​in-area ROM references the data area of ​​the same in-area ROM and can reference and update in-area RAM, but can only reference, not directly update, the out-area RAM. Similarly, an "out-area program" stored in the control area of ​​out-area ROM references the data area of ​​the same out-area ROM and can reference and update the out-area RAM, but can only reference, not directly update, the other in-area RAM. Therefore, if you want to update data in out-area RAM during in-area processing by an in-area program (while the in-area program is running), you need to call (invoke) the out-area program from the in-area program and update the data in the out-area RAM through out-area processing by that out-area program (execution of the out-area program).

[0055] Returning to the explanation of Figure 3, the main control unit 20 is connected to an upper starting gate sensor 34a which detects winnings at the upper starting gate 34, a lower starting gate sensor 35a which detects winnings at the lower starting gate 35, a normal pattern starting gate sensor 37a which detects the passage of the game ball into the normal pattern starting gate 37, a large prize gate sensor 52a which detects winnings at the large prize gate 50, a general prize gate sensor 43h which detects winnings at the general prize gate 43, and a specific area sensor 51a which detects winnings at the V prize gate (specific area), and the main control unit 20 receives detection signals from these sensors and determines which prize gate the game ball has won (entered).

[0056] The main control unit 20 is also connected to an OUT monitoring sensor 49a that detects game balls (out balls) discharged from the gaming machine through the outlet 49 and each winning port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 is equipped with a functional unit (out ball counting means) that can count the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one type of "game performance information" defined by a specific value. For example, if "the cumulative number of out balls today is 30,000," the gaming performance information can be obtained as "the gaming machine 1 operated for 300 minutes today" using the relationship "operation time = cumulative number of out balls (balls) / firing performance (100 balls per minute)." In this embodiment, the number of out balls is used to calculate the "base value" (one type of gaming performance information) described below.

[0057] In addition, although not shown in the figure, a fraud detection sensor (for example, a vibration sensor, a radio wave sensor, or a magnetic sensor) is connected to the main control unit 20 to detect fraudulent behavior against the gaming machine 1, and the main control unit 20 is able to monitor fraudulent behavior against the gaming machine based on the detection signal from the fraud detection sensor.

[0058] In addition, the main control unit 20 is connected to a normal electric role solenoid 41c for controlling the opening and closing of the movable wing piece 47 of the lower starting opening 35, and a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.

[0059] Special symbol display devices 38a and 38b are also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of special symbols 1 and 2. A normal symbol display device 39a is also connected to the main control unit 20, and is capable of transmitting control signals for controlling the display of normal symbols.

[0060] In addition, the main control unit 20 is connected to a composite display device 38c, a right-hand hit display device 39b, and a round number display device 39c, and the main control unit 20 is capable of transmitting control signals to control the display of various information displayed on these devices.

[0061] The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can output one or more outer end signals containing specific game information via the frame external terminal board 21 to external devices such as a hall computer HC or a data counter DT (not shown) installed outside the gaming machine. The game information contained in the outer end signals includes, for example, winning game start / end information, winning information, special symbol variation start / stop information, prize ball count information, and various security information (such as fraud detection information, RAM clear, door opening, and setting change information). The "data counter DT" is a game information reporting device that can report specific information about the gaming machine, such as the number of jackpots, the number of symbol variation display games (number of symbol variations), and the number of games between jackpots, based on the game information contained in the outer end signals. It is usually installed on top of the gaming machine. The "hall computer HC" is a management computer dedicated to the gaming parlor that monitors and collects the status of the gaming machines (various information such as the number of games played, number of balls dispensed, number of jackpots, errors, etc.) based on the game information contained in the outer end signal, and comprehensively manages the operation (operation) status of the gaming machines installed in the pachinko parlor. The "data counter DT" is also equipped with a "call button" for calling a pachinko parlor staff member, and when the call button is operated, the data counter DT can notify the fact by using its own light-emitting means, etc. The detection signal of the call button can also be sent to the hall computer HC.

[0062] The "call button" may be mounted on the gaming machine 1, and may be provided, for example, in an appropriate location on the upper tray unit 8. In this case, the detection signal from the call button is configured to be transmittable to an external device from the payout frame external terminal board 21 described below.

[0063] The main control unit 20 is also capable of outputting a type test signal from the frame external terminal board 21 that identifies game operation in real time in response to type tests (tests related to the certification of gaming machines based on regulations related to the certification and type inspection of gaming machines) conducted by the Security Electronics and Communications Technology Association (SECTA). When a gaming machine that has passed the type test is installed in a pachinko parlor, no changes to the compliant control program are permitted. Therefore, processing related to the type test signal will continue to be executed even after installation in the pachinko parlor (see step S823 in FIG. 19 for the test firing test signal terminal management processing during timer interrupt processing outside the area described below).

[0064] The main control unit 20 is also connected to a RAM clear switch 98 for initializing a predetermined area (internal memory) of the RAM 203, a setting key switch 94 that can be switched between a "setting change permitted state (ON operation)" that allows the setting value to be changed and a "setting change prohibited state (OFF operation)" that prohibits the setting change operation by inserting a setting key and turning it ON / OFF, and a setting change switch 95 for changing the "setting value" described below in the setting change permitted state, and the main control unit 20 is capable of receiving detection signals from these switches.

[0065] Although both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator, in order to prevent fraudulent activities, they are located in appropriate locations inside the gaming machine that cannot be seen from the outside, and they cannot be turned on / off from outside the gaming machine unless the front frame 2 is opened.

[0066] A setting display 97 (setting display means) that displays setting value information is also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for display control of this. The setting display 97 in this embodiment is composed of one 7-segment display. The setting display 97 is mounted in an appropriate location inside the gaming machine, for example, on a control board or a board case that protects it, so that the setting values ​​cannot be seen from the outside.

[0067] (About the setting value) The main control unit 20 has a "setting change function" that can change the expected value (profit) of the profit to be awarded to the player, such as the payout rate (also known as "machine payout rate" or "PAYOUT rate"), in stages, and is referred to as a "type with setting function." The "setting value" is a value that indicates this stage. This setting value can be confirmed by the setting display 97, and is set appropriately by the hall staff based solely on the business strategy of the pachinko hall (game parlor).

[0068] The "setting value" defines, for example, the probability of winning (winning probability) a jackpot (a type of winning that activates a condition device described below) in stages. The higher the setting value, the higher the probability of winning (winning probability of a jackpot), which is set to be advantageous to the player. Such setting values ​​can be set in at least two stages (at least a first setting value and a second setting value). For example, if six setting values ​​are set, from setting 1 to setting 6, the probability of winning a jackpot at low probability can be 1 / 280 for setting 1, 1 / 275 for setting 2, 1 / 270 for setting 3, 1 / 265 for setting 4, 1 / 260 for setting 5, and 1 / 251 for setting 6. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout), which is advantageous to the player. In addition, when the jackpot lottery probability is in a high probability state (when the special symbol probability change function described below is activated), the probability can increase to a value not exceeding 10 times. However, the increase rate may be the same for each setting value or may be different. In this embodiment, the increase rate is the same for each setting value. In the above example, if the jackpot lottery probability at low probability is 1 / 280 to 1 / 251 for settings 1 to 6 and the increase rate is 5 times, the jackpot lottery probability at high probability is 1 / 56 to 1 / 50 for settings 1 to 6.

[0069] Also, if there are multiple types of jackpots, the probability of winning at least one of them can be changed depending on the setting value. For example, if there are four types of jackpots, jackpots 1 to 4, the higher the setting value, the higher the winning probability of all jackpots 1 to 4, or the higher the winning probability of only some of the jackpots, jackpots 1 to 3 (in this case, the winning probability for jackpot 4 is the same for all setting values), or the higher the winning probability of only a specific jackpot (for example, only jackpot 1) (in this case, the winning probability for jackpots 2 to 4 is the same for all setting values). Also, the higher the setting value, the higher the combined winning probability of jackpots 1 to 4 can be. Also, the winning probability of minor jackpots that do not trigger the activation of the condition device can be changed depending on the setting value, as in the case of the jackpot described above, or the winning probability can be the same for all settings.

[0070] In this way, the "setting value" means a grade related to the probability (ease of occurrence) of a specific event (winning) such as a jackpot, and is a value that defines the events that affect the payout ratio by level. The main control unit 20 can be provided with a setting means that can set a setting value related to the winning probability of a specific event as a functional unit related to the setting value.

[0071] (Regarding changing settings) In this embodiment, when the power is turned on, the setting change permission state is established if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state. When the power is turned on by any other switch operation, the setting change prohibition state is established. In this setting change permission state, each time the setting change switch 95 is turned ON, the current display value of the setting indicator 97 is cycled through the available settings 1 to 6, as in "1 → 2 → 3 → 4 → 5 → 6 → 1 → 2 → 3 →...". When the desired setting value is displayed, turning the setting key switch 94 OFF (setting confirmation operation) establishes the current display value as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. Turning the setting key switch 94 from ON to OFF ends the setting change permission state, and gameplay commences under the confirmed setting value.

[0072] (No setting type) The present invention can also be applied to gaming machines of the "no setting type" that do not have setting values. In the case of a no setting gaming machine, there are no setting values ​​in the first place, so there is no need to provide a setting value storage area.

[0073] (1-step setting type) Alternatively, the gaming machine may be a "single-stage setting type" in which the setting value is not switchable between multiple stages but has only one setting value. The "single-stage setting type," like the "setting function type" described above, allows operations related to the setting value, such as changing the setting, but only allows the selection of one setting value. This type is primarily used to facilitate compatibility and versatility between "setting function type" and "non-setting type" gaming machines, facilitating the design of new gaming machines. This "single-stage setting type" is essentially the same as a "non-setting gaming machine" in that it has only one setting value. Note that in the case of a "single-stage setting type," even when the setting change switch 95 is operated, only one setting value is displayed on the setting indicator 97, for example, "1→1→1→1→...," and only one setting value can be selected.

[0074] Furthermore, the main control unit 20 is capable of transmitting various performance control commands to the performance control unit 24 according to the processing status. However, in order to prevent cheating from outside, the main control unit 20 is configured for one-way communication, in which it only transmits signals to the performance control unit 24 and is unable to receive signals from the performance control unit 24.

[0075] (About Performance Indicator 99) In addition, the main control unit 20 is connected to a performance indicator 99 (information display means) that reports information (hereinafter referred to as "performance information") related to the game results for a predetermined period (specific game period), and the main control unit 20 is capable of transmitting a control signal to control the display of this information.

[0076] The performance indicator 99 of this embodiment is made up of multiple 7-segment LEDs, and more specifically, four 7-segment LEDs (7-segment indicators 99a to 99d) in which the display section and circuit section are unitized are arranged horizontally and mounted on the main control board 20, for example, to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number.

[0077] The above-mentioned "performance information" is information primarily used by pachinko parlors and relevant authorities for confirmation and investigation, such as to check whether there are any abnormalities in the ball-dispensing performance due to improper adjustment of the gaming nails or cheating, or whether the gaming machine's original ball-dispensing performance (designed ball-dispensing performance) is being properly demonstrated; in other words, it is "information regarding gaming results (gaming results information)." Therefore, this information is not directly related to the player's enjoyment of the game. For this reason, the performance indicator 99 is mounted in an appropriate location inside the gaming machine, such as on the control board or on the board case that protects it.

[0078] (Examples of performance information) Here, the performance information is not particularly limited as long as it is useful gaming performance information, and for example, one or more of the various pieces of information shown below in (Information 1) to (Information 4) can be used.

[0079] (Information 1) The total number of payout balls paid out due to winning in a predetermined counting section (total number of specific prize balls: α) divided by the total number of out balls in the counting section (number of out balls in specific prize balls: β) (α / β) can be used as performance information (specific ratio information). Such specific ratio information is useful as an index for evaluating the ball output performance of a gaming machine.

[0080] (Information 1-1) The above "total number of paid-out balls" refers to the total number of game balls (prize balls) paid out when winning at the winning slots (upper starting slot 34, lower starting slot 35, general winning slots 43 (43a-43e), large winning slot 50). In this embodiment, the upper starting slot 34 pays out 3 balls, the lower starting slot 35 pays out 3 balls, the large winning slot 50 pays out 15 balls, and the general winning slot 43 pays out 6 balls. The total number of out balls refers to the number of game balls shot into the game area 3a from the launching device 32 (the number of game balls detected by the OUT monitoring switch 49a).

[0081] (Information 1-2) Furthermore, the "counting target section" may be, for example, a specific gaming state (a specific gaming state focused on YJ and / or Tcode). Specifically, focusing on the "internal gaming state (YJ)" described below, these include the normal state, time-saving state, potential probability state, time-saving state, slight time-saving state, and probability variation state, as well as during a jackpot game (condition device ON), during a V-win game (condition device ON), and during a small win game (small win flag ON). Focusing on the "game mode (Tcode)" described below, these include heaven mode, hell mode, and consecutive win mode. The gaming state to be used as the counting target section can be determined appropriately depending on the performance information to be acquired. Furthermore, the counting target section may be not only one gaming state, but also multiple gaming states. For example, it may be "normal state and slight time-saving state," "all gaming states except during a win game," or "all gaming states."

[0082] (Information 1-3) Furthermore, as the counting period for performance information, rather than focusing on the game state such as during the normal state, the time-saving state, or the jackpot, as described above, the following counting period may be adopted. (Information 1-3A: Cases focusing on the probability of winning the lottery) The period of "low probability state and / or high probability state" can be counted. For example, "a gaming state related to a low probability state" or "a gaming state related to a high probability state" can be counted. (Information 1-3B: Cases that focus on the presence or absence of an electric support state) The period of "electric support state and / or no electric support state" can be counted. For example, "game state related to no electric support state" and "game state related to electric support state". (Information 1-3C: Cases focusing on the probability of winning the lottery and the presence or absence of the electric support state) For example, there are "game states related to 'low probability state + no electric support state'", "game states related to 'high probability state + no electric support state'", "game states related to 'low probability state + electric support state'", "game states related to 'high probability state + electric support state'", etc.

[0083] (Information 1-3D) Note that during jackpot play (including V-hits), the game is controlled to a low-probability state, and during small-hit play (including small-hits), the game state at the time of winning continues. However, if you want to measure a "period of purely low-probability state," you can use the period excluding "hit play" and "high-probability state" as the counting interval. In this example, if the game state at the time of winning a small jackpot is a low-probability state, it may or may not be included in the measurement. Details of jackpot types, small jackpot types, and these winning games will be described later. Also, if you want to measure a period of low-probability or high-probability state excluding both jackpot and small jackpot play, you can use the period excluding full-hit play as the counting interval.

[0084] (Information 1-4) Furthermore, the "total number of payouts" may be the total number of payouts excluding one or more specific winning slots from the counting object (total number of payouts excluding specific winning slots). For example, the total number of payouts may be the total number of payouts excluding the large winning slots 40 and 50 from the counting object among the winning slots (in this case, the total number of payouts is the number of payouts excluding the winning slots from the counting object).

[0085] (Information 2) In addition, as performance information, one or more of the total number of payouts, the total number of payouts excluding specific winning slots, the total number of balls out, the total number of balls fired, the total number of balls won, and the net increase in the number of balls (difference in number of balls) may be counted, and the count results may be used as performance information.

[0086] (Information 3) The ratio of the game features during a predetermined gaming period may be used as performance information. The predetermined gaming period may be a predetermined number of games (for example, the most recent 6,000 games, a cumulative number of games (a cumulative total of 17,500 games or more, a cumulative total of 175,000 games or more, etc.), a predetermined period (for example, from power-on to power-off), or a predetermined time (for example, 10 hours from power-on) (the same applies to (Information 4) to (Information 5) described below). The "function ratio (%)" is the percentage of game balls paid out by the operation of electric functions among the game balls paid out from the gaming machine. The function ratio is calculated as "(total number of paid out balls during function operation / total number of paid out balls) x 100" (in this example, decimal points are rounded down). Note that functions include normal electric functions, first-class special electric functions, first-class non-special electric functions, and function continuous operation devices related to first-class special electric functions. The function ratio is displayed, for example, as follows: the identification segment displays "7Y.", and the ratio segment displays the current function ratio (for example, "69" if 69%). Note that if the specified playing period is less than the specified time period (for example, if less than 6,000 games have been played), the identification segment flashes. Furthermore, if the ratio is equal to or greater than a specified value (for example, 70% or greater), the ratio segment flashes, and if it reaches 100%, the ratio segment flashes "99."

[0087] (Information 4) The ratio of consecutive games during a specified playing period may be used as performance information. The "continuous feature ratio (%)" is the percentage of gaming medals paid out by the operation of the feature continuous operation device, out of the gaming medals paid out from the gaming machine. The continuous feature ratio is calculated as "(total number of medals paid out while the feature continuous operation device is operating / total number of medals paid out) x 100" (rounded down to the nearest whole number). The continuous feature ratio is displayed, for example, by displaying "6Y." on the identification segment side, and the current continuous feature ratio (for example, "59" if it is 59%) on the ratio segment side. Note that if the specified playing period is less than (for example, if it is less than 6,000 games), the identification segment will flash. Furthermore, if the ratio is equal to or greater than a specified value (for example, equal to or greater than 70%), the ratio segment will flash, and if it reaches 100%, the ratio segment will flash "99".

[0088] (Information 5) The ratio of the winning devices to the total number of games (cumulative number of games) may also be used as performance information. The display mode of the role ratio for the total number of games (cumulative number of games) is, for example, the identification segment side displays "7A.", and the ratio segment side displays the current role ratio (for example, "69" if it is 69%). However, if the total number of games is less than a predetermined number of games (for example, less than 17,500 games), the identification segment is displayed in a flashing manner. Also, if the role ratio is equal to or greater than a predetermined value (for example, equal to or greater than 70%), the ratio segment is displayed in a flashing manner.

[0089] Naturally, the counting interval for the counting values ​​used to calculate the performance information differs depending on the one or more pieces of performance information used. For example, if the counting values ​​used to calculate the performance information require the total number of payouts in the normal state and the slight time-saving state, the cumulative number of out balls in the normal state and the slight time-saving state, and the total number of out balls in all game states, the counting intervals for the total number of payouts and the cumulative number of out balls are the normal state and the slight time-saving state, and the counting interval for the total number of out balls is the all game states.

[0090] (Regarding the counting section according to this embodiment) As described above, various types of information can be used as performance information, but in this embodiment, the "normal state" and the "slightly time-saving state" are defined as the counting target intervals (game states to be counted). The total number of payouts during these game states (hereinafter referred to as the "normal payout number") and the cumulative number of balls out during the same game states (hereinafter referred to as the "normal out number") are measured in real time, and the base value (normal base value) calculated by dividing the normal payout number by the normal out number and multiplying this value by 100 (normal payout number ÷ normal out number × 100) is used as the "performance information," and this is displayed in a predetermined manner by the performance display 99. The "base value" is rounded to one decimal place and displayed as performance information on the performance display 99.

[0091] Therefore, each piece of data on the number of payouts during normal play, the number of outs during normal play, and the base value (normal base value) is stored (memorized) in the corresponding areas of RAM 203 (the normal payout number storage area, the normal out number storage area, and the specific ratio information storage area). However, rather than simply measuring continuously and displaying performance information, when the total number of out balls reaches a predetermined number (for example, 60,000), the measurement is temporarily stopped, and the base value at the time of measurement termination is stored as history information in a specified area of ​​RAM 203 (the performance display storage area) (the current base value is stored). Note that the "total number of out balls (60,000)" that triggers the termination of the measurement of the current base value does not refer to the number of outs during normal play, but rather to the total number of out balls during all play states (including during a winning game) (hereinafter referred to as the "number of outs in all states"). This number of outs in all states is also measured in real time and stored in the corresponding area of ​​RAM 203 (the area for storing the number of outs in all states). Hereinafter, for ease of explanation, unless otherwise necessary, the above-mentioned "normal dispensed quantity storage area, normal out quantity storage area, specific ratio information storage area, all-state out quantity storage area" (RAM areas that store data groups related to the calculation of performance information) may be collectively referred to as the "counting information storage area."

[0092] In addition, the processing program and its work area for display control and base values ​​of the performance indicator 99 are set in an area (external memory (external ROM, external RAM)) different from the area (internal memory (internal ROM, internal RAM)) that the CPU 201 accesses when processing normal game progress (pattern change display game, winning game, etc.).

[0093] As in this embodiment, when there are multiple counting target intervals including a first counting target interval (normal state) and a second counting target interval (slight time-saving state), the counting values ​​(counting values ​​used to calculate performance information) for each counting target interval may be stored in a memory area (hereinafter also referred to as an "individual memory area") defined for each counting target interval. For example, as the count values ​​(hereinafter also referred to as "individual count values") relating to each counting target section, the number of dispensed items in the first counting target section (number of dispensed items in normal state), the number of out items in the first counting target section (number of out items in normal state), the number of dispensed items in the second counting target section (number of dispensed items in slight time-saving state), and the number of out items in the second counting target section (number of out items in slight time-saving state) are counted (first counting target section dispensed number counting means, first counting target section out number counting means, second counting target section dispensed number counting means, second counting target section out number counting means), and a memory area for storing each of these values ​​can be provided. Note that the number of dispensed items in normal state and the number of dispensed items in slight time-saving state are one aspect of the count values ​​belonging to the number of dispensed items in normal state, and the number of out items in normal state and the number of out items in slight time-saving state are one aspect of the count values ​​belonging to the number of out items in normal state.

[0094] Furthermore, a base value (hereinafter also referred to as "individual base value") for each of the first counting target section (normal state) and the second counting target section (slight time-saving state) may be calculated based on the count values ​​in the individual storage areas described above, and storage areas (first individual base value storage area, second individual base value storage area) may be provided to store these base values ​​(normal state base value, slight time-saving state base value). In this case, the normal state base value and the slight time-saving state base value may be calculated, and their average value may be used as the base value to be displayed. In this way, when a configuration is made such that count values ​​and base values ​​determined for each counting target section can be stored, it becomes possible to manage the individual count values ​​and individual base values. In this case, there is also the advantage that the individual count values ​​and / or individual base values ​​can be displayed.

[0095] After the total number of balls out reaches a predetermined number and the current base value is stored as history information, the counting information storage area used in this measurement is cleared (initialized), and measurement and calculation of new normal payout numbers, normal out numbers, total state out ball numbers, and base values ​​begins. As a result, the current base value is stored as history information, and the next performance information is measured, calculated, and stored in real time.

[0096] Furthermore, from the time the power is first turned on or all out-of-area RAM is cleared until the number of outs in all states reaches a predetermined number (for example, 299), a test period (pre-measurement period) is set up in which only the number of outs in all states is counted, and base values, etc. are not measured. This is in consideration of the fact that operational tests are conducted when a gaming machine is first installed in a pachinko parlor. For example, game balls may be placed in the starting slot to check operation or for test shots, and winning balls and out balls resulting from such operational tests must be excluded from the count. Therefore, the initial (first) measurement begins after the end of the test period.

[0097] Also, when the number of out in all states reaches a predetermined number (here, 60,000) after the start of the initial (first) measurement, the base value at this time (initial base value) is stored in the performance display storage area of ​​RAM 203, and for the second measurement, the current number of dispensed in normal mode, the number of out in normal mode, and the number of out in all states are each cleared (measurement data initialization process). That is, every time the specified number of 60,000 is counted, the current base value is stored, and for the measurement of the next base value, the number of dispensed in normal mode, the number of out in normal mode, and the number of out in all states being measured are cleared.

[0098] The past base value (historical base value) as the history information and the base value currently being measured in real time (real-time base value) are displayed alternately every predetermined time (for example, 5 seconds). In this embodiment, of the four 7-segment LEDs 99a to 99d, the two 7-segment LEDs 99a and 99b on the left half of the front face function as an 'identification display unit (identification segment)' that displays identification information that enables identification of whether the display is a 'real-time base value' being measured in real time or a 'history base value', which is history information, and the two 7-segment LEDs 99c and 99d on the right half of the front face function as a 'base display unit (ratio segment)' that displays the base value.

[0099] The identification display section (identification segment) displays, for example, the following: (1) To display the real-time base value: "bL." (2) To display the historical base value: "b6." (3) During the test period: "--"

[0100] The base value is rounded to the nearest decimal point before being displayed in the numeric display area, but if the rounded value is three digits or more, the base display area will display "99." to indicate an overflow. For example, if the real-time base value is 31, it will be displayed as "bL.31," if the historical base value is 29, it will be displayed as "b6.29," and if it is an overflow, it will be displayed as "bL.99" or "b6.99." Note that since the test period is the section before measurement begins, the identification display area and base display area will display "---." This makes it possible to distinguish between the real-time base value and the historical base value currently being displayed.

[0101] The historical base value is not limited to the previous base value. It may also be configured to display a specific base value, such as the base value two or three times before that. The number of previous base values ​​to be displayed can be determined as appropriate. For example, multiple measurement periods can be displayed by switching between them at predetermined intervals, such as the "third historical base value (measurement result three times before)," the "second historical base value (measurement result two times before)," the "first historical base value (previous measurement result)," and the "real-time base value (current base value)." In this case, the display of the identification indicator can be different to distinguish the measurement results for each interval. For example, the "third historical base value" is displayed as the identification indicator "b3.", the "second historical base value" as the identification indicator "b2.", the "first historical base value" as the identification indicator "b1.", and the "real-time base value" as the identification indicator "bL.". Furthermore, when displaying a test interval, the identification indicator "--" is displayed. Furthermore, when the performance indicator 99 displays one or more pieces of performance information, the display format can be freely determined as long as the performance information can be distinguished. Furthermore, when a plurality of pieces of performance information are displayed, the timing for switching from one piece of performance information to another piece of performance information can also be freely determined.

[0102] In this specification, "measurement" can be replaced with the words "calculation" or "counting," "calculation" can be replaced with the words "measurement" or "counting," and "counting" can be replaced with the words "measurement" or "counting." For example, the meaning of "calculating a base value" can be treated as an equivalent concept to the meaning of "measuring a base value" or "counting a base value."

[0103] In addition, a payout control board (payout control unit) 29 is connected to the main control unit 20, and this payout control board 29 is connected to a launch control board (launch control unit) 28 that controls the launch device 32 and a game ball payout device (game ball payout means) 19 that pays out game balls.

[0104] The main role of the payout control board 29 is to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and send information (status signals) relating to the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 is capable of sending a control command relating to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, and on the other hand, the payout control board 29 is capable of sending the above-mentioned status signal to the main control unit 20.

[0105] A fullness detection sensor 60 that detects the storage state of game balls stored in the upper tray 9 (whether the upper tray 9 is full or not) and a door open sensor 61 that detects the open / closed state of the door structure (in this embodiment, the "front frame 2" and / or the "glass door 6") are connected to the payout control board 29, and the payout control board 29 is capable of receiving detection signals from these sensors. The door open sensor 61 in this embodiment functions as a door open detection means and is configured to, for example, turn ON when the front frame 2 or the glass door 6 is opened forward relative to the outer frame 4 (ON when open) and turn OFF when closed (OFF when closed). Note that the door open sensor 61 may be a sensor that can detect the glass door 6 and the front frame 2 separately. For example, a first door open sensor 61 may detect the open / closed state of the front frame 2, and a second door open sensor 61 may detect the open / closed state of the glass door 6. Furthermore, if the glass door 6 and the front operation panel 7 have a door structure that can be opened and closed independently, the open / closed state of the front frame 2, the glass door 6, and the front operation panel 7 may be configured to be detectable. In any case, for door structures that can be opened and closed forward relative to the gaming machine 1 (outer frame 4), particularly door structures that open to the inside of the gaming machine, it is extremely important from the perspective of preventing fraudulent activities to provide a sensor that can detect the open / closed state. In this embodiment, a detection signal from the door open sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open / closed state of the door structure, but the present invention is not limited to this, and the detection signal from the door open sensor 61 may be directly input to the main control unit 20.

[0106] The payout control board 29 is also capable of receiving detection signals from a supply shortage detection sensor 19a that detects a shortage of game balls and a ball counting sensor 19b that detects the game balls (prize balls) to be paid out, etc. The payout control board 29 is also capable of transmitting a control signal for controlling the payout motor 19c (motor that drives the ball payout mechanism) of the game ball payout device 19.

[0107] The payout control board 29 can transmit various status signals based on the detection signals from the full detection sensor 60, door open sensor 61, out-of-supply detection sensor 19a, and ball count sensor 19b. These status signals include a "ball jam signal" indicating a full state, a "door open signal" indicating the open / closed state of the front frame 2 or glass door 6, a "out-of-supply signal" indicating a shortage of game balls from the game ball payout device 19, a "counting error signal" indicating a shortage of prize balls or an abnormality in the ball count sensor 19b, and a "payout completion signal" indicating the completion of the payout operation. Based on these status signals, the main control unit 20 monitors the door open state (door open error), whether the payout operation of the game ball payout device 19 is normal (out-of-supply error), and whether the upper tray 9 is full (ball jam error). As explained above, the detection signal (door open signal) from the door open sensor 61 is input to the main control unit 20 via the dispensing control board 29, but it may also be configured to be input directly to the main control unit 20 without going through the dispensing control board 29.

[0108] A launch control board (launch control unit) 28 is connected to the payout control board 29. In this embodiment, this means that a launch control IC is mounted on the payout control board 29, and the main control unit 20 directly transmits a launch control signal to the launch control board 28. The main control unit 20 is configured to be able to transmit a launch control signal to the launch control IC (launch control board 28) on the payout control board 29, and the main control unit 20 directly controls the launch operation of the launch device 32 by controlling the "ON (output = launch operation permitted state) / OFF (output stopped = launch operation prohibited state)" of the launch control signal. After power is turned on, the main control unit 20 continues to output the launch control signal once the game start conditions are met (see step S039 in Figure 8B described below), but if it determines that a specific error (e.g., a door open error) has occurred, it stops the launch control signal (launch control signal OFF).

[0109] The launch control board 28 controls the energization of a launch solenoid (not shown) provided in the launcher 32 based on the output of a launch control signal from the main control unit 20 (launch control signal ON), thereby realizing the launch of a gaming ball by operating the launch operation handle 15. Therefore, when the launch permission signal is not output (launch control signal OFF), no launch operation is performed no matter how much the launch operation handle 15 is operated, and no gaming balls are launched. The launch control board 28 can receive detection signals (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) provided in the launch operation handle 15 and a detection signal from a launch stop switch (not shown) provided in the launch operation handle 15. When the touch sensor does not detect that the player is touching the handle (non-touch state) or when the launch stop switch provided in the launch operation handle 15 is operated (launch stop switch ON), the launch control board 28 does not perform a launch operation by the launcher 32 even if it receives a launch control signal from the main control unit 20. In addition, the strength of the launch of the game ball can be changed according to the amount of operation of the launch operation handle 15.

[0110] (2-2. Production Control Unit 24) The performance control unit 24 is comprised mainly of a microcomputer equipped with a microprocessor incorporating a CPU 241 (performance control CPU), a ROM 242 (performance control ROM) storing performance data required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory, and also includes an audio control unit (sound source LSI), an RTC control unit (Real Time Clock) that manages calendar information related to the current time (real-time time information) and / or date (month, day, day of the week), counter circuits (16-bit counter, 8-bit counter) for generating hard random numbers within a certain range, an interrupt controller circuit, a reset circuit, a WDT circuit, etc., and controls the overall performance operation. Like the main control unit 20, the performance control unit 24 also has a backup function and a random number generation means related to performance lottery (random number generation means for performance lottery).

[0111] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and determine the performance based on the performance control commands, control the image display of the LCD display device 36, control the sound of the speaker 46, control the illumination of various performance LEDs (decorative lamp 45, button LED 13b, other performance LEDs), and control the operation of various movable props (clock-shaped prop 80, flower-shaped prop 90).

[0112] The performance control unit 24 also has a display control unit (not shown) that controls the display of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that controls overall video output processing such as image expansion processing and image drawing, an image ROM that stores image data (performance image data) used for image expansion processing by the VDP, a VRAM (Video RAM) that temporarily stores the image data expanded by the VDP, a liquid crystal control CPU that outputs control data required for the VDP to perform display control, a liquid crystal control ROM that stores a program that describes the display control operating procedures of the liquid crystal control CPU and various data required for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.

[0113] In addition, the performance control unit 24 is equipped with a light display control unit for the light display device 45a including various performance LEDs such as decorative lamps 45 and button LEDs 13b, an audio control unit (sound source LSI) for the sound generating device 46a including speaker 46, and a drive control unit (motor drive circuit) for the movable body role motors 80c, 91c, 92c that operate the movable body role (clock-shaped role 80, flower-shaped part 91, arm 92) in order to execute image display performances, light performances, sound performances, or movable body performances.

[0114] A position detection sensor 82a that monitors the operation of the movable role object is connected to the performance control unit 24, and the performance control unit 24 controls the operation mode of the movable role object while monitoring the current operation position (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. The performance control unit 24 also monitors malfunctions in the operation of the movable role object based on the detection information from the position detection sensor 82a, and performs a predetermined error notification process if a malfunction occurs.

[0115] In addition, the performance control unit 24 is connected to a performance button switch 13a that detects the operation of the performance button 13 and directional key switches 75a' to 75d' that detect the operation of the directional keys 75 (75a to 75d), and the performance control unit 24 is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.

[0116] When the performance control unit 24 receives a performance control command sent from the main control unit 20, it selects a performance pattern from among a plurality of types of performance patterns prepared in advance, either by lottery or uniquely, based on the information contained in the command, and controls various performance means at the required timing to produce the desired performance. This realizes the display of performance images by the liquid crystal display device 36 (image display performance), the reproduction of sound from the speaker 46 (sound performance), and the lighting and flashing of the decorative lamps 45 and other performance LEDs (light performance), and the chronological development of various performance patterns (such as the variable display of decorative symbols and preview performances) realizes a "performance scenario" in the broad sense. In addition, the performance control unit 24 is configured to be able to identify what operation has been performed on the performance button 13 and / or the directional key 75 (for example, pressing, long pressing, rapid pressing, or the order in which the directional key 75 is pressed up, down, left, or right) based on the operation detection signal from the performance button switch 13a and the directional key switches 75a' to 75d' during a specified operation acceptance valid period (operation identification means), and is configured to be able to execute and control a performance according to the type of operation.

[0117] The performance control command defines its function using a two-byte structure consisting of a one-byte mode (MODE) and a one-byte event (EVENT). To distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each mode (MODE) and event (EVENT). That is, when there is a command to transmit, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits a first strobe signal a predetermined time after this setting. Furthermore, after a predetermined time has passed since transmitting this strobe signal, it sets and outputs event (EVENT) information, and transmits a second strobe signal a predetermined time after this setting. The strobe signal is controlled to an active state by the CPU 201 for a predetermined period of time to ensure that the CPU 241 (performance control CPU) can receive commands reliably.

[0118] Furthermore, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal, executes a control program for command reception interrupt processing, and acquires a performance control command during this interrupt processing. Furthermore, unlike the CPU 201, when an interrupt occurs based on the input of a strobe signal, the CPU 241 interrupts the interrupt processing based on another interrupt (periodically executed timer interrupt processing) even if the interrupt processing is in progress, and performs command reception interrupt processing with priority even if other interrupts occur simultaneously.

[0119] <3. Overview of operation> Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.

[0120] (3-1. Pattern changing display game) (3-1-1. Special symbol change display game, decorative symbol change display game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number lottery in the main control unit 20 based on a predetermined starting condition, specifically, based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has passed, derives and displays the result on the special symbol display device, thereby ending the special symbol variable display game.

[0121] In this embodiment, the jackpot lottery based on winning the upper starting gate 34 and the jackpot lottery based on winning the lower starting gate 35 are conducted separately and independently. Therefore, the jackpot lottery result for the upper starting gate 34 is derived on the special symbol display device 38a side, and the jackpot lottery result for the lower starting gate 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, upon a condition that a gaming ball has entered the upper starting gate 34, the first special symbol variable display game is initiated by variably displaying special symbol 1. On the other hand, on the special symbol display device 38b side, upon a condition that a gaming ball has entered the lower starting gate 35, the second special symbol variable display game is initiated by variably displaying special symbol 2. When the special symbol variable display game is initiated on the special symbol display device 38a or the special symbol display device 38b, the special symbol is stopped and displayed in a symbol display mode based on the jackpot lottery result after a predetermined variable display time has elapsed. For example, if the result of the jackpot lottery is a "jackpot," the special symbol in the variable display is displayed in a predetermined "jackpot" mode, if it is a "small jackpot," the special symbol is displayed in a predetermined "small jackpot" mode, if it is a "special time-saving" mode, the special symbol is displayed in a predetermined "special time-saving" mode, and otherwise the special symbol is displayed in a predetermined "miss" mode, and the game result (jackpot lottery result) is derived from this. Details of the types of wins related to the jackpot lottery will be described later.

[0122] For ease of explanation, the first special symbol variation display game on the special symbol display device 38a side may be referred to as "special symbol variation display game 1," and the second special symbol variation display game on the special symbol display device 38b side may be referred to as "special symbol variation display game 2." Furthermore, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be simply referred to as "special symbols" (sometimes abbreviated to "special symbols"), and "special symbol variation display game 1" and "special symbol variation display game 2" may be referred to as "special symbol variation display games" without distinction.

[0123] Furthermore, when the above-mentioned special symbol variation display game is started, the decorative symbol variation display game is started by variably displaying decorative symbols (game symbols for dramatic effect) on the liquid crystal display device 36, and various effects are developed in association with this. When the special symbol variation display game ends, the decorative symbol variation display game also ends, and a predetermined special symbol indicating the result of the jackpot lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the jackpot lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol variation display game is reflected and displayed by the decorative symbol variation display game for dramatic effect, which includes the variably displaying operation of the decorative symbols.

[0124] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is a "jackpot," an effect that reflects that result will be developed in the decorative symbol variation display game. Then, when the special symbol is stopped and displayed in a display mode that indicates a jackpot (for example, the 7-segment display shows "7") on the special symbol display device, the decorative symbols are stopped and displayed in a display mode that reflects the "jackpot" in each of the "left," "center," and "right" display areas on the liquid crystal display device 36 (winning symbols: for example, three decorative symbols are displayed in a display mode of "7," "7," "7") in each of the "left," "center," and "right" display areas.

[0125] When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large prize opening solenoid 52c (see Figure 3) of the special variable prize winning device 52 is activated and the opening door 52b opens and closes in a predetermined pattern, thereby opening and closing the large prize opening 50, and a special game state (jackpot game) that is more advantageous to the player than the normal game state (normal state) is generated. In this jackpot game, the prize area is opened or expanded until the time that the large prize opening is opened by opening door 52b has elapsed for a predetermined time (maximum opening time: for example, 29.8 seconds) or until the number of winning balls entering large prize opening 50 reaches the maximum number of winning balls (the maximum number of winning balls allowed for the opening or expanded prize opening when the entrance is opened by one operation of the device: for example, 10), and when either of these conditions is met, the large prize opening is closed (the round game ending condition (closing condition) is met), and this ``round game'' is repeated for a predetermined number of rounds (for example, up to 10 rounds) (the same applies to the round game executed when a V is hit, as described below).

[0126] When the jackpot game starts, an opening effect is first performed using the start interval time (start INT). After the start INT ends, round games are played multiple times up to a predetermined number of rounds (maximum number of rounds). Then, after the maximum number of rounds has been played, an ending effect is performed using the end interval time (end INT), and the jackpot game ends. After the current round game ends, the next round game starts after a predetermined interval time (inter-round INT). Furthermore, during round games, "in-round effects" appear, and between round games (during inter-round INT), "inter-round INT effects" appear. In other words, a jackpot game is broadly divided into an opening period (start INT period), a round game period up to the maximum number of rounds, and an ending period (end INT period).

[0127] Regarding the information necessary to execute the decorative pattern change display game, first, the main control unit 20 conducts a jackpot lottery that includes a 'win / lose lottery' to draw whether there will be a jackpot, a 'small win,' a 'special time-saving' or a 'miss' based on the game ball entering (winning) the upper starting gate 34 or the lower starting gate 35, specifically, on the condition that the game ball is detected by the upper starting gate sensor 34a or the lower starting gate sensor 35a and the start condition (start condition related to the special pattern) is met, and a 'pattern lottery (win type lottery)' to draw the type of jackpot if the result of the win / lose lottery is a jackpot, the type of small win if it is a 'small win,' the type of special time-saving if it is a 'special time-saving,' and the type of miss if it is a 'miss,' and then determines the change pattern of the special pattern and the special pattern (special stop pattern) to be finally displayed as a stopped pattern based on the lottery result information.

[0128] Then, as a presentation control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information on the jackpot lottery result and the variation time of the special symbol) is sent to the presentation control unit 24. As a result, basic information required for the decorative symbol variation display game is sent to the presentation control unit 24. In this embodiment, in order to increase the variety of presentations, a "decorative symbol designation command" including information on the special stop symbol (pattern lottery result information (winning type information)) is also sent to the presentation control unit 24.

[0129] The special symbol fluctuation pattern information can include not only the jackpot lottery result, but also information specifying the execution of a specific preview effect (for example, the reach effect (including reach effect types), pseudo consecutive effects (including the number of pseudo consecutive effects), pre-reading notice, setting suggestion effect, etc., which will be described later). In more detail, the fluctuation pattern of the special symbol is roughly divided into a "hit fluctuation pattern" in the case of a hit and a "miss fluctuation pattern" in the case of a miss, depending on the jackpot lottery result, and these fluctuation patterns can include, for example, various fluctuation patterns such as the following: (1) "Reach fluctuation pattern" that specifies the execution of reach effects (including the specification of the reach type), (2) "Normal fluctuation pattern" that does not specify the execution of reach performance (3) "Pseudo consecutive reach variation pattern" that specifies the execution of pseudo consecutive performance and reach performance (3) Specify the execution of the pseudo consecutive performance and do not specify the execution of the reach performance "pseudo consecutive normal fluctuation pattern" (4) "Prediction notice reach variation pattern" that specifies the execution of prediction notice and reach performance (5) It may include multiple types of fluctuation patterns, such as a “normal fluctuation pattern for pre-reading notice” that specifies the execution of pre-reading notice but does not specify the execution of reach effects.

[0130] The above-mentioned various variation patterns are only examples, and various variation patterns can be determined depending on the type of performance to be specified. For example, there are "variation patterns that specify the execution of at least ○○ performance," "variation patterns that specify the execution of △△ performance, and do not specify the execution of □□ performance," etc. (○○ performance, △△ performance, and □□ performance are examples of performance types, and one or more types of performance can be determined.) In addition, for variation patterns that specify the execution of specific performances, such as reach variation patterns and pseudo-consecutive variation patterns, a longer variation time is basically set than for normal variation patterns in order to ensure the performance time.

[0131] Based on information contained in the presentation control commands (here, the variation pattern designation command and the decorative symbol designation command) sent from the main control unit 20, the presentation control unit 24 determines the presentation content (presentation scenario) to be developed in chronological order during the decorative symbol variation display game and the decorative symbols (decorative stop symbols) to be ultimately displayed, and controls the preview presentation and decorative symbol variation display presentation (decorative symbol presentation) during the decorative symbol variation display game according to a time schedule based on the variation pattern of the special symbols. As a result, the decorative symbols are displayed variably by the LCD display unit 36 ​​in time synchronization with the variable display of special symbols by the special symbol display units 38a and 38b, so that the duration of the special symbol variation display game and the duration of the decorative symbol variation display game are substantially the same. The presentation control unit 24 also controls the LCD display unit 36, the light display unit 45a, or the sound generating unit 46a, respectively, in accordance with the presentation scenario, to develop various presentations in the decorative symbol variation display game. This allows the reproduction of images on the liquid crystal display device 36 (image effect), the reproduction of sound effects (sound effect), and the lighting and flashing of LEDs for effects such as the decorative lamps 45 (light effect).

[0132] As described above, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the decorative symbol change display game reflects the display results of the special symbol change display game, so these two symbol change display games can be considered equivalent symbol games. In this specification, unless otherwise necessary, the two symbol change display games may be simply referred to as "symbol change display games." Furthermore, for the sake of convenience, the number of times a symbol change display game (particularly the special symbol change display game) is played (number of games) may be referred to as the "number of symbol changes," "number of changes," or "xx number of rotations (e.g., 1 rotation, 10 rotations, etc.)." Furthermore, effects related to the symbol change display game (decorative symbol effects, preview effects, etc.) may be referred to as "during-change effects."

[0133] (3-1-2. Regular pattern change display game) Furthermore, in the gaming machine 1, when a gaming ball passes (wins) through the normal symbol starting hole 37, the main control unit 20 performs a "supplementary win lottery" by random number lottery. Based on the result of this lottery, the normal symbol represented by the LED is displayed variably on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed as a static display with a combination of lit and unlit LEDs. For example, if the result of the normal symbol variable display game is a "supplementary win," the display unit of the normal symbol display device 39a is displayed as a static display with a specific lighting state (for example, all two LEDs 39 are lit).

[0134] When this "auxiliary win" occurs, the normal electric device solenoid 41c (see Figure 3) is activated, causing the movable wing 47 to open in an inverted "V" shape, opening or expanding the lower starting gate 35, creating a state (starting gate open state) that allows game balls to easily enter. This creates an auxiliary game state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state. In this normal electric open game, the movable wing 47 of the normal variable winning device 41 is activated (opening operation), and the winning area is controlled to an open or expanding open state until the opening time (starting gate open state time) of the lower starting gate 35 has elapsed for a maximum opening time (e.g., a maximum of 6 seconds) or until the number of winning balls entering the lower starting gate 35 reaches a predetermined number (e.g., a maximum of 10). When either of these conditions is met, the opening operation of the movable wing 47 ends and the lower starting gate 35 is closed. Note that the lower starting gate 35 can be opened one or more times within the maximum opening time.

[0135] (3-1-3. Activation holding ball) In this embodiment, when a winning entry occurs in each start port 34, 35 or normal pattern start port 37 during a symbol change display game (special symbol change display game, normal symbol change display game, jackpot game, small jackpot game, or normal power open game), that is, when a detection signal is input from the upper start port sensor 34a or the lower start port sensor 35a or the normal pattern start port sensor 37a and the corresponding start condition is established, this is stored as data related to the right to start the symbol change display game, and is reserved and stored up to a predetermined upper limit, which is the maximum number of reserved memories, excluding data related to the symbol change display. This reserved data that is not used for the symbol change display operation or game balls related to this reserved data are also called "operation reserved balls." In order to make the number of these operation reserved balls clear to the player, a dedicated reserve indicator (not shown) provided in an appropriate location on the gaming machine 1, or a reserve indicator provided as an icon image on the screen of the liquid crystal display device 36, is lit up (see FIG. 5A).

[0136] In this embodiment, up to four activation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved and stored in the corresponding memory areas of RAM 203, and are reserved as the number of confirmed variations of the special symbol or normal symbol. The maximum number of activation reserved balls (maximum reserved memory number) for special symbol 1, special symbol 2, and normal symbol is not particularly limited. Furthermore, all or part of the maximum reserved memory number for each symbol may be different, and this number can be determined appropriately depending on the gameplay. For ease of explanation, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to herein as "special symbol 1 activation reserved ball," "special symbol 2 activation reserved ball," and "normal symbol activation reserved ball," respectively.

[0137] (3-2. Game status) Next, the game states will be explained. The gaming machine 1 according to this embodiment is configured to be able to generate a plurality of types of game states in addition to the jackpot, which is a special game state. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be explained.

[0138] The gaming machine 1 of this embodiment is provided with a "probability variation function (probability variation function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability variation functions: a probability variation function related to special symbols (hereinafter referred to as "special symbol probability variation function") and a probability variation function related to normal symbols (hereinafter referred to as "normal symbol probability variation function").

[0139] The special symbol probability change function is a function that changes the probability of winning a jackpot from a predetermined low probability (normal probability) to a high probability, thereby generating a "high probability state (high jackpot probability state)" that is more advantageous than the normal state. In the gaming state (high probability state) when this special symbol probability change function is activated, the probability of winning a jackpot becomes high, making it easier for a jackpot to occur. As already explained, the jackpot probability during low and high probability periods can be made different depending on the setting value.

[0140] The normal symbol probability variable function is a function that changes the auxiliary hit lottery probability from a predetermined low probability (normal probability) to a high probability (for example, changing from 1 / 256 to 255 / 256), thereby generating an "auxiliary hit probability variable state" that is more advantageous than the normal state. In a gaming state (auxiliary hit probability variable state) where this normal symbol probability variable function is operating, the auxiliary hit lottery probability becomes high, making auxiliary hits more likely to occur, and normal power open games occur more frequently, resulting in an improved operation rate state in which the operation rate of movable wing piece 47 per unit time is higher than in the normal state.

[0141] The gaming machine 1 of this embodiment also has a "variable time shortening function (time shortening function)" whose functional part is the main control unit 20. There are two types of this function: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").

[0142] The special symbol time-saving function is a function that generates a "special symbol time-saving state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops being displayed (average variation time)). In the game state (special symbol time-saving state) where this special symbol time-saving function is active, the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a no-reach miss variation is shortened from 8 seconds to 2 seconds), resulting in a state where the number of jackpot draws per unit time is increased compared to the normal state.

[0143] The normal symbol time-saving function is a function that generates a "normal symbol time-saving state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed (average variation time)). In a game state where the normal symbol time-saving function is operating (normal symbol time-saving state), the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 5 seconds to 0.6 seconds), and a state of increased number of lotteries is entered in which the number of lottery draws per unit time per supplement is improved compared to the normal state.

[0144] The gaming machine 1 of this embodiment also includes an "extended opening function," a function of which is performed by the main control unit 20. This extended opening function generates an "extended opening state" in which the opening period (open time of the movable wing 47) of the normal variable winning device 41 is extended beyond the normal state. In the extended opening state, the opening period (starting gate open state time) of the movable wing 47 is extended, for example, from 0.2 seconds to 1.6 seconds, and the number of times the movable wing 47 opens and closes is extended, for example, from one time (when the extended opening function is inactive) to two times (when the extended opening function is active). This results in an increased operation rate state in which the operation rate of the movable wing 47 per unit time is higher than the normal state. Therefore, when the extended opening function is activated, the frequency of winnings in the lower starting gate 35 increases, and the game state in which the start condition for the special symbol variable display game that derives the jackpot lottery result is met more frequently than in the normal state, providing a game state that is more advantageous to the player than when the extended opening function is not activated (deactivated). In this regard, the extended open state is also called the "electric chute support state (electric support state)."

[0145] By activating one or more of the above functions, it is possible to bring about changes in the internal gaming state of the gaming machine (internal gaming state). For the sake of convenience, the internal gaming state will be referred to as follows depending on whether each function is activated or deactivated:

[0146] (1) "Chance state" A gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated is called a "probability change state." (2) "Time-saving state" A gaming state in which the special symbol probability change function related to the probability change state has been removed, that is, a gaming state in which the special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and opening extension function are activated, is called a "time-saving state." (3) "Potential State" A gaming state in which at least the special symbol probability variation function is activated and the extension function is not activated is called a "latent probability state." For example, this is a gaming state in which only the special symbol probability variation function is activated. (4) "Normal state" A gaming state where all functions are not operating (non-operating) is referred to as the "normal state". (5) "Minor time reduction state" A gaming state where at least the time reduction function is operating and the special figure probability variation function is not operating is referred to as the "minor time reduction state (special time reduction state)". Specifically, a gaming state where the normal symbol time reduction function and / or the special symbol time reduction function is operating, and the average variation time (average execution time of one symbol variation display game) of the symbol for which the time reduction function is operating is at least shorter than that in the normal state is referred to as the "minor time reduction state". Note that the average variation time on the symbol side for which the time reduction function is operating may basically be longer than that in the time reduction state, or may be the same or substantially the same. This minor time reduction state can be treated as a form of the "time reduction state" in terms of the operation of the time reduction function.

[0147] (3-3: Regarding the "minor time reduction state") Here, for the sake of easy understanding of the present invention, the "minor time reduction state" according to this embodiment will be described in detail.

[0148] In the "minor time reduction state", since at least one of the normal symbol time reduction function and the special symbol time reduction function is operating, as already described, the average time (average variation time) required for one symbol variation display game (special symbol, normal symbol variation display game) will be shorter than when the time reduction function is not operating. Therefore, the minor time reduction state can be configured as follows (time α) (time β).

[0149] (3―3A: When at least the special figure time reduction function is operating) (time α) When the average variation time (average time required for one special figure variation display game) of the variation pattern of the special figure (special figure 1 and / or special figure 2) in the minor time reduction state is X seconds, and the average variation time of the variation pattern of the special figure in the normal state is Y seconds, at least "X < Y" is satisfied. That is, the average variation time of the special figure in the minor time reduction state is shorter than that in the normal state. In this case, it can be set as "X≒Y (substantially the same)" (formula A1). Regarding the relationship between the average fluctuation times of Special Figures 1 and 2 during the short-time micro state and / or the normal state, it can be appropriately determined according to the game characteristics. In this embodiment, in both the short-time micro state and the normal state, the relationship is "Special Figure 1 (long) > Special Figure 2 (short)" (see FIGS. 26 and 27). However, depending on the game characteristics, for example, any of the relationships "Special Figure 1 < Special Figure 2", "Special Figure 1 ≈ Special Figure 2", or "Special Figure 1 = Special Figure 2" can also be adopted. This is because there are cases where the relationship between the symbol fluctuation display games in Special Figures 1 and 2 is different from that in this embodiment according to the game characteristics.

[0150] (3 - 3B: When at least the normal figure short-time function is activated) (Time β) When the average fluctuation time (the average time required for one normal figure fluctuation display game) of the normal figure fluctuation pattern during the short-time micro state is S seconds and the average fluctuation time of the normal figure fluctuation pattern during the normal state is T seconds, at least "S < T" is satisfied. That is, the average fluctuation time of the normal figure during the short-time micro state is shorter than that in the normal state. In this case, it can be set as "S ≈ T (substantially the same)" (Formula A2).

[0151] In addition, when "the normal figure short-time function is activated and the special figure short-time function is not activated", regarding the relationship between the average fluctuation time of the special figure during the short-time micro state and the average fluctuation time of the special figure during the normal state, any of "X ≤ Y", "X < Y", "X ≈ Y", "X ≥ Y", or "X > Y" may be adopted.

[0152] (Specific example of the short-time micro state: FIG. 4D) Next, referring to FIG. 4D, a specific example of the short-time micro state will be described. FIG. 4D shows an example of the short-time micro state. Here, a specific example of the short-time micro state will be described while focusing on the functions on the normal figure side.

[0153] Although details will be described later, the minute time-shortening state according to this embodiment is used to realize special time-shortening states, such as by making the performance or behavior of the device (for example, the operating status of the normal variable winning device 41) substantially the same as the normal state (difficult or impossible for the player to distinguish), making it difficult or practically impossible for the player to distinguish whether the current game state is the normal state or the minute time-shortening state (concealing the minute time-shortening state), and realizing the "morning function," "concealing the minute time-shortening state (pretending to be the normal state)," and "pseudo-ceiling function" described below. To achieve such effects, it is preferable to configure the system as shown in the following specific examples 1 to 4, for example, as shown in Figures 4D (a) to (d).

[0154] (Example 1: Figure 4D(a)) FIG. 4D(A) is an example of a slight time-saving state in which at least the "normal time-saving function" is activated. In this specific example 1, the "normal time-saving function + extended opening function" is activated, but the extended opening state occurs depending on the type of auxiliary win (for example, auxiliary win A, auxiliary win B). In this example, if auxiliary win A, which has a relatively low winning probability (winning probability = "auxiliary win probability 99 / 100 × pattern lottery rate 1 / 256"), the extended opening state occurs, and if auxiliary win B, which has a relatively high winning probability (winning probability = "auxiliary win probability 99 / 100 × pattern lottery rate 255 / 256"), the extended opening state does not occur (see Note 3 in FIG. 4D(A), "Pattern lottery rate" column).

[0155] In addition, the average fluctuation time of the normal map (in the case of a normal map, there may be only one type of fluctuation time depending on the game state) is 2000 ms when the normal map time-saving function is not activated, and 1996 ms when the normal map time-saving function is activated, which is an extremely short time, but the fluctuation time is shortened (see Note 2 in Figure 4D (A), the same applies to specific examples 2 to 4 described below). Regarding the degree of this shortening, it is preferable that the degree of shortening is such that it is difficult or impossible (almost the same) for the player to distinguish whether the normal state or the slight time-saving state is being used, even when looking at the fluctuation display operation of the normal map.

[0156] Furthermore, if the extended opening state does not occur, the opening time of the lower starting opening 35 is an extremely short time of 80 ms, making it virtually impossible to win at the lower starting opening 35. On the other hand, if the extended opening state occurs, the opening time of the lower starting opening 35 becomes 4000 ms, making it easier to win at the lower starting opening 35 (see Note 1 in Figure 4D (A), the same applies to specific examples 2 to 4 described below).

[0157] Therefore, even if the player intentionally "hits to the right," unless he wins the supplementary win A, which has an extremely low probability of winning, the operating status of the normal variable winning device 41 will be almost the same as in the normal state, and by disguising the effects as in the normal state, such as the effects related to the effect mode and the effect during the pattern change display game (effect during change) described below, it becomes difficult or impossible to distinguish whether the current game state (internal game state) is in the micro-time-saving state or the normal state. In other words, it is possible to conceal the micro-time-saving state and express a pseudo-normal state (pseudo-normal state). The same phenomenon applies to specific examples 2 to 4 described below, and in all cases, during the micro-time-saving state, it is possible to essentially create a "no electric support state" and realize approximately the same normal state (pseudo-normal state).

[0158] In this example, the normal time-saving function is activated, thereby achieving a form of time-saving state. Therefore, the activation state of the special time-saving function is irrelevant (the special time-saving function may be activated or inactive. The same applies to Specific Example 4 described below). However, when the special time-saving function is activated, in order to conceal the slight time-saving state, it is preferable that the average fluctuation time on the special side be set to "X ≒ Y" (X = average fluctuation time of the special chart related to the slight time-saving state, Y = average fluctuation time of the special chart related to the normal state) in the above (Formula 1) (the same applies to the case where the special time-saving function is activated in Specific Examples 2 to 4 described below).

[0159] As mentioned above, if the relationship between the average fluctuation time on the special chart side is "X ≒ Y", the normal state and the slightly time-shortened state can have the following common points. (1) The base values ​​for the normal state and the slight time-saving state can be made common (the same or approximately the same). (2) The effects (effect mode, effect during fluctuation, etc.) that appear in the normal state and the micro-time-saving state can be the same or substantially the same. In other words, it can be difficult or impossible to distinguish between the micro-time-saving state and the normal state in terms of the effects (appearance).

[0160] (Example 2: Figure 4D(b)) Figure 4D (b) is an example of a slight time-saving state in which at least the "normal time-saving function" is not activated. In the case of this specific example 2, the "normal time-saving function" and the "open extension function" are not activated, and as shown in the figure, for the normal game, the slight time-saving state and the normal state are the same. Therefore, even if the player intentionally "hits right," the operating status of the normal variable winning device 41 is no different from the normal state, and by making the presentation appear to be the normal state, it is possible to conceal the slight time-saving state.

[0161] In this example, multiple types of subsidy wins are provided, as in Example 1 above, but there may be only one type of subsidy win. For example, only subsidy win A can be provided, and the pattern lottery rate for the subsidy win A can be set to 100%. In this example, since the normal time-saving function is not activated, the special time-saving function is set to an activated state, thereby forming one form of time-saving state (the same applies to Example 3 described below).

[0162] (Example 3: Figure 4D(c)) FIG. 4D(C) shows an example of a slight time-saving state in which at least the normal time-saving function is not activated and the normal probability variable function is activated. In this specific example 3, the "normal probability variable function + extended opening function" is activated, but as in the above-mentioned specific example 1, the extended opening state occurs depending on the type of auxiliary hit (e.g., auxiliary hit A, auxiliary hit B). Also, in this example, during the slight time-saving state, the "normal probability variable function" is activated and the auxiliary hit probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in FIG. 4D(C)). The relationship between "auxiliary hit A," which causes the extended opening state, and "auxiliary hit B," which does not cause the extended opening state, is the same as in the above-mentioned specific example 1 (see Note 1 in FIG. 4D(C) "Pattern Selection Rate" column). In this example, as in the above-mentioned specific example 2, the normal time-saving function is not activated, so the special time-saving function is set to the activated state, thereby forming one form of time-saving state.

[0163] (Example 4: Figure 4D(ii)) Figure 4D(d) shows an example of a micro-time-saving state in which at least the "normal time-saving function" and the "normal probability variable function" are activated. In this example, the "normal time-saving function + normal probability variable function + extended opening function" are activated. However, as in Examples 1 and 3 above, the extended opening state occurs depending on the type of auxiliary hit (e.g., auxiliary hit A, auxiliary hit B). In this example, the "normal probability variable function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in Figure 4D(d)). However, the relationship between "auxiliary hit A," which causes the extended opening state, and "auxiliary hit B," which does not cause the extended opening state, is the same as in Examples 1 and 3 above. In this example, as in Example 1 above, the normal time-saving function is activated, and the special time-saving function may or may not be activated.

[0164] In this embodiment, the general drawing will be a form that adopts the above-mentioned "Specific Example 2 (FIG. 4D(b))."

[0165] (About the probability of winning the lottery) If we look at the probability of winning a jackpot in each of the above game states, when the game state is the "time-saving state," "slightly time-saving state," or "normal state," the probability of winning a jackpot is a "low probability state (normal probability)," and when the game state is the "potential state" or "probability variable state," the probability of winning a jackpot is a "high probability state." During a jackpot related to the activation of the condition device, a jackpot game occurs in which the jackpot entry port is opened continuously up to the maximum number of rounds, but all of the above functions are inactive, and the game is basically in the same game state as the above normal state.

[0166] (High base game state) In the probability variable state and time-saving state, the above-mentioned three functions related to the normal symbols, namely the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function, are activated by the same trigger. However, when the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function are looked at individually, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 increases, resulting in an activation rate improvement state in which the frequency of winning into the lower starting hole 35 increases (making it easier to win), and as a gaming state, the frequency of the establishment of the start conditions of the special symbol variation display game that derives the jackpot lottery result or the ball payout rate (base) becomes higher than in the normal state, resulting in a "high base gaming state (starting hole ball entry advantageous state)." It should be noted that the "high base game state" referred to here refers to the game state when a function related to a normal symbol (at least one of the normal symbol probability change function, normal symbol time-saving function, and extension function) is activated, and is different from the game state when a function related to a special symbol, i.e., at least one of the special symbol probability change function and special symbol time-saving function, is activated.

[0167] On the other hand, when the functions related to the special symbols (special symbol probability variable function and special symbol time-saving function) are looked at individually, when the special symbol probability variable function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the consumption time of the special symbol variation display game is shorter than in the normal state. In this respect, it is distinguished from the above-mentioned "high base game state" in which the frequency of the start conditions of the special symbol variation display game being met is higher than in the normal state.

[0168] In this embodiment, an electric chute support state in which at least the opening extension function is provided is treated as a "high base game state" as an example of the above-mentioned "high base game state." In this electric chute support state, the operation rate (opening time and number of times) of the movable wing 47 of the normal variable winning device 41 improves, increasing the winning rate at the lower starting slot 35 and increasing the winning frequency per unit time, making it a game state advantageous for the player compared to when the electric chute support state is not in effect (low base game state). Focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "potential state," it is considered "no electric chute support state." If the game state is a "time-saving state" or a "probability state," it is considered "electric chute support state present." In this specification, "no electric chute support state" is referred to as a "no electric support state," and "electric chute support state present" is referred to as a "electric support state present" or "electric support state." As already explained in FIG. 4D , when the gaming state is in the "micro-time-saving state," either a "with electric support" or "without electric support" state can be adopted depending on the adopted configuration. However, in the micro-time-saving state of this embodiment, even in the "with electric support" state, the winning probability (winning rate) of the lower starting slot 35 (normal electric device) is substantially the same as in the "without electric support" state, and winning in the lower starting slot 35 is difficult or impossible, as in the normal state. Therefore, from the perspective of the base value or the presence or absence of the electric support state, the normal state and the micro-time-saving state are substantially the same (almost the same) and have the same advantage to the player. However, from the perspective of the lottery state, during the normal state, a time-saving state (specific state) due to the special time-saving feature described below can occur, but during the micro-time-saving state, this state cannot occur. Therefore, the normal state is a gaming state that is more advantageous to the player than the micro-time-saving state.

[0169] (3-2-1. Internal game status (game status determination number YJ): Figure 25) The main control unit 20 manages the activation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and release extension function) that determine the game state, by controlling whether the function is activated (5AH) or deactivated (00H) based on the ON / OFF state of the flags corresponding to the functions. The game state focused on the activation status of each function is also referred to as the "internal game state." The current internal game state is managed using an identifier called the "game state determination number YJ." For example, a game state determination number YJ of "00H" specifies a "normal state," a game state of "01H" specifies a "slight time-saving state," a game state of "02H" specifies a "time-saving state (time-saving)," a game state of "03H" specifies a "potential state (potential)," and a game state of "potential variable state." In the following, for ease of explanation, the normal state may be abbreviated as "normal," the slight time-saving state as "slight time-saving," the time-saving state as "time-saving," the potential probability state as "potential probability," and the probability probability state as "probability probability."

[0170] (3-2-2. Variation Pattern Allocation Designation Number Tcode: Figure 25) In addition, in this embodiment, in order to realize various effects related to the internal game state described above, one internal game state can be divided into multiple categories and managed as multiple game states. For example, if you want to divide the time-saving state into multiple types such as "Time-saving A," "Time-saving B," and "Time-saving C," these can be managed as different time-saving states using an identifier called a "variation pattern allocation designation number Tcode."

[0171] The substance of the "variation pattern allocation designation number Tcode" is an identifier (data specifying the variation pattern selection mode) used when selecting a "variation pattern allocation table" corresponding to the current game state (for example, see Figures 26 to 28 described later). Therefore, for example, if the time-saving state (YJ = 02H) is divided into "time-saving A", "time-saving B", and "time-saving C", if the variation pattern allocation designation number Tcode related to the time-saving state (YJ = 02H) is set to three types, "Tcode = "02H (time-saving A)", "03H (time-saving B)", and "04H (time-saving C)", it becomes possible to select a different variation pattern allocation table for each of "02H (time-saving A)" to "04H (time-saving C)" (see the "Tcode" column in Figure 25 and the "Tcode" column in Figures 26 to 28 described later). Although details will be given later, the above-mentioned "variation pattern allocation table" is used when determining the variation pattern of special symbols related to the symbol variation display game, and one or more types of variation patterns (variation patterns of special symbols) are determined in association with at least the current game state (variation pattern allocation designation number Tcode) and the result of the jackpot lottery (type of winning).

[0172] Therefore, when focusing on the operating status of each function (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) related to determining the probability of winning the jackpot and the presence or absence of electric support, i.e., the "internal game state," it is possible to select a variation pattern for the special symbol variation pattern corresponding to each of the multiple game states "time-saving A" to "time-saving C" (Tcode = "02H" to "04H"), even in the same "time-saving state."

[0173] In this way, by managing the "internal game state (YJ)" that focuses on each function related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" that focuses on determining the variation pattern of special symbols (determination of presentation) as different data, it is possible to dynamically change the variation pattern even under the same internal game state. As a result, even under the same internal game state, it is possible to bring about large changes in the consumption time of the pattern variation display game (variation time of special symbols) and the presentation during that game (presentation during variation), increasing the degree of freedom in presentation and making it possible to make the presentation more diverse.

[0174] In the present embodiment, as shown in Fig. 25, the types of the "internal game state (YJ)" include a normal state, a slight time-saving state, a time-saving state, etc. (see the "YJ" column). On the other hand, the game state related to the determination of the variation pattern of the special symbol, that is, the types of game states (game modes) related to the variation pattern allocation designation number Tcode (variation pattern selection mode), include "heaven mode (normal state)", "hell mode A (slight time-saving state)", "hell mode 2 (slight time-saving state)", "consecutive game mode A (time-saving state)", "consecutive game mode B (time-saving state)", "consecutive game mode C (time-saving state)", etc., which are more than the types of internal game states (see the "Tcode" column).

[0175] As shown in the "Tcode" and "YJ" columns in Figure 25, a specific internal game state may be divided into multiple game states using the variation pattern allocation designation number Tcode, or none of the internal game states may be divided into multiple game states. In either case, the configuration remains the same, allowing the selection of a variation pattern (variation pattern allocation table) according to the game state.

[0176] In this specification, unless otherwise necessary, at least the gaming state associated with the variation pattern allocation designation number Tcode will be referred to as a "gaming mode" (see the "gaming mode type" column in Figure 25). This gaming mode can also be treated as the gaming state associated with the "variation pattern allocation designation number Tcode and gaming state determination number YJ (internal gaming state)" as shown in Figure 25, in other words, as the "gaming state viewed as the gaming machine as a whole." For ease of explanation, the internal gaming state and the gaming mode may not be distinguished and may simply be referred to as the "gaming state." Furthermore, the variation pattern allocation designation number Tcode may be abbreviated to "Tcode."

[0177] <4. About winning> Next, the "win" according to this embodiment will be described with reference to Figures 4A to 4C. Figures 4A to 4C are explanatory diagrams for explaining the win type, the win game operation mode, and the destination game state (destination game mode) after the win game.

[0178] (4-1. About winning types) In this embodiment, wins can be broadly divided into wins that are the subject of the big win lottery (type 1 win), and special wins that occur when a player wins a small win in the big win lottery and then gets a V during the small win game (type 2 win: V win).

[0179] As shown in Figure 4A, the winning types (win types) for the jackpot lottery include jackpot A through jackpot D for the "jackpot" and small jackpot A and B for the "small jackpot." Of these wins, a "jackpot" is a "jackpot type" that triggers the activation of a conditional device, while a "small jackpot" is a "non-jackpot" type that does not trigger the activation of a conditional device. Here, a "conditional device" refers to a device whose operation is a necessary condition for the activation of a special device continuous operation device (a device that continuously operates special electric devices) for round play. It activates when a specific combination of special symbols is displayed or when a game ball passes through a specific area within the large prize opening (excluding cases where the special device continuous operation device is operating and the device wins the large prize opening). Furthermore, after the activation of the special device continuous operation device is completed, a time-saving function or a probability variable function can be activated (transitioning from one internal game state to another).

[0180] Therefore, when a "small win" is won, the condition device and the consecutive operation device of the special feature do not operate, so there is no transition in the internal game state, but the transition control of the variable pattern allocation designation number Tcode can be performed. Furthermore, since the consecutive operation device of the special feature does not operate during the win game (small win game) resulting from the small win, a round game like that of a big win is not executed. However, depending on how the opening and closing pattern of the big prize opening is determined, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed. Specifically, after a predetermined start interval time (start INT) has elapsed, an "opening and closing action game (pseudo-round game)" is executed to open the big prize opening, and when the opening and closing action game ends, the series of small win games ends after a predetermined end interval time (end INT). Such small wins are different in nature from simple "misses" in that they are winning types that trigger (execution trigger) a winning game (special game state) that involves the opening and closing of the large prize entry port, just like a big win. In addition, taking into consideration the gameplay, either the special chart 1 side or the special chart 2 side can have one or more types of big wins or small wins as lottery targets.

[0181] (4-2. About winning games) Next, the winning games (big win games, small win games) based on the above-mentioned winnings will be explained.

[0182] (Jackpot game) In this embodiment, if a player wins "Jackpot A," "Jackpot B," or "Jackpot C," the maximum number of rounds is 3R (3 rounds). If a player wins "Jackpot D," the maximum number of rounds is 7R. The maximum opening time of the jackpot entry slot in one round of play is set to a "long opening time (e.g., 29.8 seconds)" that allows for a sufficient chance that the number of prizes in the jackpot entry slot will reach the maximum number of prizes (e.g., 10). The profit status (profit degree) during the jackpot game increases with a relatively large maximum number of rounds, and also increases with a longer maximum opening time of the jackpot entry slot. In this embodiment, the maximum opening time for each jackpot is the same, so the greater the maximum number of rounds, the higher the profit status during the jackpot game. In addition, there is a higher chance of winning "Big Win D" on the Special Chart 2 side (lower starting gate 35 side) than on the Special Chart 1 side (upper starting gate 34 side), and it is more advantageous for players to take the lottery on the Special Chart 2 side than on the Special Chart 1 side. In addition, it is up to the player to decide what opening pattern the big prize opening for round play will be.

[0183] (4-3. Small hit game, V hit game) Next, we will explain about small hit games and V hit games.

[0184] (Small win game) As described above, a small win game resulting from a "small win" does not involve a round game like a "jackpot." However, by opening and closing the large prize opening 50 in a predetermined pattern using the opening door 52b, a pseudo-round game (opening and closing action game) can be played, giving the appearance of a round game being played. In this embodiment, the small win game involves an opening and closing action game in which the large prize opening 50 is opened once and for a maximum opening time of 1.8 seconds. When the small win game starts, an opening effect is played to notify the start of the small win game using the interval time (small win start INT) before the opening and closing action game begins. After the opening effect ends (after the small win start INT has elapsed), an opening and closing action game is played to open and close the large prize opening 50. This opening effect is used to produce an effect encouraging a V win (V win instruction effect).

[0185] (V hit game) When a game ball enters the large prize opening 50 during the opening and closing operation game, the game ball (winning ball) is guided to the V prize opening (specific area) by the V guidance device in the large prize opening 50, and when the game ball enters the V prize opening (when the specific area sensor 51a detects the game ball), it becomes a "V prize," and this V prize triggers a "V prize (two-type prize)." In this embodiment, as long as the player wins a small prize, as long as the player does not intentionally delay or stop the shot or continue to hit left during the small prize game (during the opening and closing operation), or engages in irregular behavior such as continuing to hit left, and hits right correctly, the V prize can basically be won almost 100%.

[0186] When a V win occurs, the condition device is activated, and after a series of small win games are completed, the accessory continuous operation device is activated, starting the "V win game" that involves round play. When the V win game begins, a V win start interval time (V win INT (V win effect time)) is set, during which a "V win effect (opening effect)" appears to notify the player that a V win has occurred. Then, once the V win INT has elapsed, round play begins up to the maximum number of rounds, and once the maximum number of rounds has been completed, an ending effect is performed using the V win end interval time (V win end INT), thereby ending the V win game. In other words, like the jackpot game described above, the V win game is composed of each play period: an opening effect period, a round play execution period up to the maximum number of rounds, and an ending effect period.

[0187] In addition, if a V wins, this small win game is counted as the first round of the round game (deemed to be 1R) (the opening and closing action game of this small win game is treated as the actual 1R round game), and the first round game in the V win game is counted as the 2nd R. V win game is essentially the same as big win game in that it can be played multiple times, but because it goes through a small win game, the small win game (opening and closing action game) related to the V win is treated as the game equivalent to the first round.

[0188] Therefore, the number of rounds (the number of consecutive operations of the special electric device during the operation of the device continuous operation device) is, to be precise, "the specified number of rounds minus 1." For example, in a V-type game with a maximum number of rounds of 7R, after the small win game ends, a round of "2R to 7R" is executed as a V-type game, and the total number of prize balls that a player can actually win (the number of balls paid out during a V-type win) is "the number of prize balls won by the winning balls during the opening and closing action game (the assumed 1R during the opening and closing action game) + the number of prize balls won by the winning balls during the 6R round play." For example, if the number of prize balls in the large prize slot 50 is 15, and the winning balls during the opening and closing action game are approximately 1 to 3 (15 to 45 prize balls), and the maximum number of prize balls that can be won in one round is 10 (150 prize balls), then approximately 915 to 945 prize balls can be won.

[0189] In this embodiment, the V hit game differs depending on the type of small hit that is won, and if you win small hit A, you will play a V hit game with a maximum number of rounds of 7R (effectively 7RV hits), and if you win small hit B, you will play a V hit game with a maximum number of rounds of 3R (effectively 3RV hits). The round game mode for the V hit game may be the same as or different from the big hit game.

[0190] (If you don't win a V prize) In addition, if V is not won during the small win game (in the case of non-V winning), the V win game will not be executed and the series of small win games will end. In addition, when non-V is won, only a simple small win game is executed, and the internal game state does not transition (see Note 8 in Figure 4A).

[0191] (4-4. Regarding the game state to which you will transition after winning) Next, using Figures 4A and 4B, we will explain the game state to which the game is transitioned after the completion of each winning game described above. Figures 4A and 4B show the relationship between the game state at the time of winning and the game state to which the game is transitioned after the winning game, depending on the type of winning. Figure 4A shows the big win and small win, and Figure 4C shows the V win (when a V win is made). Note that "at the time of winning" in the figure indicates the type of internal game state at the time of winning (the corresponding game mode type is shown in parentheses), and "destination game state" indicates the type of internal game state to which the game is transitioned (the corresponding game mode type is shown in parentheses). Note that the internal game state for micro-time-saving A and B is a micro-time-saving state, and the internal game state for time-saving A and B is a time-saving state. Details of the game modes to which the game is transitioned will be described later.

[0192] First, with reference to FIG. 4, the game state to which the game is transitioned after a big win game will be described.

[0193] (For jackpot A and jackpot B) In the case of "Big Hit A" or "Big Hit B", as shown in FIG. 4A, the game state to which the player transitions differs depending on the game state at the time of the winning.

[0194] In the case of jackpot A, if the game state at the time of winning is "normal state," it will transition to "normal state" after the jackpot game, and if the game state at the time of winning is "micro-time-saving state" or "time-saving state," it will transition to "micro-time-saving state A (hereinafter referred to as "micro-time-saving state A")," which belongs to the micro-time-saving state, after the jackpot game. Also, in the case of jackpot B, if the game state at the time of winning is "normal state," it will transition to "normal state," and if the game state at the time of winning is "micro-time-saving state" or "time-saving state," it will transition to "micro-time-saving state B (hereinafter referred to as "micro-time-saving state B")," which belongs to the micro-time-saving state. In other words, jackpot A and jackpot B are defined as jackpots that can trigger a transition to the micro-time-saving state.

[0195] When the game enters the "micro-time-saving state," the special symbol change display game continues until a predetermined number of times (maximum number of micro-time-saving times) is reached. When the special symbol change display game ends without a jackpot or V-type win within that number of times (the end of the micro-time-saving times), the micro-time-saving state ends, and the game transitions to the normal state from the next game (see Note 5 in Figure 4A). Note that when a non-V-type win occurs, a simple small win game is played, and no transition to the internal game state occurs, so the micro-time-saving state does not end. Furthermore, whether the predetermined number of times has been reached is determined by counting the number of times that special symbol change display games 1 and 2 are played (the number of times that special symbols 1 and 2 change) (the same applies to the time-saving state described below). In other words, the micro-time-saving state ends when the total number of times that special symbol change display games 1 and 2 are played (the total number of times that special symbols 1 and 2 change) reaches the specified number of times without a jackpot. In this embodiment, the maximum number of times of minute time reduction in minute time reduction A is 150 times, and the maximum number of times of minute time reduction in minute time reduction B is 250 times (see notes 1 and 2 in FIG. 4A).

[0196] (In the case of jackpot C) In the case of jackpot C, regardless of the game state at the time of winning, the game will transition to "normal state" after the jackpot.

[0197] (In the case of jackpot D) In the case of jackpot D, just like "jackpot A" or "jackpot B," the game state to which the player transitions differs depending on the game state at the time of the win. In the case of jackpot D, if the game state at the time of the win is "normal state," the player will transition to "time-saving state B (hereinafter referred to as "time-saving B")," which belongs to the time-saving state, after the jackpot game, and if the game state at the time of the win is "slight time-saving state" or "time-saving state," the player will transition to "time-saving state A (hereinafter referred to as "time-saving A")," which belongs to the time-saving state, after the jackpot game.

[0198] When the game is transitioned to the "time-saving state," the number of times the special symbol variation display game is executed continues until a predetermined number of times (maximum number of time-saving times) is completed, and when the special symbol variation display game ends without a jackpot or V-win occurring within the specified number of times (time-saving times completed), the time-saving state ends and the game transitions to the normal state from the next game (see note 5 in Figure 4A). Note that when a non-V win occurs, only a small win game is executed, and there is no transition to the internal game state, so the time-saving state does not end. In this embodiment, the maximum number of time-saving times for time-saving A is 7 times, and the maximum number of time-saving times for time-saving B is 100 times (see notes 3 and 4 in Figure 4A).

[0199] (If you win V) Next, with reference to FIG. 4B, the game state to which the game is shifted after a V-win game will be described.

[0200] As already explained, V-winning games are triggered by V-winning during small-winning games. After the V-winning game ends, the game state to which you transition will differ depending on the type of small-winning game you won and the game state at the time of winning the small-winning game.

[0201] For both small win A and small win B, if the game state at the time of winning is "normal state", the game will be transferred to "time-shortened B" after the V hit game, and if the game state at the time of winning is "slight time-shortened state" or "time-shortened state", the game will be transferred to "time-shortened A" after the V hit game.

[0202] <4-5. About losing tickets> Next, with reference to FIG. 4C, the types of misses according to this embodiment will be explained. In this embodiment, as shown in the figure, the special chart 1 side is provided with multiple types of misses, namely misses A, B, and C, each with a different pattern lottery rate. In this embodiment, the pattern lottery probability satisfies the relationship "miss A > miss B > miss C", and for example, miss A is drawn at 95%, miss B at 4%, and miss C at 1%. Also, only one miss D is provided on the special chart 2 side. Note that, in consideration of gameplay, one or more types of misses can be provided as the subject of lottery on either the special chart 1 side or the special chart 2 side.

[0203] <4-6. Special working hours reduction> Next, the special time-saving type according to this embodiment will be described with reference to Fig. 4C. First, the "special time-saving" will be described.

[0204] In this embodiment, a "special time-saving" type is provided as a winning type in the jackpot lottery, which can grant a "time-saving state" or a "micro-time-saving state" without being triggered by a win (jackpot, V-win, or small win). Note that "without being triggered by a win" means, in other words, "without going through a winning game (jackpot game, V-win game, or small win game)," "without at least the activation of a condition device and the activation of a consecutive operation device for a special device being the condition," or "without at least the activation of a condition device and the termination of the operation of a consecutive operation device for a special device being the condition." In other words, the special time-saving is, in a broad sense, "a winning type that can grant a specific state that can be transitioned to without being controlled by a winning state," and the time-saving state or micro-time-saving state related to the special time-saving is one aspect of "a specific state that is granted without going through a winning state."

[0205] (Conditions for special shortened working hours) The time-saving state or minute time-saving state due to the "special time-saving" is permitted to occur only in a specific game state (for example, only in a game state in which the probability of winning a jackpot is low). In this embodiment, if the game state at the time of winning is a normal state, its occurrence is permitted (the special time-saving winning is treated as valid). In other words, it is not possible to win the special time-saving in a state other than the normal state (the lottery is not held, or even if a win occurs, it is treated as a loss (the win is treated as invalid)) (see Note 1 in Figure 4C). Note that if a special time-saving winning is treated as a loss, the same game processing (such as the selection processing of the variation pattern) as when a loss winning occurs (which may be any of Loss A to C) can be executed.

[0206] In addition, the special time-saving feature according to this embodiment can be won if neither a big win nor a small win is won, and if the special time-saving feature is won, a time-saving state (including a small time-saving state) may occur from the next game. Therefore, if neither a big win, a small win, nor a special time-saving feature is won, the result of the big win lottery will be a "miss," and one of the misses A to C will be won.

[0207] (Special time-saving performance) In this embodiment, as shown in Figure 4C, multiple types of special time-saving A, B, and C are provided on the special chart 1 side, and when a special time-saving is won by lottery, one of the special time-savings is determined by pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in Figure 4C). Also, the special time-saving A to C each have different time-saving performance. Specifically, it is as follows.

[0208] (A) If you win the "Special Time-saving A", you will be granted the Micro Time-saving A (150 Micro Time-saving times) (transition to Micro Time-saving A). (B) If you win the "Special Time-saving B", you will be granted the Micro Time-saving B (250 Micro Time-saving times) (transition to Micro Time-saving B). (C) If you win the "Special Time-saving C", you will be granted Time-saving C (1 time of time-saving) (transition to Time-saving C).

[0209] In this embodiment, as shown in Figure 4, multiple types of support time reductions A, B, and C are provided on the special chart 1 side, and multiple types of support time reductions B and C are provided on the special chart 2 side, and one of the support time reductions is determined by a pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in Figure 4). Also, the support time reductions A to C each have different time reduction performance. Specifically, they are as follows.

[0210] In addition, whether one or more types of special time-saving features will be adopted on the Special Chart 1 side and / or the Special Chart 2 side can be determined appropriately depending on the gameplay. In addition, the type of performance (time-saving performance, minute time-saving performance) of the special time-saving feature can also be determined appropriately.

[0211] In this embodiment, the probability of winning the special time-saving feature is set to "approximately 1 / 10," which is higher than the probability of winning the jackpot. However, there is no particular limit to the probability of winning the special time-saving feature. For example, it may be set to "1 / 1" (or it may be approximately the same). In this case, if the game state is normal, the special time-saving feature will always be won (100% win in one game), and it is possible to transition to the time-saving feature or the slight time-saving feature, creating a special gameplay.

[0212] The performance of special time-saving features can also be determined appropriately based on the game's characteristics. For example, the time-saving state of a special time-saving feature can be any of the following: finite time-saving features (a finite number of time-saving features), finite insignificant time-saving features (a finite number of insignificant time-saving features), infinite time-saving features (no limit on the number of time-saving features), and infinite insignificant time-saving features (no limit on the number of insignificant time-saving features). While "infinite" features, such as infinite time-saving features and infinite insignificant time-saving features, strictly speaking, mean "no limit on the number of times (infinite)" the feature can be treated as belonging to the "infinite" category if the number of times the feature is essentially guaranteed until the next jackpot is won (e.g., 10,000 or 65,535 times). Furthermore, if a pachinko parlor grants a number of features that cannot be consumed within its operating hours (e.g., 4,000 or more times), the feature can also be treated as belonging to the "infinite" category.

[0213] As an example, one or more special time-saving features such as the following (Special Time 1) to (Special Time 2) can be provided. (Special Time 1) A special time-saving feature can be set that grants the same "time-saving count P" as the time-saving state granted by a jackpot. If there are multiple types of jackpots that grant a time-saving state, the "time-saving count P" can be set to the same number of time-saving times as at least one of the multiple types of jackpots. For example, if there is a jackpot with a time-saving count of 50 and a jackpot with a time-saving count of 100, the time-saving count P can be set to 50 and / or 100. (Special Time 2) At least one special time-saving state can be provided that grants "Q times of time-saving," which is different from the time-saving state granted by a jackpot. If there are multiple types of jackpots that grant a time-saving state, if the most number of time-saving times among all the jackpots is "α times" and the least number of time-saving times is "β times," then "Q times of time-saving > α times" or "Q times of time-saving < β times" can be established. Note that "Q times of time-saving" may be "finite (a finite number of times of time-saving)" or "infinite (an infinite number of times of time-saving)."

[0214] Similarly, for the slight time-saving state, one or more special time-saving states having slight time-saving performance such as the following (Special Time 3) to (Special Time 4) can be provided. (Special Time 3)) A special time-saving feature can be set that grants the same "micro-time-saving number p" as the micro-time-saving state granted by a jackpot. If there are multiple types of jackpots that grant the micro-time-saving state, the "micro-time-saving number p" can be set to the same number of micro-time-saving times as at least one of the multiple types of jackpots. For example, if there is a jackpot with a micro-time-saving number of 50 times and a jackpot with a micro-time-saving number of 100 times, the micro-time-saving number p can be set to 50 times and / or 100 times. (Special Time 4) At least one special time-saving state can be provided that grants a "number of micro-time-saving times q" different from the micro-time-saving state granted by a jackpot. If there are multiple types of jackpots that grant a micro-time-saving state, if the maximum number of micro-time-saving times among all the jackpots is "γ times" and the minimum number of micro-time-saving times is "δ times," then "number of micro-time-saving times q times > γ times" or "number of micro-time-saving times q times < δ times" can be established. Note that "number of time-saving times Q times" may be "finite (number of time-saving times in a finite system)" or "infinite (number of time-saving times in an infinite system)."

[0215] <5. About the production> (5-1. Production mode) Next, the presentation mode (presentation state) will be explained. In this embodiment, a plurality of presentation modes are provided to perform presentations related to each game state, and the transition between each presentation mode can be controlled in response to the transition (update) of the game state.

[0216] The presentation modes include a "normal presentation mode" associated with the "normal state," a "subtle time-saving presentation mode" associated with the "subtle time-saving state," a "time-saving presentation mode" associated with the "time-saving state," a "latent probability presentation mode" associated with the "latent probability" state, a "probability variable presentation mode" associated with the "probability variable" state, and a "win presentation mode" associated with a winning game. Multiple presentation modes are provided corresponding to the internal game state or the variable pattern allocation designation number Tcode. For example, as time-saving presentation modes associated with the time-saving state (YJ=02H), a time-saving A presentation mode (a consecutive win A presentation mode), a time-saving B presentation mode (a consecutive win B presentation mode), and a time-saving C presentation mode (a consecutive win C presentation mode) can be provided corresponding to time-saving A through time-saving C (Tcode=02H-04H), respectively. In other words, different presentation modes can be used when the variable pattern allocation designation numbers Tcodes are different. While the above example describes an example of a presentation mode associated with the time-saving state, different presentation modes can also be used when the variable pattern allocation designation numbers Tcodes are different between Hell Mode A and Hell Mode B.

[0217] The same presentation mode may be used in multiple game states depending on the purpose and gameplay. For example, the normal state and the minute time-saving state (the same presentation mode is used in at least two different internal game states), or the same presentation mode may be used in time-saving A and time-saving B (the same presentation mode is used in at least two different game modes). Simply put, if there are multiple variation pattern allocation designation numbers Tcodes, the same presentation mode may be used in at least two or more Tcodes. If there are multiple internal game states YJ, the same presentation mode may be used in at least two or more YJs. It is preferable to use the same presentation mode in at least two or more similar game states. For example, the same presentation mode may be used in time-saving A and time-saving B, which belong to the time-saving state, or in the normal state and the minute time-saving state (where the base value is approximately the same (the minute time-saving state functions as a pseudo-normal state)).

[0218] In each presentation mode, the background display (background presentation) of the decorative symbol variable display screen is changed to a presentation style corresponding to the presentation mode. For example, in the "normal presentation mode," a background presentation reminiscent of the season "spring" (for example, a background image of cherry blossom trees) is displayed, and in the "time-saving presentation mode," a background presentation reminiscent of the season "summer" (for example, a background image of the ocean) is displayed. This suggests the gaming state during the stay. In addition to changing the background display, background music and decorative symbols (pictures) may also be changed according to each presentation mode. In addition, a common background presentation may be used between one presentation mode and another presentation mode. For example, a common background presentation (a background image of cherry blossom trees is displayed in both) may be used between the normal presentation mode and the slight time-saving presentation mode.

[0219] In addition, multiple presentation modes belonging to the same variation pattern allocation designation number Tcode (same game mode) can be provided. Such presentation modes are also called "presentation stages" because the Tcodes are the same presentation modes. Since the variation pattern allocation designation number Tcodes themselves are the same for each presentation stage, the variation patterns of the selection targets are the same even for different presentation stages. Therefore, even when the same variation pattern is selected, different presentations can be produced depending on the presentation stage. As with the presentation modes described above, different backgrounds can be displayed depending on the presentation stage. For example, there is a "cherry blossom stage" with a cherry blossom tree as the background, a "rape blossom stage" with rape blossoms and cherry blossoms as the background, and a "dandelion stage" with a dandelion as the background.

[0220] The presentation control unit 24 (CPU 241) is configured to control transitions between presentation modes in response to game state transitions (updates) and has a functional unit (presentation state transition control means) that controls transitions between multiple presentation modes. The presentation control unit 24 grasps the game state (internal game state YJ and / or variation pattern allocation designation number Tcode) based on information contained in presentation control commands sent from the main control unit 20 (CPU 201), including information about the game state—specifically, specific presentation control commands that specify the current game state or a transition to a new game state—and manages the presentation mode in a manner that maintains consistency with the game state on the main control unit 20 side. It is configured to control transitions from one presentation mode to another according to the processing state. For example, transitions between multiple presentation modes can be controlled in response to the variation pattern allocation designation number Tcode. Examples of the "specific presentation control commands" mentioned above include variation pattern designation commands, game state designation commands, and specific commands sent during a win (e.g., a jackpot start command or a jackpot end command). If the presentation control unit 24 can determine the game state independently, it can control the transition of presentation modes without relying on a specific presentation control command.

[0221] (5-2. Preview performance) Next, the preview effects will be explained. The effect control unit 24 is configured to be able to execute various "preview effects" related to at least the jackpot lottery results based on the content of the effect control command from the main control unit 20, specifically, at least the variation pattern information included in the variation pattern designation command (in this embodiment, information included in the variation pattern designation command and / or decorative symbol designation command, a winning command described below, etc.). Specifically, it is possible to execute "preview effects" related to at least the above-mentioned presentation mode (including the presentation stage described below) and the jackpot lottery result (at least the win / lose lottery result).

[0222] The preview effect is basically an effect that can be executed as part of the during-variation effect (at least part of the during-variation effect scenario), and various preview effects appear during the during-variation effect. The main role of the preview effect is to suggest (predict) the expected probability (likelihood of winning) of whether or not a win type and / or special time-saving type has been won, or to suggest the occurrence of a specific preview effect. Many preview effects act as "hype effects" to increase the player's anticipation of winning. Typical preview effects include "reach effects," "pseudo consecutive effects," "player participation effects," "step-up effects," "stage change effects," and "predictive preview effects."

[0223] (5-2-1. Reach performance) The "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result is derived and displayed via the reach state.

[0224] The "reach state" is a display mode in which, before the result of the decorative pattern change display game is derived, some of the decorative patterns that are derived and displayed during the decorative pattern change display game constitute part of the display mode indicating the occurrence of a jackpot (winning a jackpot), and the changing display of decorative patterns that have not yet been derived and displayed is being carried out; this is a changing display mode that uses the changing display mode of decorative patterns for dramatic effect to suggest (predict) that a display mode indicating a specific type of win (such as a jackpot, small win, or special time-saving win) is likely to be derived (that there is a possibility of winning a specific type of win), and that stimulates the player's anticipation of winning. For example, if the combination of decorative symbols (jackpot symbols) indicating a jackpot (occurrence of a jackpot) is a pattern such as "7 (left symbol)," "7 (middle symbol)," and "7 (right symbol)," then on the designated valid winning line, the left and right symbols, which are part of the pattern combination, will display "7" (a ready state), and the remaining middle symbols (the remaining symbols that do not constitute a ready state) will be fluctuating and displaying changes such as rapidly changing, frame-by-frame, swinging, enlarging and reducing, and deforming.

[0225] Therefore, even if a reach state is formed, the result of the decorative symbol variation display game does not necessarily become a "jackpot," and if the final result is not a stop display mode (jackpot symbol) that indicates a jackpot, the result of this game will be a "miss." In the above example, the left and right symbols that make up the ready state (reach symbol) are symbols that make up the reach state, and in this sense they are also called "reach component symbols."

[0226] The "reach effects" mentioned above include multiple reach effects associated with the likelihood of winning. For example, when a specific reach effect appears, the likelihood of winning increases relatively compared to when a regular reach effect (normal reach = N reach) appears. Such specific reach effects are called "super reaches (SP reaches)." Many of these "SP reaches" have a relatively longer performance time (variable time) than N reaches, in order to increase the expectation of winning a jackpot. In addition to the regular "SP reach," SP reaches include special SP reaches such as "SP reach + SPSP reach" and "SPSP reach." The contents of each reach are explained below.

[0227] (r1) "N Reach" "N Reach" is a variation mode in which, after a normal variation, the game simply passes through the normal reach state and ends by announcing the game result (win or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest chance of winning. There are two types of N Reach: N Reach 1 and N Reach 2, which have different chances of winning. (r2) "SP Reach (Normal SP Reach)" "SP reach" is a reach variation mode in which a first reach effect (SP reach) occurs via a normal reach, and then the game result is notified and the mode ends. (r3) "SP Reach + SPSP Reach" "SP Reach + SPSP Reach" is a reach variation pattern where, after normal fluctuations, a first reach effect (SP Reach) occurs via the normal reach state. Once a miss is notified, a second reach effect (SPSP Reach) with a higher winning expectation than the above first reach effect occurs (develops into other SP reach systems), and the game result is notified and the game ends. It is also referred to as "developmental SPSP Reach". (r4) "SPSP Reach" "SPSP Reach" is a reach variation pattern where, after normal fluctuations, it passes through the normal reach state, but does not pass through the first reach effect (SP Reach), that is, it is omitted, and immediately the second reach effect (SPSP Reach) occurs (directly develops into SPSP Reach), and the game result is notified and the game ends. It is also referred to as "direct hit type SPSP Reach".

[0228] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, in relation to the jackpot lottery result, the selection rate is determined so that the winning expectation relationship is "N Reach 1 < Reach N2 < SP Reach < Developmental SPSP Reach < Direct Hit Type SPSP Reach" among the reaches during normal play.

[0229] Note that the actual winning expectation changes according to whether there is one or more other preview effects (for example, the pseudo - continuous effect described later). For example, even when a developmental SPSP Reach appears, if it is combined with a preview effect with a high winning expectation, it can have a winning expectation equal to or higher than that of a direct hit type SPSP Reach. Also, for example, in relation to the jackpot lottery result, the selection rate is determined so that the winning expectation relationship is "Reach during time - saving 1 < Reach during time - saving 2" among the reaches during time - saving (refer to Figure 28).

[0230] In this way, the reach effect provides a clue to the player as to the probability of winning a certain type of win (for example, a jackpot). Therefore, several types of "preview effects" are provided as a presentation mode that predicts (suggests) the possibility of a reach occurring, in other words, as a presentation mode that can more clearly predict the probability of winning. These "preview effects" serve as hype effects that predict the probability of winning, but also serve to predict the possibility of a specific effect (for example, a reach effect) occurring or to predict that the occurrence of a specific effect is confirmed. Therefore, in a presentation scenario in which a specific effect such as a reach effect occurs, a preview effect may occur before the reach effect, predicting the possibility of the reach effect occurring and suggesting the probability of winning. In other words, the probability of winning can be more clearly determined when one or more preview effects are present than when a reach effect occurs alone. Preview effects include a "preview effect" that can occur before a reach effect and a "postview effect" that can occur during a reach effect.

[0231] (5-2-2. Pseudo-linked performance (pseudo-linked)) In this embodiment, one of the preview effects is a "pseudo consecutive effect (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a performance mode that involves a pseudo continuous variable display state of decorative symbols (so-called "pseudo variation"). This "pseudo variation" refers to a variable display mode in which, during one decorative symbol variable display game, some or all of the decorative symbols are temporarily put into a temporary stopped state (one or more symbols dedicated to pseudo consecutive displays may be used instead of normal decorative symbols), and then a re-variable display operation of the decorative symbols is executed from that temporary stopped state, repeating this display operation once or multiple times. In this respect, it differs from the "predictive preview effect" described below that can be executed across multiple symbol variable display games.

[0232] The occurrence rate of "pseudo consecutive wins" is basically determined so that the more pseudo fluctuations there are, the higher the probability of winning. For example, two pseudo fluctuations will result in a higher probability of a preview effect (such as an SP reach) with a higher probability of winning than one. Therefore, in the case of a performance scenario that includes a reach effect, a "pseudo consecutive win" mainly occurs in the stage before the reach state is formed (the stage before the reach effect). After one or more pseudo fluctuations, the reach effect, which is the actual fluctuation, is executed, and the final game result is derived and displayed. In this specification, the term "pseudo N" refers to the total number of pseudo fluctuations M and the actual fluctuation. For example, "pseudo 2" means "one pseudo fluctuation + actual fluctuation," and "pseudo 3" means "two pseudo fluctuations + actual fluctuation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in Figure 26). Also, if pseudo 2-3 is not attached, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur (for example, "SP reach" in FIG. 26).

[0233] (5-2-3. Player participation type performance) In this embodiment, one of the preview effects is a preview effect that belongs to the "player participation type effect." The "player participation type effect" belongs to the so-called "button preview effect," and is a preview effect mode in which the content of the effect can change based on the content of a predetermined operation (e.g., a single press, a long press, or repeated presses) performed on the operation means (the effect button 13 and / or the directional keys 75). In the player participation type effect, when a predetermined button is valid, a "pre-operation effect" such as an "operation instruction effect" that instructs the operation means to perform a predetermined operation is executed. If the player operates the operation means during the button valid period, the currently displayed effect changes to another effect (post-operation effect) based on the content of the operation. Depending on the effect mode (effect content) before and after the operation, information such as the probability of winning, the result of the jackpot lottery (win / lose result, symbol lottery result, etc.), or setting suggestion can be announced. The presentation control unit 24 includes an operation valid period setting means for setting an operation valid period (button valid period) during which operation of the operating means is valid based on predetermined setting conditions (for example, a predetermined timing during a player participation presentation), a pre-operation presentation control means for controlling a predetermined pre-operation presentation during the button valid period, and a post-operation presentation control means for controlling a predetermined post-operation presentation based on the operation of the presentation button during the operation valid period.

[0234] This player participation type effect is basically executed as part of the advance notice effect (part of the advance notice effect scenario). Representative examples include "reach effect," "pseudo consecutive wins," "step-up notice," and "prediction notice (for example, hold change notice)," which incorporate player participation type effects. For example, in the case of a player participation type reach effect, a button advance notice effect can be made to appear at a predetermined timing of the reach effect (for example, a predetermined timing before reach, when reach is formed, a predetermined timing after reach, etc.), and the effect can be changed according to button operation.

[0235] (5-2-4. Step-up Notice) Also, in this embodiment, as one of the preview effects, there is a "step-up preview (SU preview)" in which the effect can develop step by step. In the "step-up preview", an effect corresponding to the number of steps (stages) is executed, and it is a preview effect mode in which the winning expectation level increases when it develops to a later number of steps. Therefore, when the effect ends at the first step, the winning expectation level is the lowest, and when it develops to the final step, the winning expectation level is the highest. For example, in the case of a step-up preview that can develop in three steps consisting of steps 1 to 3, the relationship of the winning expectation levels is "step 1 < step 2 < step 3". When stepping up, there is not only a "normal step preview (N-step preview)" that develops sequentially like "step 1 → step 2 → step 3", but also a "super step-up preview (SP step-up preview)" that develops to a plurality of steps ahead at once like "step 1 → step 3". The relationship of the winning expectation levels is "N-step preview < SP step preview".

[0236] (5-2-5. Stage change effect) Also, in this embodiment, as one of the preview effects, there is a "stage change effect". The "stage change effect" is a preview effect mode in which the winning expectation level and the like can be suggested by shifting the current effect stage to another effect stage during the symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game). The "stage change effect" has the following preview modes. (C1) A preview mode that suggests the winning expectation level and the like according to the destination effect stage. For example, when shifting to effect stage A, it suggests a low expectation level, and when shifting to effect stage B, it suggests a high expectation level. (C2) A preview mode that suggests the winning expectation level and the like based on the difference in the cut-in effect that occurs when the effect stage is shifted. For example, when the shift of the effect stage occurs with the appearance of character A, it suggests a low expectation level, and when the shift of the effect stage occurs with the appearance of character B, it suggests a high expectation level.

[0237] The stage change effect is a presentation mode in which the presentation stage changes as a preview effect. In other words, the occurrence of a stage change effect does not mean that a transition (change) of the game state (YJ, Tcode) occurs and the presentation mode such as the background display changes. The stage change effect may not particularly indicate the probability of winning, but may simply be a presentation mode in which the stage changes. In this case, it is used mainly to prevent the presentation from becoming monotonous.

[0238] (5-2-6. Predictive preview: Figure 5A, Figure 5B) The "pre-reading notice effect" (hereinafter abbreviated as "pre-reading notice") is an effect mode that can notify in advance the expected winning probability for an operating reserved ball (an unconsumed operating reserved ball) that has not yet been used to execute the pattern change display game (the operation of displaying the change of special patterns) by utilizing the reserved display mode or an effect during the pattern change display game that is executed first in the chronological order.

[0239] An overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned pre-reading notice, will be described with reference to Fig. 5A. Fig. 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.

[0240] In a part of the screen of the liquid crystal display device 36 (below the display area of ​​the decorative pattern in the illustration), there is provided a reserve display area 76 which displays the number of activated reserved balls for special chart 1, and a reserve display area 77 which displays the number of activated reserved balls for special chart 2, and information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by either a lit state (activated reserved ball present: "○ (white circle)" as shown in the illustration) or an unlit state (no activated reserved balls present: dashed circle as shown in the illustration).

[0241] The display of the presence or absence of activated reserved balls (hereinafter referred to as "reserved display") is displayed in order of occurrence (winning order), and in each reserved display area 76, 77, the leftmost activated reserved ball is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in the reserved display. In this embodiment, as shown in the figure, reserved display sections a1-d1 (corresponding to the special symbol 1 side) and a2-d2 (corresponding to the special symbol 2 side) consisting of reserved icons (icon images) provided in the same number (four) as the maximum number of reserved memories are provided in a portion of the screen of the liquid crystal display device 36. These reserved display sections a1-d1, a2-d2 usually switch their display mode to an activated state (lit state) for only the same number as the number of activated reserved balls present when making a pre-reading judgment, for example, three. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the below-described advance notice, the hold display mode of the corresponding hold display unit among the hold display units a1 to d1 and a2 to d2 is changed to a predetermined advance notice display mode (special hold display mode), thereby functioning as a means for generating the advance notice.

[0242] Also, to the left of the reserved display areas 76 and 77, there is provided a changing display area 78 for showing the operating reserved ball currently being used in the special symbol change display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved ball K icon currently being used in the game appears on top of the receiver J icon. That is, when the variable display of special symbol 1 or special symbol 2 starts, the oldest reserved ball a1 or a2 icon (icon image) displayed in the reserved display areas 76 and 77 moves onto the receiver J icon in the changing display area 78 as the game running reserved ball K icon, and this state is maintained for a predetermined display time.

[0243] In addition, in the lower right corner of the LCD screen shown in Figure 5A, a sub-display area 79 is provided as a display area for sub-effects (sub-effects) separate from the main effects such as decorative symbols and preview effects. It can display the activated reserved balls for special symbols 1 and 2, the number of activated reserved balls for normal symbols, information on the variable display operation of special symbols 1 and 2, and information on the variable display operation of normal symbols. The information in this sub-display area 79 continues to be displayed when displaying preview effects, even when the decorative symbol display and / or the reserved display section are hidden. Therefore, it is possible to identify whether or not a symbol variable display game is currently in progress and how many activated reserved balls there are from the information in the sub-display area 79.

[0244] Depending on the game state (game mode or internal game state), the display area of ​​the reserve display area 76 can be displayed more emphatically than the reserve display area 77 (for example, preferentially displayed or displayed larger, etc.), and conversely, the display area of ​​the reserve display area 77 can be displayed more emphatically than the reserve display area 76. For example, during the first game state (normal state (normal mode)), the reserve display area 76 can be displayed emphasized, and during the second game state (for example, during the time-shortening state (time-shortening mode) or the probability variable state (probability variable mode)), the reserve display area 76 can be displayed emphasized. Also, during the first game state, both the reserve display areas 76 and 77 can be displayed, and during the second game state, the reserve display area 77 can be displayed preferentially (for example, only the reserve display area 77 can be displayed).

[0245] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control for this pre-reading notice, first, in the main control unit 20, when an activation reserved ball occurs (when the start condition is established), before the activation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), a "pre-reading winning judgment (pre-reading winning judgment, pre-reading pattern judgment)" is performed to determine in advance the jackpot lottery result (winning / losing lottery result, pattern lottery result) related to the activation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in Fig. 11, which will be described later, and steps S410 to S411 (random number judgment process for special electric role device activation judgment to special stop pattern creation process) in Fig. 12).

[0246] Furthermore, by using the result of the above-mentioned "pre-reading winning judgment", a "pre-reading fluctuation pattern judgment" is performed to determine in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activation reserved ball is used in the execution of the symbol fluctuation display game in the future (see step S320 (random number judgment process at the time of winning the starting hole) in Figure 11). This fluctuation pattern of the special symbol determined in advance is called the "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, the fluctuation pattern at the start of fluctuation is determined in advance, such as what kind of reach fluctuation pattern will be passed through, or whether it will be a normal fluctuation pattern that does not pass through a reach state.

[0247] Since the above-mentioned predictive fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the pre-determination result of the winning / losing lottery and the pattern lottery), the predictive fluctuation pattern information can include not only information on whether it is a "winning fluctuation pattern" when a winning prize is won or a "losing fluctuation pattern" when a losing prize is won (information on the winning / losing lottery result), but also information on the execution of specific preview effects, such as information on the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-consecutive prize (if there is a pseudo-consecutive prize, the number of times). In this way, the series of processes for determining the predictive fluctuation pattern through the predictive winning judgment is called "predictive judgment".

[0248] When this information on the look-ahead fluctuation pattern is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs a performance control process related to the look-ahead notice. More specifically, when a look-ahead judgment is executed, a "hold addition command" that can identify the number of activated reserved balls at the time of the look-ahead judgment (the number of currently activated reserved balls including the currently activated reserved ball) and a "winning command" that can identify the look-ahead fluctuation pattern information (at least information obtained by looking ahead and judging the result of the lottery at the start of the fluctuation) are transmitted from the main control unit 20 to the performance control unit 24. When the performance control unit 24 receives these commands, it performs a performance control process related to the hold display and the look-ahead notice based on the information contained in the commands. Specifically, when the performance control unit 24 receives the hold addition command and the winning command, it performs a "look-ahead notice lottery" based on the look-ahead fluctuation pattern information to determine whether or not to execute (display) the look-ahead notice. If the look-ahead notice is executed, it determines a performance scenario related to the look-ahead notice and displays the look-ahead notice according to that performance scenario (see Figures 5A and 5B described below).

[0249] The probability of executing the above-mentioned pre-reading notice lottery is higher for a "jackpot" than for a "miss," and also for pre-reading variation pattern types with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not a pre-reading notice occurs. Note that the pre-reading notice can be executed at the timing when the activated reserved ball appears, or at the same time as the start of a pattern variation display game that is played chronologically first, or at a predetermined timing during that game, with the pre-reading notice targeting the current activated reserved ball.

[0250] (Winning time prediction: Hold change prediction) In this embodiment, when a pre-reading notice is executed (when the pre-reading notice lottery is won), among the reserved icons of the reserve display sections a1 to d1, a2 to d2, the reserved icon that is the target of the pre-reading notice is changed from the white of the normal reserve display (normal reserve display mode) to a reserve display (special reserve display mode) with a special reserve color or color, such as flashing white, blue, yellow, green, red, or rainbow color, as the pre-reading notice. This reserve change notice can be triggered by winning (the reservation display of a new operating reserve ball), so it is also called a "winning time-based pre-reading notice."

[0251] As an example of this hold change notice, Figure 5A shows an example in which the operating hold ball in the hatched hold display section b1 has changed to a special hold display. Here, the white flashing, blue, yellow, green, red, and rainbow-colored display of the hold icon indicate increasing odds of winning, in that order. The rainbow-colored hold icon display is a premium hold icon (guaranteed win notice) that indicates a confirmed jackpot (win). The white flashing icon display is a hold icon that suggests the possibility of a "step-up hold change notice," described below, and creates anticipation about what the final hold color will be (although the hold color may remain flashing white without changing). In the case of white flashing, if the hold display remains the same, the win expectation is the lowest among the special hold displays, but if it changes to another hold color, the win expectation increases to the same level as that hold color.

[0252] In this embodiment, with regard to the preview performance, if the result of the jackpot lottery is a miss, it is selected with a relatively low probability (low appearance rate), and if the result is a jackpot, it is selected with a relatively high probability (high appearance rate), so as a preview performance with a high expectation of winning, a preview performance with a winning expectation rate of a predetermined expected value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more) is considered to be a "high expectation (high winning expectation) preview performance," and the rest are treated as preview performances with a low expectation. In the case of the hold change preview mentioned above, white flashing, blue, yellow, green, red If the winning expectation rates for green, red, and rainbow colors are 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectation preview effects, and the rest (white flashing, blue, and yellow) belong to low expectation preview effects. When a pre-reading preview occurs, if a high expectation preview (such as a high number of pseudo consecutive wins or SP reach) with a relatively high winning expectation occurs during the pattern change display game targeting that activated reserved ball, combined with the content of the pre-reading preview effect, the expectation of winning will increase even more.

[0253] The existing activation reserved balls are consumed sequentially when the symbol change display game is executed. At this time, to indicate that one activation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing activation reserved ball is moved up (sequentially shifted to the left), and the number of displayed balls is reduced (shift display), and display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice is different from the notice effect that is performed during a single symbol change operation, such as a pseudo-consecutive, in that a dedicated notice effect can appear across multiple symbol change display games (multiple symbol change display operations).

[0254] In this embodiment, the hold change notices such as those in (A) to (C) below can be configured to be executable. (A) A case where a special hold display appears when a prize is won (the above-mentioned prize-winning hold change notice). For example, a case where a new operation hold ball is displayed at the timing of executing the hold display. (B) A case where the normal hold display is changed to the special hold display at a predetermined timing. For example, when a prize is won, the normal hold display (white) is displayed, but at a predetermined timing, the normal hold display is changed to the special hold display (white → blue, white → red, etc.). (C) At a predetermined timing, the display changes to a special hold display that has a relatively higher winning expectation than the current hold display (normal hold display or special hold display). For example, the display changes from white flashing or blue to a step-up hold color (a hold color with one or more levels of expectation higher) to yellow or higher.

[0255] In addition, the "predetermined timing" in the above cases (B) or (C) includes, for example, a predetermined timing during reserved subtraction (shift display execution) or a predetermined timing during a pattern change display game (changing effect) related to another activated reserved ball (for example, a predetermined timing during a specific notice effect), and refers to a case where a reserved display related to a new activated reserved ball is displayed and then a reserved change notice related to the activated reserved ball is executed at a predetermined timing. Also, as in the above cases (B) or (C), a reserved change notice that changes from one reserved display to another reserved display at a predetermined timing after the reserved display is displayed is also referred to as a "step-up reserved change notice." This step-up reserved change notice can be treated as one aspect of the "pattern change period-based pre-reading notice" described below.

[0256] Furthermore, when the game-in-progress reserved ball K is placed on the receiving seat J, the same display mode as the reserved ball display mode in the reserve display areas 76, 77 is basically maintained, and a pre-reading notice (special reserve display) targeting the activated reserved ball related to the current symbol change display game can be notified to the player even during the game, but at a predetermined timing after the game-in-progress reserved ball K is placed on the receiving seat J (at a predetermined timing during the current symbol change display game), the reserve display mode of the game-in-progress reserved ball K may change to another reserve display mode. Such a change in the display mode of the game-in-progress reserved ball is also treated as belonging to the above-mentioned "step-up type reserve change notice".

[0257] As a general rule, there is no "special reserve display downgrade" in which the current reserve color changes to a reserve color with a relatively low winning expectation, but if a downgrade occurs exceptionally, it indicates that the activated reserve ball is a sure win (even if it has a high expectation), and serves as a premium reserve change notice. An example of a downgrade is when the reserve color changes to a reserve display with a lower winning expectation than the current reserve display, such as "blue to white" or "red to blue." Furthermore, the reserve display mode is not limited to a still image reserve icon display (static display mode), but may also be a video (animated) reserve icon display (dynamic display mode: for example, the reserve icon is displayed by rotating, vibrating, shaking, or flashing (fast flashing or slow flashing)).

[0258] (Pattern change mid-system predictive forecast (predictive forecast during change)) In this embodiment, a "prediction notice" can be executed when the symbol change display game starts or at a predetermined timing during the game. This prediction notice can appear during the symbol change, so it is a prediction notice of the change at the start of the change or during the symbol change, and is referred to as a "prediction notice during the change" in this specification.

[0259] This "prediction during variation" includes, for example, the above-mentioned "step-up reserve change notice" and "continuous notice." "Continuous notice" is a prediction notice in which a prediction-only notice image is displayed on the screen of the liquid crystal display device 36 and is executed in one or more symbol variation display games (displayed singly or continuously).

[0260] In other words, in the case of the in-change pre-reading notice, when a game ball enters the start hole during a certain pattern change display game and the start condition is met, the right to execute the pattern change display game related to the fulfillment of the start condition is temporarily reserved and stored, and a pre-reading notice lottery is held as to whether or not to execute the pre-reading notice performance, and when this pre-reading notice lottery is held, if there are multiple operating reserved balls (reserved memories) currently in existence at that time, the pattern change display games for all or some of these reserved memories can be expressed in some way as being related to each other.

[0261] For example, during all or some of the symbol change display games relating to the currently active reserved balls, from the oldest active reserved ball in memory to the active reserved ball targeted for the pre-reading notice, a pre-reading notice image (e.g., the lightning image shown in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or some of the pre-reading notices may be different in each symbol change display game. For example, if the pre-reading notices are displayed over three symbol change display games, a thundercloud image may be displayed in the first symbol change display game, a rain image (image display depicting rain falling from a thundercloud) or a thundercloud image may be displayed in the second symbol change display game, and a lightning image may be displayed in the third symbol change display game. Furthermore, a step-up pre-reading notice may be used, in which the expectation level gradually increases (expectation level increases) with each execution of the symbol change display game, from "thundercloud image → rain image → lightning image." Furthermore, the expectation level of winning may differ depending on the pre-reading notice image. In the above example, a thundercloud image may be associated with a low expectation level, a rain image with a medium expectation level, and a lightning image with a high expectation level. In this case, if only a thundercloud image is displayed, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically, which is a dramatic effect.

[0262] In this embodiment, the in-change pre-reading notice and the reserved change pre-reading notice can be displayed independently of each other. Specifically, whether or not the reserved change pre-reading notice can be executed and whether or not the in-change pre-reading notice can be executed are determined by independent lotteries. Therefore, there are cases where the reserved change pre-reading notice occurs alone, cases where the in-change pre-reading notice occurs alone, and cases where the reserved change pre-reading notice and the in-change pre-reading notice occur simultaneously (overlap). Note that the pre-reading notice is not limited to an image display means, and various presentation means such as a movable device, a light presentation means, and a sound presentation means can be used.

[0263] (Example of preview performance: Figure 5B) Next, with reference to FIG. 5B, an example of the foreseeing advance notice effect created by the gaming machine 1 of this embodiment will be described.

[0264] In the figure (1), during the pattern change display game (the "↓" in the figure indicates that the decorative pattern is changing), a ball enters the upper start slot 34, bringing the number of activated reserved balls on the special pattern 1 side to three, and of the third, the activated reserved ball that is the second to execute the change start operation is the target of the pre-reading notice performance, and here, a case is shown in which the pre-reading notice and the pre-reading notice during change overlap. Also, here, the first activated reserved ball that was previously held and the third activated reserved ball that was held later were activated reserved balls that did not execute the pre-reading notice (did not win the pre-reading lottery).

[0265] As shown in FIG. 1(1), the performance control unit 24 changes the reserved display of the second activated reserved ball that is the subject of the pre-reading notice to a special reserved display. At this time, the reserved displays corresponding to the first and third activated reserved balls that are not the subject of the pre-reading notice remain as normal reserved displays (white). The illustration shows the case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed from the normal reserved display (white circle (○) mark) to the special reserved display (hatched circle mark). This notifies the player that the pre-reading notice performance has begun. Note that FIG. 1(1) shows the currently running symbol change display game ending, with the decorative symbol stopped and displayed as "246," which corresponds to a miss.

[0266] The game progresses to (2) in the same figure, where the main control unit 20 starts a special symbol change display game based on the first (oldest) activated reserved ball on the special symbol 1 side and consumes that activated reserved ball (one). The effect control unit 24 shifts the reserved display mode corresponding to each activated reserved ball to the left as the special symbol change display game starts, changing it to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol change display game based on the first activated reserved ball. At this time, a special background effect (lightning effect using a lightning image display) is displayed on the screen of the liquid crystal display device 36 as a preview of the change. As a result, the screen of the liquid crystal display device 36 changes to the display mode shown in (2) in the same figure.

[0267] Then, the game progresses to (3) in the same figure, the currently running symbol change display game ends, and the decorative symbol is stopped and displayed as "351" corresponding to a miss.

[0268] Next, the game progresses to (4) in the same figure, where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, i.e., the reserved activation ball that was the target of the pre-reading preview effect, and consumes that reserved activation ball. The effect control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left as the special symbol change display game starts, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display for the reserved change notification disappears from the screen upon the shift and is terminated upon the start of the current symbol change display game (when the reserved activation ball is consumed), and is then displayed as a game execution pending K. The pre-reading preview during the change (here, the lightning bolt effect) also terminates upon its occurrence during the current symbol change display game. This (4) in the same figure illustrates the screen display of the LCD display 36 immediately after the start of the symbol change display game. In the same figure (4), it was explained that the lightning effect of the in-change pre-reading notice (in-change pre-reading notice) ends when it occurs in the current pattern change display game (pattern change display game related to the activated reserved ball (second) that is the target of the pre-reading notice), but this is not limited to this, and it may end when it occurs in the previous pattern change display game. In this case, the in-change pre-reading notice will end when the "special reserved display" of the reserved change notice is used to execute the pattern change display game.

[0269] (5-2-6. Setting suggestion) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information about the "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion effect" that suggests a low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4 to 6, 4 to 5, 5 to 6, etc.). (k) "Even number setting suggestion effect" that suggests an even number setting (settings 2, 4, 6). (Yu) "Odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5). (M) A "specific setting confirmation effect" that definitively notifies a specific setting value (which may be any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively notifies "setting N." However, it is not desirable to simply definitively notify an internal setting value. This is because definitively suggesting a low setting range, such as setting 1 or setting 2 confirmation, reduces a player's motivation to play. Therefore, it is preferable to definitively notify one of settings 4 to 6 in the high setting range. In particular, the appearance of a specific setting confirmation effect that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, can increase a player's motivation to play. (M) "Specific setting negation effect" that definitively notifies that the specific setting value (any of settings 1 to 6) is not set. (c) "Specific range suggestion effect" that suggests a specific range of setting values. For example, it suggests settings 3 to 5 (α≦setting value≦β), suggests settings 4 or higher (α≦setting value), or suggests multiple specific values ​​such as "settings 1, 3, 5, and 6." It is also possible to vary the appearance rate depending on the setting value, suggesting whether a certain setting value is highly likely or low, for example, unlikely to appear at setting 1, moderately likely at setting 4, and likely at setting 6.

[0270] The appearance rate (execution probability) of the setting suggestion effect can be determined appropriately according to the setting value. For example, the lower the setting value, the lower the appearance rate of the setting suggestion effect. There are no particular restrictions on the presentation style of the setting suggestion effect, and one or more of sound presentation, light presentation, image display presentation, and movable object presentation can be used.

[0271] In addition, the setting suggestion effect can be displayed at a predetermined timing during the symbol change display game, for example, in combination with the preview effect or independently. Furthermore, it can be displayed not only during the game, but also during a jackpot game or during customer waiting time, specifically, in the "customer waiting time effect (demo start waiting display)" and "customer waiting time effect (demo display)" described later.

[0272] Furthermore, by specifying the appearance rate of a specific preview effect according to a setting value, the preview effect itself can function as a "setting suggestion effect." For example, by varying the appearance rate of one or more specific preview effects according to a setting value, the preview effect itself can function as a "setting suggestion effect." For example, if a specific SP reach is likely to appear when a miss occurs, it indicates a "high setting," if three pseudo consecutive wins (three pseudo fluctuations + a main fluctuation) are likely to appear when a miss occurs, it indicates a "high setting," and if a specific button operation effect appears, it indicates a "confirmed setting of 6." Furthermore, by utilizing the preview effect, a preview mode specifically for the setting suggestion effect can be displayed. For example, if the reserved icon flashes rapidly, it indicates a high setting, and if one or all of the reserved icons change to a dedicated reserved icon (a dedicated character or item image), it indicates a "high setting."

[0273] <5-7. Direction means> Various effects in the gaming machine 1 are produced by effect means provided in the gaming machine. Such effect means may be any stimulus transmission means capable of producing effects by appealing to human senses, such as sight, hearing, or touch. Typical examples include light generating means (light effect means) such as decorative lamps 45 and LED devices, sound generating devices (sound effect means) such as speakers 46, effect display devices (display means) such as LCD displays 36, pressure devices that transmit contact pressure to the operator's body, vibration devices that impart vibrations to the player (e.g., the firing operation handle 15 vibrates), wind pressure devices that impart wind pressure to the player's body, and movable gadgets that produce visual effects through their movement. Here, effect display devices are visually appealing displays, like image display devices (image display means), but differ from image display devices in that they also include non-image-based displays (e.g., 7-segment displays). When referring to an image display device, it refers to a type that primarily produces effects (image display effects) by displaying images, and devices that produce effects using methods other than images, such as 7-segment displays, are included in the concept of the above-mentioned effect display device.

[0274] <6. Basic game format: Figure 6> Next, the basic game format (gameplay, characteristics of each game state, transitions between game states, etc.) of the pachinko game machine 1 will be explained using Figure 6. Figure 6 shows a game flow diagram outlining the game format.

[0275] The type of hitting technique that gives a player an advantage varies depending on the game state. Specifically, in the normal state or the slightly time-saving state, a "left hit" (which receives the lottery on the special symbol 1 side) is considered advantageous, aiming the game ball so that it passes through the left flow path 3b. In the time-saving state, a "right hit" (which receives the lottery on the special symbol 2 side) is considered advantageous, aiming the game ball so that it passes through the right flow path 3c. In the following, we will assume that the player follows the hitting technique that is advantageous depending on the game state (not hitting in a way that puts the player at a disadvantage). In the case where a left-handed hit is advantageous (normal state, slightly time-saving state), "Game 1 with symbol variation display on the special symbol 1 side" is executed, and in the case where a right-handed hit is advantageous (probable change state, time-saving state), "Game 2 with symbol variation display on the special symbol 2 side" is executed.

[0276] (Internal game status type (YJ type), game mode type (Tcode type)) To facilitate understanding of the present invention, first, an overview of the game status types will be explained.

[0277] In this embodiment, games are mainly controlled under "winning game (special game state)", "normal state (YJ=00H)", "slight time-saving state (YJ=01H)", and "time-saving state (YJ=02H)". As shown in Figures 6 and 25, these game states (excluding winning games) are provided with a plurality of game modes, such as Heaven mode, Hell mode A, Hell mode B, and consecutive modes A to C, which are classified using the variable pattern allocation designation number Tcode. Specifically, the following game modes (play 1) to (play 3) are provided.

[0278] (Play 1) "Heaven Mode (Tcode=00H)" Heaven mode is a game mode in which the internal game state is "normal state." This Heaven mode is the initial game mode (default game mode) that is started when the gaming machine is shipped or when a RAM clear operation (RAM clear by the RAM clear switch 98. In the case of a gaming machine with a setting change function, this includes RAM clear by a setting change operation: see the processing route in which the RAM clear process (step S030) in the area is executed in FIG. 8B described later) is performed. In this embodiment, if a special time-saving win is made during the normal state (Heaven mode), the win is allowed (the special time-saving win is treated as valid) (see Note 1 in FIG. 4C).

[0279] The probability of winning the special time-saving feature during Heaven Mode (normal state) is high at approximately 1 / 10, but if you win Special Time-saving feature A or Special Time-saving feature B, you will be transferred to Hell Mode A or Hell Mode B (Slight Time-saving feature A or Slight Time-saving feature B) described below, and will be placed in a game state where the special time-saving feature cannot be activated (see line L1 in Figure 6 and Figure 4C).

[0280] On the other hand, if the player wins the special time-saving C, the game will be shifted to the consecutive win mode C (time-saving C) described later, which will be advantageous for the player (see line L4 in Figure 6 and Figure 4C). If the player wins any of the jackpots A to C during the heaven mode, the game will be shifted to the heaven mode again after the jackpot game (see lines L8 and L9 in Figure 6, the "win" box, Figure 4A).

[0281] (Play 2) "Hell Mode A, B (Tcode=01H)" Hell mode is a game mode in which the internal game state is related to the "micro-time-saving state." This Hell mode includes multiple game modes, and in this embodiment, there are two types of Hell mode: "Hell mode A" related to micro-time-saving A (150 micro-time-saving times) and "Hell mode B" related to micro-time-saving B (250 micro-time-saving times). However, in this embodiment, although "Hell mode A" and "Hell mode B" differ in the number of micro-time-saving times, they are managed by the same fluctuation pattern allocation designation number Tcode "01H," and the same fluctuation pattern allocation table is selected (see the Hell mode box in Figure 6 and Note 3 in Figure 27). Therefore, for example, even if you observe the fluctuation effect while in Hell mode A, it is impossible to determine whether you are currently in Hell mode A or Hell mode B.

[0282] It is also possible to use different fluctuation pattern allocation designation numbers Tcode for "Hell Mode A" and "Hell Mode B". In this case, it is preferable to configure it so that at least a part of the fluctuation pattern allocation table is selectable (see Note 5 in Figure 27). Here, "at least a part of the fluctuation pattern allocation table is different" means that at least a part of the loss fluctuation pattern allocation table related to the "loss" that the player frequently encounters is different (in the case of Figure 27, parts of the loss fluctuation pattern allocation tables "FH8", "FH2" to "FH6" are different), but it is also possible to configure it so that at least a part of the winning fluctuation pattern allocation table and the losing fluctuation pattern allocation table are different.

[0283] This Hell mode (slight time reduction) is mainly entered when the player wins the special time reduction A or special time reduction B in the Heaven mode (normal) (see line L1 in Figure 6 and Figure 4C). Hell mode is the game mode in which the player can stay the longest during gameplay, and even if the player wins the special time reduction, its activation is prohibited (restricted). Also, even if the player wins a jackpot (jackpot A or B on the special chart 1 side), the player will re-enter Hell mode (see lines L10 and L11 in Figure 6, the "win" box, and Figure 4C). In other words, while in Hell mode, the player is basically prevented from transitioning to the consecutive win mode (time reduction state) described below, making it the most unfavorable game state for the player.

[0284] Therefore, the standard route for a player to increase his or her profits is to end Hell Mode (slight time reduction) and transition to Heaven Mode (normal) (the small time reduction state ends after the small time reduction number of times is consumed → transition to normal state), and then win Special Time Reduction C during Heaven Mode, transitioning to the consecutive win mode (time reduction state) described below (see lines L2 and L4 in Figure 6).

[0285] In addition, Hell Mode B (250 micro-time-saving times) is a gaming state with a relatively low advantage because it has a larger number of micro-time-saving times (the micro-time-saving state lasts for a longer period of time) than Hell Mode A (150 micro-time-saving times). In other words, the more micro-time-saving times there are, the more disadvantageous the micro-time-saving state is to the player. In this respect, it has a different nature from a gaming state in which the more time-saving times there are, the more advantageous it is to the player (it has the opposite nature to the time-saving state).

[0286] (Yu 3) "Consecutive Mode A~C (Tcode = 02H, 03H, 04H)" The consecutive win mode is a game mode in which the internal game state is related to the "time-saving state." This consecutive win mode includes multiple game modes, and in this embodiment, there are three consecutive win modes: "consecutive win mode A" related to time-saving A (7 time-saving times), "consecutive win mode B" related to time-saving B (100 time-saving times), and "consecutive win mode C" related to time-saving C (1 time-saving time).

[0287] "Continuous Winning Mode" is a game mode related to the time-saving mode, and is equipped with an electric chute support function, making it a game mode in which the player can actively participate in the jackpot lottery on the special chart 2 side. This allows for a high probability of winning a small win (in this embodiment, the probability of winning a small win is 1 / 7). In other words, there is a high chance of winning a V-win, and it is possible to enter a continuous win mode (a state in which a large number of prize balls can be won in a short period of time) in which the time-saving mode and V-win are repeatedly looped (see lines L6 and L7 in Figure 6, the boxes surrounding "Time-saving Mode" and "Winning" and Figure 4C).

[0288] In this embodiment, the chances of winning a small jackpot increase according to consecutive win modes A to C. In other words, the chances of winning a V jackpot increase according to the number of time-saving modes. Specifically, for winning a small jackpot, if time-saving mode B (time-saving mode 100 times) is selected, the chances of winning a small jackpot during the time-saving mode are almost 100% (the next time, a V jackpot is almost 100% guaranteed), if time-saving mode A (time-saving mode 7 times) is selected, the chances are about 66%, and if time-saving mode C (time-saving mode 1 time) the chances are about 14%. Therefore, "time-saving mode B" acts as the time-saving mode with the highest advantage among all the time-saving modes.

[0289] However, in this embodiment, a long fluctuation pattern of approximately 60 seconds (for example, see "Exciting fluctuation during time-saving" and "Final fluctuation during time-saving" in Figure 28) is selected at the final spin when the time-saving state ends, and as long as the player continues to hit the right during this fluctuation, a sufficient time span is ensured to hold up to the maximum number of four special chart 2 activation reserved balls. In other words, before the time-saving state ends, it is possible to hold up to the maximum number of four special chart 2 activation reserved balls. Hereinafter, the special chart 2 activation reserved balls held in this way are also referred to as "remaining special chart 2 reserved balls."

[0290] Then, when the time-saving mode ends with four reserved balls remaining on Special Chart 2, the mode will transition to the normal mode. However, in this embodiment, if a small jackpot is won in the jackpot lottery on Special Chart 2 during the normal mode and a V jackpot (V prize) is obtained, the mode will transition to Time-saving B (100 time-saving times) of Consecutive Winning Mode B, and the next V jackpot is essentially guaranteed (see Figure 4B).

[0291] Therefore, when you switch to one of the time-saving modes A to C, you will actually receive a number of jackpot draws on the special chart 2 side equivalent to the number of time-saving draws + 4 remaining reserves for special chart 2, giving you a chance to win a V. Specifically, with regard to the chance of winning a small jackpot, if you use time-saving mode B (100 time-saving draws + 4 remaining reserves = 104 special chart 2 draws), it is almost 100%, if you use time-saving mode A (7 time-saving draws + 4 remaining reserves = 11 special chart 2 draws), it is about 82%, and if you use time-saving mode C (1 time-saving draw + 4 remaining reserves = 5 special chart 2 draws), it is about 54% that you can win a small jackpot, that is, a V jackpot. Therefore, if you get a V hit on the first hit and move to consecutive win mode C (time-shortened C), and if you get another V hit during time-shortened C, you will move to consecutive win mode B (time-shortened B) or consecutive win mode A (time-shortened A), so there is a high probability that a consecutive win state will occur in which the time-shortened state and V hits are repeatedly looped.

[0292] As mentioned above, the thrill of playing a game lies in how to transition to consecutive win mode (time-saving mode). To transition to consecutive win mode, however, a player must win special time-saving mode C during Heaven mode (normal mode) (line L4 in Figure 6). However, during Heaven mode, the player is constantly receiving lottery draws on the special win mode 1 (a situation favoring left-handed players). Of the lottery draws on the special win mode 1, the only win type that can transition to the time-saving mode is "special time-saving mode C." Winning either special time-saving mode A or B results in a transition to "hell mode (slight time-saving mode)," which is disadvantageous to the player. Once a player falls into Hell mode, the special time-saving mode cannot be activated, forcing the player to play under unfavorable conditions for a relatively long period of time.

[0293] (Morning function) Therefore, in this embodiment, in order to give the player a particularly advantageous gaming state, the RAM clear operation forcibly shifts the gaming state to the default normal state (heaven mode), that is, to a state in which it is permissible to win the special time-saving feature (a state in which it is permissible to activate the special time-saving feature), thereby giving the player a chance to win the special time-saving feature C (see line M1 (morning function) in Figure 6).

[0294] The RAM clearing operation itself is basically an operation that is carried out by hall staff as appropriate before the start of business for the day, based on the business strategy of the pachinko hall (game parlor) (for example, when they do not want to carry over the previous day's game status, or when they want to change the settings), but in the case of this embodiment, a distinctive feature is that by clearing the RAM, the game status is returned to the default (normal status (heaven mode)), thereby forcibly creating a game status that is advantageous to the player.

[0295] Because the RAM clear operation can function as a "first thing in the morning bonus grant" before the start of business today, in other words, a "first thing in the morning bonus grant," the Heaven Mode (normal) after the RAM clear operation is referred to in this specification as the "morning function" or "morning state." It should be noted that RAM clearing can be performed during business hours in cases such as when a specific error occurs that cannot be resolved unless RAM is cleared, or when a player has stopped playing without completing a time-saving mode or jackpot game for some reason, and the state is reset. However, here we will explain a case where the RAM clear operation functions as a "first thing in the morning bonus grant" (a case where RAM is cleared before business starts today) as a representative example.

[0296] (Morning state confidentiality) Incidentally, when functioning as a "first thing in the morning (early morning) bonus grant," it is preferable not to notify the player that the RAM has been cleared, and to conceal the fact that the morning state has been activated (morning non-notification form). This is because if the morning state were made public (for example, by announcing the morning state through a special effect), problems such as those described below in (Mo1) and (Mo2) could arise. Note that the above phrase "not notifying the player of this fact" means that the morning state can be concealed from the player through special effects and / or device operation (making it difficult or impossible to distinguish), and this does not include external notifications using external signals (security signals) to prevent fraud, such as a RAM clear signal sent to an external device.

[0297] (Mo1) It becomes clear early on that a machine has fallen into Hell Mode or is still in Hell Mode, which leads to a decrease in the operating rate of the gaming machine. For example, a player may stop playing after several dozen spins when they realize they are about to fall into Hell mode, or may not play at all unless the machine is in the Morning state, which could result in a decrease in the operating rate of the gaming machine. For this reason, it is preferable to keep the Morning state secret. (Mo2) It may unnecessarily stimulate players' gambling instincts, leading to trouble between customers, such as players fighting over gaming machines. Therefore, if the morning status is kept secret, it is possible to prevent players from unnecessarily encouraging their gambling spirit and to prevent problems such as players fighting over gaming machines.

[0298] In this way, by concealing the morning state, the above problems can be solved (prevented).

[0299] (Morning state confidentiality method) In order to conceal whether or not the player is in the morning mode, it is necessary to conceal the fact that the player is in "Heaven mode (normal)." For example, it is conceivable to make the Heaven mode (normal) and the Hell mode (slight time-saving) approximately the same or the same presentation mode, making it difficult or practically impossible to distinguish the game mode currently in play from the presentation perspective. One method for doing this is to control a "normal presentation mode" related to the Heaven mode (normal) and a "slight time-saving presentation mode (concealed slight time-saving presentation mode)" that has approximately the same or the same presentation as the normal presentation mode as the presentation mode related to the Hell mode (slight time-saving). As already explained, the main route to increasing profits is to go back and forth between the Heaven mode (normal) and the Hell mode (slight time-saving), win the special time-saving C in the Heaven mode, and transition to the consecutive win mode (time-saving state).

[0300] However, even if the information is concealed in a dramatic way, there is a risk that the game mode currently in use can be easily discovered by closely observing the operating state of the mechanical devices (such as the operating state of the movable wing pieces 47). If the micro-time-saving state is set as a game state with electric support, the movable wing pieces 47 of the normal variable winning device 41 will operate frequently, making it easy to discover that the micro-time-saving state is currently in effect.

[0301] Therefore, in this embodiment, the micro-time-saving state is a game state in which the operation of the accessory (here, the operating state of the movable wing piece 47 in the normal variable winning device 41) behaves approximately the same as in the normal state. Specifically, the micro-time-saving state is a game state that belongs to the "time-saving state," but the micro-time-saving state in this embodiment is either a state without electric support like the normal state, or a game state in which electric support is present but the electric support is rarely actually activated. In addition, since the normal symbol fluctuation time is the same or approximately the same as in the normal state (see Figure 4D), it is virtually impossible to distinguish the difference even by closely observing the normal symbol fluctuation display operation of the normal symbol display device 39a.

[0302] Furthermore, in this embodiment, in order to further strengthen the secrecy, attention is paid to the losing winnings that players often encounter, and at least the losing performance (the performance during the fluctuation at the time of the losing) is the same or approximately the same performance mode in the heaven mode (normal) and the hell mode (slight time reduction). Specifically, the losing fluctuation pattern allocation table for the heaven mode and the losing fluctuation pattern allocation table for the hell mode are configured approximately the same, and a common fluctuation pattern is selected (see Figures 26 and 27 described later). In other words, the same or approximately the same fluctuation performance can be displayed in the heaven mode (normal) and the hell mode (slight time reduction).

[0303] If it is difficult or impossible to distinguish between Heaven mode (normal) and Hell mode (slight time reduction), it will give players a sense of expectation when they are enjoying the game, such as "If we are in Heaven mode now, there is a chance we will move on to consecutive win mode!!!" (expectation of moving into an advantageous state) or "It may still be Heaven mode, so let's hang in there a little longer..." (expectation of staying in an advantageous state), which will increase the fun of the game and is ideal for improving the operating rate of the gaming machine.

[0304] (Semi-confidential) It is not necessary to conceal the Heaven mode (normal) or Hell mode (slight time reduction). For example, a "game status suggestion effect" that can suggest the current game status may be configured to appear as a variation effect. This is because giving the player an element to guess the current game status can be one of the fun aspects of the game. The above-mentioned "game status suggestion effect" may be an effect that suggests the current internal game status (internal game status suggestion effect), or an effect that suggests the current game mode (game mode suggestion effect).

[0305] Examples of the above-mentioned "internal game state suggestion effects" include effects that suggest (notify) that the game is in a slight time-saving mode or normal mode (slight time-saving mode suggestion effects, normal mode suggestion effects), and effects that can only appear during a specific internal game state (for example, during normal mode), in other words, notification effects (internal game state notification effects) that definitively notify the current internal game state when the effect appears.

[0306] Furthermore, the above-mentioned "game mode suggestion effects" include, for example, effects that can suggest whether the game mode is Heaven Mode, Hell Mode A, or Hell Mode B (specific game mode suggestion effects), and effects that can only appear during a specific game mode (for example, Heaven Mode), in other words, announcement effects (game mode announcement effects) that definitively notify the current game mode when the effect appears.

[0307] Furthermore, the internal game state suggestion effects and game mode suggestion effects may be configured to be executable as "true (real) suggestion effects" and "false (fake) suggestion effects." For example, when suggestion effects are displayed during the heaven mode, the heaven suggestion effect (real) appears with a high probability (for example, 60%), and the normal suggestion effect (fake) appears with a low probability (for example, 40%).

[0308] (Morning state non-anonymization method) The above explanation has focused on the configuration for concealing the morning state, but it may also be configured not to conceal the morning state (morning notification form). In other words, it may be configured so that the morning state, which is the first thing that happens in the morning, can be notified to the player. This is because it may be preferable to notify the morning state depending on the gameplay characteristics of the machine.

[0309] As a method of indicating the morning state, for example, it is possible to indicate whether or not the machine is in the morning state (normal state) by using the game state indication effect as described above. However, since the game state indication effect is an effect that belongs to the variable effect, it is difficult to properly indicate the morning state if the condition for its appearance is game execution and its probability of appearance is set to be low. Therefore, it is preferable to configure the morning state to be indicated by using the "effect related to waiting for customers" (hereinafter also referred to as "waiting for customers effect") that is executed after RAM is cleared.

[0310] To make this example (morning notification form) easier to understand, we will first explain the customer waiting standby effects that occur when RAM is cleared (hereinafter referred to as "customer waiting standby effects after RAM is cleared") and the customer waiting standby effects that occur when backup is restored (when the power is turned on without performing the RAM clear operation) (hereinafter referred to as "customer waiting standby effects after backup is restored").

[0311] (About the waiting performance for customers after RAM is cleared) First, we will explain the customer waiting standby effect after RAM is cleared. In this embodiment, when a RAM clear operation is performed, the game state, presentation mode, number of active reserved balls, etc. are all returned to the default state (initial state), and an error notification (RAM clear notification effect) corresponding to the RAM clear is first executed for a predetermined time (for example, 10 seconds), and then the customer waiting standby effect is executed. In this embodiment, when RAM is cleared, the internal game state is set to the normal state, the game mode is set to the heaven mode, and the presentation mode is set to the normal presentation mode as the default state.

[0312] Specifically, when the RAM is cleared, the RAM clear notification effect is first executed for a predetermined time, and then the "customer waiting pre-effect (pre-demo display)" (first customer waiting standby effect) is executed. Then, if a predetermined standby time (e.g., 180 seconds) has elapsed during this customer waiting pre-effect without an activated reserved ball being generated and without switching to the menu screen (game setting screen), the "customer waiting pre-effect (demo display)" (second customer waiting standby effect) is executed. In the "customer waiting pre-effect (pre-demo display)" after the RAM is cleared, for example, a background display (background effect) related to the normal performance mode and a predetermined decorative stop pattern (e.g., "731" for when the RAM is cleared) are displayed on the liquid crystal display 36. In addition, in the "customer waiting pre-effect (demo display)," a predetermined animated video (demo movie) is displayed on the liquid crystal display 36. During this demo movie, information about the gaming machine, such as a game explanation, model name, copyright name, and company name, as well as warning information about preventing slippage, may be displayed.

[0313] (About the effects for customers waiting after the backup is restored) Next, we will explain the customer waiting standby effect after the backup is restored. Note that if the backed-up content is during game execution or jackpot play, the game status will be restored, but here we will focus on the case where the backed-up content is not during game execution or jackpot play, and there are no operating reserved balls, that is, the case where the customer waiting standby effect is executed immediately after the backup is restored.

[0314] The customer waiting standby effect after the backup is restored is basically the same as when the RAM is cleared as described above, except that the RAM clear notification effect is not executed. Even after the backup is restored, the customer waiting pre-wait effect (pre-demo display) is executed, and if a predetermined waiting time has elapsed during the customer waiting pre-wait effect without an activated reserved ball being generated and without switching to the menu screen (game setting screen), the customer waiting pre-wait effect (demo display) is executed. Furthermore, the customer waiting pre-wait effect after the backup is restored displays a background display (background effect) related to the game state presentation mode at the time of power outage, and the same predetermined decorative stop pattern (for example, "731") as when the RAM was cleared.

[0315] Furthermore, even in different game states or different presentation modes, if at least the customer waiting standby presentation is substantially the same (same (common) or approximately the same), it is difficult to distinguish (difficult to distinguish or indistinguishable) which game state the player is in by looking at the customer waiting standby presentation, i.e., the morning state is also difficult to distinguish. For example, if the background display and customer waiting standby presentation related to the presentation mode function as a common presentation mode in the normal presentation mode and the minute time-saving presentation mode, when the game state after backup recovery is the normal state or the minute time-saving state, or when the game state is set to the default normal state by clearing the RAM, it is impossible to distinguish which game state the player is in, and it is also impossible to distinguish the morning state. Therefore, the following configuration is preferable as a method for distinguishably notifying the morning state. This will be described in detail below.

[0316] The customer waiting standby effects of this embodiment include the "pre-customer waiting effects" and the "customer waiting effects" as described above, and when announcing the morning state, it is possible to use at least one of these effects to notify (indicate) the morning state. Specifically, the "customer waiting standby effects after RAM clearing (customer waiting standby effects related to the default state)" and the "customer waiting standby effects after backup restoration (customer waiting standby effects related to backup restoration)" are set to different presentation modes, and this makes it possible to present whether the state is a backup restoration state or a RAM cleared state.

[0317] If the above-mentioned "waiting for customers after RAM is cleared" and "waiting for customers after backup is restored" are to be different presentations, for example, the following forms (Ko1) to (Ko9) can be adopted.

[0318] (C1) The decorative stop symbols in the customer waiting standby effect (in this embodiment, the decorative stop symbols in the pre-customer waiting effect) differ between when the RAM is cleared and when the backup is restored. For example, after the RAM is cleared, "731 (first decorative stop symbol)" is displayed, and after the backup is restored, "732 (a second decorative stop symbol different from the first decorative stop symbol)" is displayed. The difference in the decorative stop symbols in the customer waiting standby effect after power-on allows the player to determine whether or not the game is in the morning mode. However, in this embodiment, if even one game is played after power-on, it may no longer be possible to determine the morning mode. For example, if the number of active reserved balls is 0 after the first game ends, the pre-customer waiting effect will be played after that game ends. In this case, the decorative stop symbols resulting from the first game will be displayed as the decorative stop symbols in the pre-customer waiting effect (see the processing route (steps S417-S419) of step S402 in FIG. 12 described below). In this respect, this form can function as a "one-game-only benefit (one-game-only benefit after clearing RAM)."

[0319] (C2) The background display in the customer waiting standby effect (in this embodiment, the background display in the customer waiting standby effect) differs between when the RAM is cleared and when the game is restored to a backup state. For example, after a backup restoration, a first background effect (normal background effect) is displayed, and after a RAM clear, a second background effect (special background effect) different from the first background effect is displayed. The player can determine whether or not the game is in the morning mode based on the difference in the background effect in the customer waiting standby effect after power-on. For example, when a backup restoration is performed in the normal or slightly time-saving mode, a normal background effect (e.g., a background image of cherry blossom trees) is displayed, and after a RAM clear, a special background effect different from the normal background effect (e.g., a background image of Mt. Fuji and cherry blossom trees) is displayed. Note that, as with (C1) above, the special background effect after a RAM clear may be a normal background effect instead of a special background effect if at least one game has been played after power-on, or the special background effect may be displayed over multiple games. In addition, when the game state is transitioned from the default normal state to another game state (especially when the special background effect can be displayed over multiple games), the normal background effect may be displayed instead of the special background effect.

[0320] (C3) The presence or absence of a "game setting guide effect" in the customer waiting standby effects (pre-customer waiting effects and / or customer waiting effects) differs between when the RAM is cleared and when the backup is restored. This "game setting guide effect" is an effect display that notifies the player that the above-mentioned "game setting screen (menu screen)" can be displayed (that game settings can be made). The presence or absence of this game setting guide effect or its presentation style can be made different between when the RAM is cleared and when the backup is restored. For example, it is possible to display a game setting guide effect after the RAM is cleared, and not display a game setting guide effect after the backup is restored (the former and latter patterns can also be reversed). Depending on the presence or absence of a game setting guide effect, the player can determine whether or not they are in the morning mode.

[0321] (C4) The content of the demo display (in this embodiment, the demo movie) in the customer waiting waiting effect differs between the case of RAM clearing and the case of backup restoration. For example, if a demo movie including multiple effect displays (e.g., copyright name, machine name, company name, game instructions, addiction prevention, specific characters, specific objects, etc.) is played as the demo display, the presence or absence of at least one specific effect and at least one specific effect mode (display color, font, pattern, etc.) are varied. For example, after RAM clearing, the "company name" is displayed, but after backup restoration, the "company name" is not displayed (the former (after RAM clearing) and the latter (after backup restoration) may be reversed). Another example is that in the demo display after RAM clearing, the text color of the addiction prevention display (one of the specific displays) is red, but in the demo display after backup restoration, the text color is blue. Based on such differences in the demo display content, the player can determine whether or not the game is in the morning mode.

[0322] (5) The presentation time (presentation length) of the customer waiting standby presentation differs between when the RAM is cleared and when the backup is restored. For example, the relationship between the length of the presentation time before the customer waiting and / or the length of the customer waiting presentation time can be "normal state (when the RAM is cleared) < slightly time-saving state (when the backup is restored)" or "normal state (when the RAM is cleared) > slightly time-saving state (when the backup is restored)." By paying attention to the presentation time, the player can determine whether or not the state is in the morning mode.

[0323] (C6) The presence or absence of a customer waiting pre-effect or customer waiting pre-effect differs between the case of RAM clearing and the case of backup restoration. For example, the customer waiting pre-effect is not executed when RAM is cleared, but is executed when backup restoration is performed (the former and latter patterns may be reversed). Also, for example, the customer waiting pre-effect (demo movie) is not executed when RAM is cleared, but is executed when backup restoration is performed (the former and latter patterns may be reversed). Depending on the presence or absence of a customer waiting pre-effect or customer waiting pre-effect, the player can determine whether or not they are in the morning state.

[0324] (C7) The presence or absence of a specific effect in the customer waiting standby effect (customer waiting pre-waiting effect and / or customer waiting effect) differs between the case of RAM clear and the case of backup return. For example, a specific character appears when RAM is cleared, but the specific character does not appear when backup return (the former and latter patterns may be reversed). Depending on the presence or absence of such a specific effect, the player can determine whether or not they are in the morning state. This specific effect can function as a "morning suggestion effect" that suggests (notifies) the morning state.

[0325] (K8) At least one of the above-mentioned (K1) to (K7) can be adopted.

[0326] (C9) If the "morning state notification" is to function as a special benefit first thing in the morning, it is not desirable to notify the morning state for an unnecessarily long period of time. Therefore, it is preferable to determine the period during which the morning state can be notified as follows (C8-1) or (C8-2).

[0327] (C9-1) The morning state can be announced until a predetermined number of games (for example, one or more games) have been played after the power is turned on. Note that if the normal state (morning state) is switched to another game state (if a special time-saving or big win is won and the game is switched to a minute time-saving or time-saving state), the morning state is lost, and in this case, the announcement of the morning state is terminated.

[0328] (Ko9-2) After powering on, if a specific winning type is won (for example, a special time-saving or jackpot), the notification of the morning state will be terminated. Note that if a specific winning type (for example, jackpot A to C) is won and the state transitions to the normal state again, the morning state may be notified.

[0329] If the game state at the time of backup is the same as the default game state (the game state at the time of RAM clearing), the game state after the backup is restored will be the same as the morning state. In this case, a common customer waiting standby effect may be used for both. However, in order to notify that the RAM has been cleared, a customer waiting standby effect (the above-mentioned (co1) to (co8)) different from that at the time of RAM clearing may be executed when the backup is restored.

[0330] (Ceiling function) In this embodiment, a ceiling function is provided as a rescue function to rescue players who have fallen into a deep slump. Specifically, when the jackpot lottery probability is low and the condition device does not operate for a predetermined number of consecutive games (ceiling game number) (the ceiling bonus granting condition is met), the ceiling function is activated, and a bonus (ceiling bonus) is awarded for reaching the ceiling. Note that "when the condition device does not operate" means "a jackpot is won without the condition device operating" or "a V prize is won without the condition device operating." In other words, it means winning a miss or a special time-saving bonus. Therefore, the condition for activating the ceiling bonus is basically when a player continues to win misses for a predetermined number of consecutive games (when the player continues to be stuck). However, details of winning the special time-saving bonus or a small win in the ceiling game will be described later.

[0331] In this embodiment, the ceiling game count is "751 spins," and the ceiling bonus is "Time Reduction C (1 time reduction)." This time-saving state due to the ceiling function is also referred to as "ceiling time reduction." Like the time-saving state due to the special time reduction, this ceiling time reduction is a specific state that is granted without going through a winning state. In this embodiment, the ceiling bonus is granted after the ceiling game ends (the ceiling bonus is granted upon the end of the ceiling game (after the ceiling game ends)), but the ceiling bonus may also be granted in the game following the ceiling game (752 spins) (the ceiling bonus is granted upon the start of the next game (at the start of the next game)). Also, although it has been described that the ceiling bonus is "Time Reduction C," it may instead be Time Reduction A (7 time reductions) or Time Reduction B (100 time reductions).

[0332] (False ceiling function: Figure 7) Incidentally, the micro-time-saving state according to this embodiment is configured to transition to the normal state when a predetermined number of micro-time-saving times have been consumed (see line L2 in FIG. 6). Therefore, even if the game has transitioned to the micro-time-saving state, once the micro-time-saving times have been consumed, the game will transition to the normal state, and there will be a chance to win the special time-saving C. In other words, by utilizing the micro-time-saving state, it is possible to create a gameplay similar to the above-mentioned "ceiling function," in which "a game state that is unfavorable is transitioned to a favorable game state after a predetermined number of games have been played." This will be described in detail using FIG. 7.

[0333] 7(a)-(b) show an example of a transition route from Heaven mode (normal) to Hell mode (slight time reduction) to Continuous mode (time reduction) when the game starts. Here, as an example, we will explain the case where the game starts from the Morning state (Heaven mode).

[0334] (Temporary ceiling via pattern 1) First, referring to Figure 7 (a), this example (pattern 1 via temporary ceiling) is an example in which the player wins special time-saving A during Heaven mode, transitions to Hell mode A (slight time-saving A), then continues to win losing until 150 slight time-saving times are consumed, Hell mode A (slight time-saving A, 150 slight time-saving times) ends, and the player transitions to Heaven mode again, where the player wins special time-saving C in Heaven mode and transitions to consecutive win mode (time-saving C).

[0335] (Temporary ceiling via pattern 2) Next, referring to Figure 7 (b), this example (pattern 2 via temporary ceiling) is an example in which the player wins special time-saving B during Heaven mode, moves to Hell mode B (slight time-saving B), then continues to win losing tickets until 250 slight time-saving times are consumed, Hell mode B (slight time-saving B, 250 slight time-saving times) ends, and the player moves to Heaven mode again, where the player wins special time-saving C in Heaven mode and moves to consecutive win mode (time-saving C).

[0336] (Special time-saving C direct hit pattern) Next, referring to Figure 7(c), this example assumes a case where play begins from the above-mentioned "morning state," and shows an example where, during the Heaven mode first thing in the morning, the player wins the special time-saving C and transitions to the consecutive win mode (time-saving C).

[0337] In both of the above-mentioned Figures 7(A) and (B), when the number of micro-time-saving times related to the destination micro-time-saving state (Hell Mode A, B) is completed, the game transitions to the normal state (Heaven Mode) and enters a state where the special time-saving mode is allowed to be activated, so the "number of micro-time-saving times" plays a role similar to the ceiling game number mentioned above. In this respect, it can be said that the "number of micro-time-saving times" functions as a "pseudo ceiling game number (provisional ceiling game number)."

[0338] In addition, in cases where a player goes through Hell Mode multiple times, for example, following the game route of "transition to Hell Mode A (time-saving A) → (150 micro-time-saving times consumed) → transition to Heaven Mode → (winning Special Time-saving A) → transition to Hell Mode A → (again, 150 micro-time-saving times consumed) → transition to Heaven Mode → (winning Special Time-saving C) → transition to Consecutive Winning Mode C (time-saving C)," the provisional ceiling game number is reached every time 150 micro-time-saving times are consumed in Hell Mode A. In other words, a "periodic ceiling function" can be created in which a bonus is periodically awarded (here, a transition to Heaven Mode, which is advantageous, is awarded). In this way, the micro-time-saving state according to this embodiment is a special game state that creates a gameplay experience by providing a pseudo-ceiling function, and the novelty of this embodiment lies in the provision of such a game state.

[0339] In addition, if the number of games that reaches the provisional ceiling game number related to the consumption of the micro-time-saving number of times is the 751st spin of the ceiling game number related to the ceiling function, the time-saving state (time-saving C), which is the ceiling benefit, is activated first. If the 751st spin is the provisional ceiling game number, the game will simply transition to the normal state (heaven mode), and the ceiling benefit grant condition will be met in that game.

[0340] <Processing on the main control unit side: Figures 8A to 22> Next, the game operation processing on the main control unit 20 side of this embodiment will be described with reference to Figures 8A to 22. The processing on the main control unit 20 side is mainly composed of an infinite loop main processing (main control side main processing: Figures 8A and 8B) and a timer interrupt processing (main control side timer interrupt processing: Figure 9) that is started by a regular interrupt from the CTC.

[0341] <8. Main control side main processing: Figures 8A and 8B> The main processing on the main control unit 20 side (main control side main processing) will be described with reference to Figures 8A and 8B. Figures 8A and 8B are flowcharts showing the details of the main control side main processing.

[0342] The main processing on the main control side may be started when a system reset occurs upon recovery from a power outage or power supply abnormality, or when a watchdog timer (WDT) function is activated and the CPU is forcibly reset (WDT reset) due to a control program going out of control, etc. In either case, when the main processing on the main control side is started, the main control unit 20 (CPU 201) first executes an initial setting process required to start game operation as part of the power-on process (step S011).

[0343] The initial setting process includes, for example, initialization of register values ​​within the CPU, including each part of the microcomputer, clearing of various ports including solenoid ports related to electric props, LED output counters, etc., interrupt mode setting process to set a predetermined interrupt mode (interrupt mode 2), interrupt priority setting process, internal hardware random number setting process to start the random number circuit (internal hardware random number circuit), startup waiting process for peripheral boards (performance control unit 24 and payout control board 29), sending of a power-on command (BA08H), etc. When the performance control unit 24 receives the above-mentioned "power-on command," it executes a power-on performance such as "Please Wait" on the liquid crystal display device 36, for example.

[0344] After the above-described initial setting process (step S010) is completed, an input port acquisition process is executed (step S011). In this input port acquisition process, ON / OFF signals (ON / OFF states) of switches required to determine whether to transition to a setting change transition mode, RAM clear mode, setting confirmation mode, or backup return mode, which will be described later, are acquired. As will be described in detail later, in this embodiment, the transition destination process is determined based on the ON / OFF signals of the setting key switch 94, the door open sensor 61, and the RAM clear switch 98. The input signals corresponding to bits 0 to 7 of input port 1 (P_INPT1) are as shown in the figure. The ON / OFF signal of the setting key switch 94 (setting key switch signal) is input to bit 0, the ON (open state) / OFF (closed state) signal of the door open sensor 61 (door open signal) is input to bit 5, and the ON / OFF signal of the RAM clear switch 98 is input to bit 6.

[0345] After the input port acquisition process (step S011) is completed, the process from step S14 onwards is executed. In this embodiment, the process state is shifted to the following process mode based on the ON / OFF states of the setting key switch 94, the door open sensor 61 and the RAM clear switch 98 acquired in the input port acquisition process (step S011).

[0346] (1) "Settings change mode" including the execution of a settings change process (step S023) and an in-area RAM clear process (step S030). (2) "RAM clear mode" including execution of RAM clear process in the area (step S030) without executing setting change process (step S023); (3) "Settings Check Mode" including the execution of the settings check process (S027) and the backup restoration process (S028), (4) "Backup recovery mode" in which the backup recovery process (S028) is executed without executing the setting confirmation process (S027). (5) "RAM error mode" executes "power re-on waiting process (S020)" if a problem occurs with the contents of RAM.

[0347] Of these processing modes, the four modes excluding the "RAM error mode" are switched depending on the combination of the ON / OFF state of the setting key switch 94, the ON / OFF state (open / closed state) of the door open sensor 61, and the ON / OFF state of the RAM clear switch 98.

[0348] In this embodiment, when the RAM clear switch 98 and the setting key switch 94 are both ON, the "setting change mode" is selected as a general rule, and when the RAM clear switch 98 is ON and the setting key switch 94 is OFF, the "RAM clear" is selected, but even if the setting key switch 94 and the RAM clear switch 98 are both ON, if the door is closed (the door open sensor 61 is OFF), the "RAM clear mode" is selected instead of the "setting change mode." Similarly, when the RAM clear switch 98 is OFF and the setting key switch 94 is ON, the "setting check mode" is selected as a general rule, and when the RAM clear switch 98 and the setting key switch 94 are both OFF, the "backup return mode" is selected, but even if the RAM clear switch 98 is OFF and the setting key switch 94 is ON, if the door is closed, the "backup return mode" is selected instead of the "setting check mode."

[0349] In this embodiment, since a situation in which the RAM clear switch 98 or the setting key switch 94 is ON even when the door is closed is suspected to be an act of fraud, the "setting change mode" and "setting confirmation mode" related to the setting change function are conditional on the door being open, and when the door is closed, the "RAM clear mode" which does not execute the setting change process (S023) and the "backup return mode" which does not execute the setting confirmation process (S027) are selected.

[0350] Furthermore, for the "RAM clear mode" and "backup recovery mode," which are not related to the setting change function, only the ON / OFF states of the RAM clear switch 98 and the setting key switch 94 are required, and the ON / OFF state of the door open sensor 61 is not required. Note that in this embodiment, the "setting change mode" and "setting check mode," which are related to the setting change function, require the door to be open, but the present invention is not limited to this, and the door open state need not be required. In other words, the ON / OFF state (door open / closed state) of the door open sensor 61 may not be the subject of judgment, or the door open sensor 61 may be the subject of judgment, but the "setting change mode" or "setting check mode" may be entered regardless of the ON / OFF state of the door open sensor 61.

[0351] Returning to the explanation of FIG. 8A, after the initial setting process of step S011 is completed, it is then determined whether or not the gaming machine 1 is in a setting change mode transition state in which the setting values ​​can be changed, based on the signal state acquired by the input port acquisition process (step S014). In this embodiment, when the gaming machine 1 is powered off and the door is open (the door open sensor 61 is ON (open state)), if the setting key switch 94 (operated to the setting change mode side) and the RAM clear switch 98 are kept ON (both the setting key switch signal and the RAM clear signal are ON), the gaming machine 1 is powered on, which satisfies the setting change mode transition condition, and the gaming machine 1 is controlled to a setting change permitted state (setting change mode transition state) in which the setting values ​​can be changed. In other words, if the input states of the setting key switch 94 (setting key switch signal), the door open sensor 61 (door open signal), and the RAM clear switch 98 (RAM clear signal) are ON, it is determined that the gaming machine 1 is in a setting change mode transition state.

[0352] If the setting change mode has been entered (step S014: YES), a setting change process is executed to manage the change of the setting value (levels 1 to 6) (step S023). In this setting change process, first, it is determined whether the setting value Nc (setting value data) stored in the setting value storage area of ​​the internal RAM is an abnormal value (a value other than 00H to 05H corresponding to settings 1 to 6). If the game is operating normally, the setting value storage area should store setting value data (setting value Nc) of 00H to 05H (normal value) corresponding to settings 1 to 6. However, it is possible that the setting value data is corrupted due to some malfunction, and a value that does not correspond to any of settings 1 to 6 is set (setting abnormal error). Therefore, if the setting value Nc is not an abnormal value, the setting value storage area is cleared to zero and returned to the initial value 00H (here, setting 1). In addition, the backup flag BF is also cleared here. This is because if a power outage occurs during the setting change process, the next time the power is turned on, the judgment process in S016 will determine that there is a backup abnormality (backup flag BF = 00H), and it will be determined that the setting change process has not been completed normally.

[0353] In the case of the one-step setting type, it is also possible to determine whether or not a setting abnormality error has occurred. Specifically, it is determined whether or not the setting value Nc stored in the setting value storage area of ​​the internal RAM is an abnormal value, for example, a value other than 00H corresponding to setting 1. In the case of the one-step setting type, since there is only one setting, it is determined whether or not the setting value Nc is a value (00H) corresponding to a certain fixed value (here, setting 1), and if it is abnormal (Nc ≠ 00H), it is returned to the initial value (here, 00H).

[0354] If the setting has been returned to the initial value or is a normal value, the current setting value is displayed on the setting display 97. Thereafter, the ON / OFF operation of the setting change switch 95 is monitored, and the current setting value Nc is changed (updated) each time the setting change switch 95 is turned ON. As already explained, the setting value during setting change (setting change operation) is cycled through the range of settings 1 to 6 each time the setting change switch 95 is operated, and the current setting value during setting change is displayed on the setting display 97. Then, when it is confirmed that the setting key switch 94 has been turned OFF, it is determined that the setting value has been confirmed, and the current setting value Nc (setting working value) is stored in the setting value storage area of ​​the RAM 203. This ends the setting change process. Then, the processing state is shifted to the in-area RAM clear process (step S030) described below.

[0355] It is also possible to configure the RAM clear switch 98 to function as the setting change switch 95 without providing the setting change switch 95. Each time the RAM clear switch 98 is pressed, one of the setting values ​​from Settings 1 to 6 can be selected.

[0356] On the other hand, if the device is not in the setting change mode transition state (step S014: NO), the contents of the RAM are checked to determine whether or not there is an abnormality (step S015). Here, it is checked whether the setting value data (setting value Nc) in the setting value storage area is a normal value (whether a value indicating any of settings 1 to 6 is stored) and whether or not the checksum value at the time of backup is a normal value. If there is an abnormality in the RAM contents (step S015: YES), it is determined that the device is in the RAM error transition state (RAM error mode), and the power re-on wait process (step S020) described below is executed.

[0357] If the RAM contents are normal (step S015: NO), it is then determined whether the backup flag BF is ON (5AH) (step S016). This backup flag BF is set to "5AH (normal value)" in the BF flag storage area of ​​the internal RAM when the backup process is executed normally in the power supply abnormality check process (step S081 in FIG. 9) described later. Therefore, under normal circumstances, the backup flag BF should be 5AH. However, there may be cases where some malfunction occurs and the backup flag BF is not the normal value (≠ 5AH). Therefore, if the backup flag BF is not ON (step S016: NO), the system executes a power re-on wait process (step S020).

[0358] In the power re-on wait process (step S020), the game process is forcibly stopped and the game is put into a game stop state in the event of a RAM error. Specifically, after sending a power re-on command and clearing the backup flag BF (step S019), the WDT clear process, which clears the WDT, and the power abnormality signal ON state confirmation process (power interruption confirmation) process (power abnormality check process) are repeated until a power interruption occurs. If a RAM error occurs, the WDT clear process is executed until a power interruption is confirmed, and a WDT reset is prevented during the repetition of the infinite loop process. Furthermore, when the power re-on command is received by the effect control unit 24, a RAM error notification (power re-on instruction effect) is displayed on the LCD display device 36, such as "RAM error. Please turn the power back on and set the setting value to 1." All effect LEDs, such as the decorative lamp 45, are turned off, and the speaker 46 is muted. Furthermore, during the power re-on waiting process, a predetermined indicator (for example, the setting indicator 97) may display "E" indicating an error until a power outage occurs.

[0359] When the power re-on waiting process (step S020) is executed and the gaming state is stopped, the currently occurring RAM error state cannot be resolved unless the power of the gaming machine 1 is re-turned and an operation is performed to set the gaming machine 1 to the setting change mode transition state at the time of re-powering, thereby executing the setting change process (step S023). In this embodiment, after the setting change process (step S023) is executed (after the setting value storage area is cleared in the case of a setting abnormality error), an in-area RAM clear process (step S030) described later is executed, which essentially clears the entire area of ​​the RAM 203 (excluding the RAM area related to the performance information display process (external RAM area)), thereby returning the RAM 203 to the initial state and enabling the RAM error to be resolved.

[0360] If the backup flag BF is in the ON state (step S016: YES), it is determined whether or not the game machine is in the RAM clear mode transition state based on the signal state acquired by the input information acquisition process (step S025). In this embodiment, when the power to the game machine 1 is off, if the setting key switch 94 is turned OFF (not operated to the setting change mode side) and the RAM clear switch 98 is turned ON (setting key switch signal OFF, RAM clear signal ON), the RAM clear transition condition is satisfied, and the game machine is controlled to the RAM clear mode transition state. In other words, it is determined that the game machine is in the RAM clear mode transition state when at least the setting key switch 94 (setting key switch signal) is OFF and the RAM clear switch 98 (RAM clear signal) is ON.

[0361] If the RAM clear mode has been entered (step S025: YES), an internal RAM clear process is executed (step S030). This internal RAM clear process only clears the RAM area related to the internal memory (internal RAM), not the external RAM area (external RAM). Note that data in the setting value storage area (setting value data) is not cleared, even if it is data in the internal RAM. Initialization and changes to setting value data are performed in the setting change process (step S023). In other words, the internal RAM clear process clears a specified memory area (normal data storage area) excluding at least the "external RAM area related to external memory" and the "setting value storage area (setting value data) in the internal RAM area related to the internal memory." Therefore, the value of the backup flag BF and the checksum value, which were set when the power was shut down, are both cleared to zero in this process. Note that a specified number of bytes of the internal RAM are used as a stack area, where, for example, a return address after a subroutine call is temporarily stored. Therefore, in this step, a predetermined area of ​​the internal RAM area is initialized, excluding the setting value data and the stack area in which the return address after a subroutine call is stored.

[0362] More specifically, the in-area RAM clearing process initializes (clears) all areas (normal data storage areas) of the in-area RAM for storing setting values ​​and data used in normal game processing (game processing related to game progress such as symbol variation display games, winning games, and game state transition control), excluding at least the setting value storage area, and returns the operating state of the gaming machine to its initial state (default state). In this embodiment, as already explained, the program and work area for processing related to the display of performance information (performance information display processing) are specified in an area (external area memory (second memory area)) different from the area (in-area memory (first memory area)) that the CPU 201 accesses during normal game progress. That is, the main control unit 20 is configured to have a RAM 203 including a first RAM area (in-area RAM) capable of storing game data used in game processing related to normal game progress (for example, processing other than processing related to the display of the performance indicator 99), and a second RAM area (out-area RAM) capable of storing information display data used in performance information display processing not directly related to the game progress (steps S034, S043 in Figure 8B, step S101 in Figure 9, etc.), a ROM 202 including a first ROM area (in-area ROM) that stores a game control program for executing the above-mentioned normal game processing, and a second ROM area (out-area ROM) that stores an information display control program for executing the above-mentioned information display processing, and a CPU 201 that executes game control operations based on the game control program and the information display control program.

[0363] As will be described in detail later, a predetermined area of ​​RAM 203 related to the external memory (external RAM), i.e., a RAM area related to performance information (counting information storage area, performance display storage area, LED data setting area related to the performance indicator 99, etc.), is initialized (external RAM clearing process) if a malfunction occurs in the RAM area during the internal timer interrupt external processing (step S101) of the main control timer interrupt processing (FIG. 9) described below (see step S101 in FIG. 9, step S824 in FIG. 19, and FIG. 20). In this way, the work area of ​​RAM 203 is divided, and the external RAM is not initialized (cleared) during the RAM clearing process upon power-on (in this embodiment, the internal RAM clearing process and the clearing process of the setting value storage area by the setting change process). This allows data related to performance information (such as the number of dispensed items under normal conditions, the number of outgoing items under normal conditions, and base values ​​related to the performance display) to be retained across power outages, even when the RAM clearing process upon power-on is performed. 【0364...

Claims

Claim 1 specific display means for displaying predetermined information based on game results, first control means for controlling game operations, a gaming machine comprising second control means including specific display control means capable of executing control regarding the specific display means, wherein the first control means includes game state control means capable of controlling a plurality of game states, control information transmission means capable of transmitting specific control information including game state information capable of specifying the current game state to the second control means, the specific display control means includes measurement means for measuring the predetermined information based on the specific control information, predetermined information display control means for performing display control of the predetermined information on the specific display means, the measurement means is configured not to measure the predetermined information when the game state information does not correspond to any of the plurality of game states, a gaming machine characterized by this.