Game machine
Patent Information
- Application Number
- JP2022138284
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-08-31
- Publication Date
- 2025-07-08
AI Technical Summary
Existing pinball game machines face issues with erroneous door opening detection due to slight vibrations, leading to potential unauthorized access and ball ejection during gameplay.
A gaming machine with a door open detection system that determines a door opening error based on continuous detection signals, stopping the firing operation if the door remains open for a predetermined period, and includes error notification mechanisms to prevent unauthorized access and ball ejection.
Prevents erroneous door opening errors and ensures that game balls do not fall outside the machine, enhancing security and gameplay integrity.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In general, pinball game machines are provided with an opening / closing door that is arranged on the game machine body so that it can be opened and closed, and by opening the opening / closing door, it is possible to check for ball jams in the game area, malfunctions of game parts, and to replace them. Due to this structure, there is a risk that the opening / closing door may be opened illegally, which may lead to cheating. Therefore, as a safety measure, the opening / closing door is detected by a sensor, and when the opening / closing door is open, a door open error notification is issued, and when the door is closed, the door open error notification is cancelled (for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2017-185161 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, if the timing of the door open error judgment method is not devised, there is a risk that the door will be erroneously detected as open even in response to a slight vibration of the gaming machine. Also, if the shooting of game balls is allowed while the door is open, there is a risk that the shot balls will be erroneously shot and fall out of the gaming machine.
[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can prevent the erroneous occurrence of a door opening error when the opening and closing door is opened, and can prevent the fired balls from spilling out of the gaming machine. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means. (1) a launching means capable of launching a game ball; A firing control means for controlling the firing operation of the firing means; A door open detection means capable of detecting an open / closed state of an opening / closing door arranged in an openable / closable manner on the gaming machine body; an error determination means for determining a door open error based on a detection signal from the door open detection means; An error notification execution means capable of executing an error notification relating to the door opening error; A gaming machine comprising: The error determination means If the detection signal indicating the open state is continuously detected for a predetermined period of time, it is determined that a door open error has occurred. The launch control means includes: When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped before the error determination means determines that a door opening error has occurred. A gaming machine characterized by: Effect of the Invention
[0007] According to the present invention, when the opening and closing door is opened, it is possible to prevent the erroneous occurrence of a door opening error and to prevent the shot balls from spilling out of the gaming machine. [Brief description 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. [Diagram 2] A diagram showing the game board and effect buttons. [Diagram 3] FIG. 2 is a block diagram showing an outline of a control device. [Figure 4A] FIG. 13 is an explanatory diagram for explaining the types of winning. [Figure 4B] FIG. 13 is an explanatory diagram for explaining V hit types. [Figure 4C] This is an explanatory diagram explaining types of misses and types of special time-saving features. [Figure 4D] FIG. 13 is an explanatory diagram for explaining a slight time-saving state. [Figure 5A] FIG. 2 is an explanatory diagram for explaining a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram explaining the preview performance. [Figure 6] A diagram showing a game flow (game state transition). [Figure 7] FIG. 13 is an explanatory diagram for explaining the game state transition related to the micro-time-saving state. [Figure 8A] 13 is a flowchart showing the first half of the main processing on the main control side. [Figure 8B] 13 is a flowchart showing the second half of the main processing on the main control side. [Figure 9] 13 is a flowchart showing timer interrupt processing on the main control side. [Figure 10] 10 is a flowchart showing a special symbol management process in FIG. 9 . [Figure 11] This is a flowchart showing the starting port check processing of Special Drawing 1 in Figure 10. [Figure 12] 11 is a flowchart showing the special pattern 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 process in FIG. 10 . [Figure 14B] 11 is a flowchart showing the latter half of the special symbol confirmation time process 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 at the big winning port in FIG. 16. [Figure 18] 18 is a flowchart showing processing according to the operation status of the special electric role in FIG. 17. [Figure 19]10 is a flowchart showing a timer interrupt area outside process (performance display monitor process) in FIG. 9; [Figure 20] 20 is a flowchart showing an outside RAM clear check process in FIG. 19; [Figure 21] 20 is a flowchart showing an operation check process in FIG. 19. [Figure 22] 20 is a flowchart showing a display data update process in FIG. 19. [Diagram 23] 13 is a flowchart showing the main processing on the performance control side. [Figure 24] 13 is a flowchart showing the performance control side timer interrupt processing. [Diagram 25] FIG. 1 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 figure showing a miss fluctuation pattern allocation table (during slight time reduction). [Figure 28] A figure showing a miss fluctuation pattern allocation table (during time reduction). [Figure 29] 13A is a diagram showing an identification display unit LED data table, and FIG. 13B is a diagram showing a decimal value LED data table. [Diagram 30] FIG. 4 is an explanatory diagram for explaining a storage area in a main control board. [Diagram 31] FIG. 11 is an explanatory diagram for explaining in-area error information and out-of-area error information. [Diagram 32] FIG. 11 is a block diagram showing a schematic configuration of a control device according to another embodiment (second embodiment) of the present invention. [Figure 33A] 13 is a flowchart showing the first half of the main processing on the main control side according to the second embodiment. [Figure 33B] 13 is a flowchart showing the second half of the main processing on the main control side according to the second embodiment. [Diagram 34] 13 is a flowchart showing the main processing (second half) on the main control side for the ball removal state monitoring configuration of the second embodiment. [Diagram 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). [Diagram 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 winning event storage process in FIG. 37. [Figure 38B] 13 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. [Diagram 40] 13 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. [Diagram 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. [Diagram 44] 13 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. [Diagram 45] 13 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 receiving process in FIG. 45. [Figure 48] An explanatory diagram for explaining a gaming machine installation information notification message and a gaming machine installation information response message. [Figure 49] An explanatory diagram for explaining the gaming machine information notification message. [Figure 50A] 13 is an explanatory diagram for explaining type information (higher byte side) related to game information (2 bytes) of a gaming machine information notification message. FIG. [Figure 50B] 13 is a diagram illustrating the count information (lower byte side) related to the gaming information (2-byte configuration) of the gaming machine information notification message, and an example of the gaming information (type information+count information). FIG. [Figure 50C] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50D] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50E] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50F] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50G] 13 is a flowchart showing a frame-side performance information monitor process. [Figure 50H] 13 is a diagram illustrating an example of the use of count information related to a performance information status notification. [Figure 51] FIG. 13 is an explanatory diagram for explaining a gaming machine information response message. [Figure 52] FIG. 2 is an explanatory diagram for explaining 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] 13 is a flowchart showing a sphere display process. [Figure 56] A diagram showing a game ball number display conversion table. [Figure 57]FIG. 11 is a time chart 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 PREFERRED EMBODIMENTS
[0009] [First embodiment] Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. Note that in the following embodiments, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.
[0010] <1. Overview of 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 exterior of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of a gaming board.
[0011] The pachinko game machine 1 (hereinafter, abbreviated as "game machine 1") shown in Fig. 1 has a picture 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 game board 3 (see Fig. 2) mounted in a game board storage frame (not shown) attached to the back surface of the front frame 2, and a game area 3a formed on the surface of this game board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this game area 3a. Various control boards (see Fig. 3) for controlling game operations are provided on the back surface of the game 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 locked state of the glass door 6 relative to the front frame 2 can be released and the glass door 6 can be opened to the front. By operating it to the other side, the locked state of the front frame 2 relative to the outer frame 4 can be released and the glass door 6 can be opened to the front.
[0013] A front operation panel 7 that is integral 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 that stores the discharged game balls is formed in the upper tray unit 8. 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 integral 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 the game balls stored in the upper tray 9 downward from the gaming machine 1, a ball lending button 11 for requesting the payment 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] In addition to the push button type performance button 13 (first operation means), the upper tray unit 8 is provided with a cross-shaped directional key 75 (second operation means) that is composed of a button 75a pointing to the up direction, a right button 75b, a down button 75c, and a left button 75d, and can be operated to input in the up, down, left and right directions. The performance button 13 and the directional key 75 function as operation means that can be operated by the player, and the reception of operation input is enabled during a predetermined operation valid reception period (button valid period) in a specific advance notice performance (for example, "player participation type performance" described later, etc.), and when a predetermined operation (for example, one press, long press, repeated taps, etc.) is performed during this valid period, it is possible to bring about a change in the performance before and after the operation. In addition, these operation means are also used, for example, when the player sets his / her 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 the 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 standby, the "customer waiting pre-waiting performance (display before the demo starts)" and "customer waiting pre-waiting performance (display before the demo starts)" described below are displayed (executed) as customer waiting standby performances.
[0016] In addition, the performance button 13 and the directional key 75 are provided with built-in lamps (button LED 13b) therein, and the light emission state of the button LED 13b (for example, lit, flashing, off, etc.) can indicate the period when operation acceptance is valid (flashing, lit) and the period when operation acceptance is invalid (off).
[0017] A launching operation handle 15 for operating the launching device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. The launching device 32 functions as a launching means capable of launching game balls toward the game area 3a, and in this embodiment, has a launching performance of about 100 balls per minute.
[0018] In addition, speakers 46 (sound production means) that produce sound production effects (sound effects) through sound are provided on both sides of the upper part of the front frame 2 and on the upper side of the launch operation handle 15. In addition, a plurality of decorative lamps 45 (light production means) that produce light production effects through light decoration are provided in appropriate places on the periphery of the front frame of the glass door 6 and on the game board (Fig. 2).
[0019] (Game board: Figure 2) Next, the configuration of the game board 3 will be described with reference to Fig. 2. As shown in the figure, a ball guide rail 5 for guiding a launched game ball is attached in a ring shape as a board surface partition member on the game board 3, 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 device (LCD) 36 is provided in the approximate center of this game area 3a. Under the control of the performance control unit 24 described later, this liquid crystal display device 36 displays various effects by images, including the variable display operation (variable display and stop display) of multiple types of decorative patterns (for example, the "left pattern," "middle pattern," and "right pattern" shown in FIG. 5A) that are independently made up of numbers, characters, symbols, etc., in a predetermined display area (variable pattern display area).
[0021] In addition, a center ornament body 48 is provided in the game area 3a so as to surround the display surface of the liquid crystal display device 36 at a distance. The center ornament body 48 is provided along the front side of the game board 3, and is integrally provided with a front mounting plate 48a fixed to the game board 3 and an armor frame portion 48b that forms the outer periphery of the center ornament body 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from surrounding game balls, and acts as a flow path distribution means that allows the flow path of the game ball to be distributed to the left and right depending on the strength or stroke length of the game ball. In this embodiment, a free movement area through which the game ball can pass is formed between the upper surface of the center ornament body 48 and the ball guide rail 5, and the game ball shot into the upper side of the game area 3a by the launch device 32 is distributed to the left and right at the upper side of the armor frame portion 48b, and flows down either the left flow path 3b on the left side of the center ornament 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, and a special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means) are provided, which are arranged side by side with 7-segment displays (with dots) corresponding to the upper starting hole 34 (for the first special symbol) and the lower starting hole 35 (for the second special symbol). The special symbol display devices 38a and 38b are adapted to execute a 'special symbol variable display game' by a variable display operation (variable display and stop display) of the 'special symbol' represented by the 7-segment. The liquid crystal display device 36 displays decorative symbols by images in a variable manner in time with the variable display of the special symbols by the special symbol display devices 38a and 38b, and executes a 'decorative symbol variable display game' together with various advance notice effects (effect images). Details of the special symbol changing display game and the decorative symbol changing display game will be explained later.
[0023] In addition, in the various function display section, a composite display device (LED display device for reserved composite display) 38c consisting of multiple LED displays including a 7-segment display (with dots) is arranged next to the special pattern display devices 38a and 38b. It is called "composite" because it is a reserved, time-saving, and high probability composite display device that has the display function of multiple status information such as displaying the number of reserved balls in operation for special pattern 1, displaying the number of reserved balls in operation for special pattern 2, displaying the number of reserved balls in operation for normal patterns, notifying the status of right-handed hits, and notifying the status of when the variable time-saving function is in operation (during time-saving) and when in a high probability state (during high probability).
[0024] In addition, the various function display section is provided with a normal symbol display device 39a (normal symbol display means) consisting of a plurality of LEDs arranged next to the composite display device 38c. In the normal symbol display device 39a according to this embodiment, a 'normal symbol variable display game' is executed by the variable display operation of the "normal symbol" represented by each LED. For example, as the variable display operation, the normal symbol by the LED is repeatedly turned on and off, and when the variable time has elapsed, the lottery result of the normal symbol variable display game is announced by the combination of the on / off states of the plurality of LEDs. The normal symbol variable display game will be described in detail later.
[0025] In addition, a right-hand hit display device 39b is provided adjacent to the normal symbol display device 39a. This right-hand hit display device 39b notifies the player whether a "right hit" in which the ball is aimed to pass (flow down) through the right flow path 3c is advantageous, or whether a "left hit" in which the ball is aimed to pass (flow down) through the left flow path 3b is advantageous, by a combination of the on and off states of the LED. For example, if the LED is on, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.
[0026] In addition, adjacent to the right-hand hit display device 39b, a round number display device 39c is provided, which is made up of a number of LEDs (round display LEDs). This round number display device 39c notifies the player of the specified number of rounds (maximum number of rounds) related to the jackpot or V-win, which will be described later, by a combination of the on / off states of the number 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 hole 34 (first special pattern starting hole: first starting means) and a lower starting hole 35 (second special pattern starting hole: second starting means), and inside each are formed detection sensors 34a, 35a (upper starting hole sensor 34a, lower starting hole sensor 35a: see Figure 3) that detect the passage of the game ball.
[0028] The upper starting port 34, which is the first special symbol starting port, is a winning port related to the starting condition of the variable display operation of the first special symbol (hereinafter, the first special symbol is 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 "winning device with fixed winning rate" that does not have a "starting port opening / closing means" that makes the starting port open or expandable. In this embodiment, due to the action of a game ball falling direction changing member (for example, a game nail (not shown), a windmill 44, a center ornament 48, etc.) in the game area 3a, the upper starting port 34 is configured to be easily configured to enter (win) a game ball that has flowed down the left flow path 3b, while it is configured to be difficult or impossible to enter a game ball that has flowed down the right flow path 3c.
[0029] The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can vary the winning rate of the game ball in the starting hole by the starting hole opening and closing means. In this embodiment, the starting hole opening and closing means includes a pair of left and right movable wing pieces (movable members) 47, and the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged by the opening and closing operation of the movable wing pieces 47.
[0030] The lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting condition of the variable display operation of the second special pattern (hereinafter, the second special pattern is 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 operated, it holds a closed state (unable to win) that makes it impossible to win at the lower starting opening 35.
[0031] In addition, five general winning ports 43 are provided 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 of them has a general winning port sensor 43h (see Figure 3) formed inside it that detects the passage of the game ball.
[0032] In addition, a normal symbol start port 37 (third start means) consisting of a passage gate through which game balls can pass is provided diagonally above the right of the normal variable winning device 41, that is, above the middle part of the right flow-down path 3c. This normal symbol start port 37 is a winning port related to the start condition of the variable display operation of the normal symbol (hereinafter, the normal symbol may be abbreviated to "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 ball 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 it may be formed on both flow-down paths.
[0033] On the path from the normal pattern starting port 37 to the normal variable winning device 41 in the right flow path 3c, there is provided a special variable winning device 52 (special electric device) which is configured to be able to open or expand the large winning port 50 by a recessed opening door 52b, and inside it is formed a large winning port sensor 52a (see Figure 3) which detects a game ball that has entered the large winning port 50.
[0034] In addition, in the large prize winning port 50, a V prize winning port (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 winning port are formed. The game ball that has entered the large prize winning port 50 can be guided to the V prize winning port by a V guidance device (not shown). This V guidance device is configured to be controllable between an open state (easy V prize winning state) that makes it easier for the ball to enter the V prize winning port (V prize winning) and a closed state (difficult V prize winning or V prize winning impossible state) that makes prize winning more difficult or impossible than the open state, depending on its operating state, and when the V guidance device is not operating, it holds a closed state (V prize winning impossible state) that makes prize winning impossible to the V prize winning port. In this embodiment, when a predetermined condition is satisfied, the V guidance device is controlled to an operating state, and V prize winning is enabled. When the game ball enters the V winning hole during this V winning valid period (when the specific area sensor 51a detects the game ball), a "V hit" described below occurs.
[0035] The periphery of the large prize opening 50 is a bulging portion (decorative member) 55 that bulges out from the surface of the game board 3, and the upper side 55a of this bulging portion 55 forms the downstream guide portion of the right flow path 3c. When the large prize opening 50 is closed by the opening door 52b (large prize opening closed state), a surface that is continuous with the upper side 55a of this bulging portion 55 is formed to form a part of the downstream guide portion (upper side 55a) of the right flow path 3c. In addition, in the downstream area of the right flow path 3c, in the area above the upper side 55a of the bulging portion 55, more precisely, in the game area above the large prize opening 50, a flow path correction plate 51d is protruded almost parallel to the flow direction of the game balls, and acts to move the flowing game balls toward the large prize opening 50.
[0036] (The process of the game ball entering the big prize hole 50) The process of the game ball entering the big prize opening 50 is as follows. The game ball that has passed through the free movement area between the top surface of the center decoration 48 and the ball guide rail 5 flows down along the top surface (upper side) 55a of the bulge 55 that protrudes from the game board 3 and functions as a guide for the game ball. Then, the game ball comes into contact with the right end of the flow path correction plate 51d protruding from the game board 3 surface, and the flow direction of the game ball is corrected to the direction (downward) of the big prize opening 50. At this time, if the big prize opening 50 is covered by the plunge-in type opening door 52b (big prize opening closed state), the game ball rolls on it and is further guided in the direction of the tulip-type normal variable prize opening device 41 (lower starting opening 35) by the gauge configuration (arrangement of game 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 win into the lower starting opening 35, but if the opening door 52b is retracted into the game board surface and the large prize opening 50 is open (large prize opening open state), the game ball will be guided into the large 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 flow path 3c), the game ball is difficult to guide or cannot be guided toward the upper starting port 34. Therefore, if the "big winning port closed state", it is difficult or impossible for the game ball to win at each starting port 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is operated.
[0038] If the winning means are classified according to whether they belong to the left or right flow path, that is, whether the game ball 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 start opening 34, the lower start opening 35, and the general winning openings 43a to 43d on the left side, and the winning means belonging to the right flow path 3c include the upper start opening 34, the lower start opening 35, the normal pattern start opening 37, the big winning opening 50, and the general winning opening 43e on the right side. Note that the lower start opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is in an open state (start opening open state), 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 operated when the game ball passes through the normal symbol starting opening 37 located on the right side of the game area 3a (winning), so it can be said that it is 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 under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming at the gaming ball passing through the right flow path 3c, the gaming ball is likely to enter the normal pattern start hole 37, but is difficult or not guided to the upper start hole 34 side. Therefore, in the "large winning hole closed state", it is difficult or impossible to enter each start hole 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is operated. However, when the "electric support state (start hole winning easy state)" described later occurs, this movable wing piece 47 operates in an opening and closing pattern that is at least more advantageous than the normal gaming state (normal state). Therefore, in this electric support state (electric support state), it is advantageous to "right hit" aiming at the gaming ball passing through the right flow path 3c, rather than "left hit" aiming at the gaming ball passing through the left flow path 3b. On the other hand, in the "no electric support state (difficult to win at the starting hole state)" which is a non-electric support state, it is considered advantageous to "hit left" aiming the game ball to pass through the left flow path 3b, rather than "hit right" aiming to pass the right flow path 3c. In other words, whether the player should hit left or right may be advantageous depending on the game state. The game state related to the electric support state includes "time-saving state" and "probable state", and the game state related to the no electric support state includes "normal state" and "potential state".
[0040] Each winning port, such as the upper start port 34, the lower start port 35, the normal pattern start port 37, the big winning port 50, or the general winning ports 43a to 43e, functions as a winning means arranged in the game area 3a. In addition, a detection sensor or detection switch, such as the upper start port sensor 34a, the lower start port sensor 35a, the normal pattern start port sensor 37a, the big winning port sensor 52a, or the general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e), provided corresponding to each winning port, functions as a "winning detection means" that detects a game ball that has entered the winning means. Note that the number, shape, and formation position of each of the above-mentioned winning means can be appropriately changed according to the game characteristics. In addition, for each winning means, whether the game ball flowing down the left flow path 3b or the right flow path 3c is difficult to win, impossible to win, or possible to win can also be appropriately changed according to the game characteristics.
[0041] When a game ball wins at each winning hole, the number of prize balls per winning ball that is promised for each winning hole is paid out from the game ball payout device 19 (see FIG. 3). For example, 3 balls are paid out from the upper starting hole 34, 1 ball from the lower starting hole 35, 0 balls (no prize balls) from the normal pattern starting hole 37, 15 balls from the large winning hole 50, and 3 balls from the general winning holes 43a-e. Game balls that do not win at each of the above winning holes are discharged from the game area 3a through the outlet 49. Here, "winning" refers to the winning hole taking in the game ball, or, in the case of a winning hole that does not have a structure that takes in the game ball but is a passing-type gate (for example, the normal pattern starting hole 37), the game ball passing through the gate. In fact, when a game ball is detected by a detection sensor formed at each winning hole, it is treated as if a "winning" has occurred at that winning hole. In addition, the game ball related to this winning is also called a "winning ball."
[0042] <Movable parts> In addition, within the game area 3a, movable parts (movable performance means) that exhibit dynamic performance effects depending on their operating modes are disposed at positions that do not interfere with the flow of game balls.
[0043] In this embodiment, the first movable body accessory 80 is disposed on the upper right side of the center ornament 48 as the movable body accessory, and the second movable body accessory 90 is disposed diagonally below to the right. The first movable body accessory 80 has a clock face part 81 consisting of a number display part divided into 12 number sectors with the numbers "I" to "XII" attached, and a clock hand 82 consisting of an hour hand and a minute hand formed to be rotatable on the clock face part 81, and as a whole forms a "wall clock part". In this sense, the first movable body accessory 80 is also called a "clock-type accessory 80". The clock face part 81 has a full-color LED on the back side or inside for each sector division location indicated by the hour hand, or the number sector itself is composed of a full-color LED, and each number sector can be independently configured to emit light in a different color. This clock-type accessory 80 functions as at least two performance means, a movable performance means (clock hand 82) and a light performance means (number sector).
[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 calyx arranged around the outside of the corolla to make the perianth double, and the flower-shaped part 91 is attached to the tip of an arm 92 (second movable body 92) capable of swinging, and is configured as a flower-shaped accessory 90 as a whole. The multiple petals of the flower-shaped part 91 can rotate around the center of the flower.
[0045] This flower-shaped role 90 is usually stationary at an original position (shown by a solid line in FIG. 2) set on the edge of the LCD screen or to the side outside the LCD screen, and when a certain operating condition is met, the arm 92 tilts and moves together with the arm 92 to a position (shown by a broken line in FIG. 2) where the flower-shaped part 91 covers the LCD screen. When it moves to the performance position shown by the broken line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the semi-transparent flower center and petal parts are illuminated from behind by a lamp or full-color LED, so that they can be beautifully lit. When the flower-shaped role 90 finishes its operation, it returns to the original position shown by the solid line from the performance position shown by the broken line. The flower-shaped part 91 can have multiple types of operation patterns such as high-speed rotation, low-speed rotation, and reverse rotation as the rotation of the petals, and the arm 92 can have multiple types of operation patterns such as a fully open tilting operation in which it tilts to the broken line part, a semi-tilting operation in which it tilts to a predetermined tilting angle, a vibration operation in which the arm vibrates rattle, and an inching operation. The clock-shaped device 80 (clock hands 82) and the 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 game 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") which generally controls the control of the overall gaming operation (gaming operation control), a performance control board (performance control means) 24 (hereinafter referred to as the "performance control unit 24") which receives a performance control command from the main control unit 20 and generally controls the execution (appearance) control of the performance by the performance means, a payout control board (payout control means) 29 which controls the payout of prize balls by the game ball payout device 19, and a power supply board (power supply control means (not shown)) which generates and supplies the necessary power (including backup power) from an external power supply to each board of the gaming machine. A liquid crystal display device 36 is connected to the performance control unit 24 as an image display device. Note that 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 incorporating a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program describing 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 constant periodic pulse output creation function (bit rate generator), and time measurement functions, an interrupt controller circuit that performs interrupt enable / disable functions such as a timer interrupt that provides an interrupt signal to the CPU, a reset circuit that detects power-on / 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 Running Outside Designated Area) circuit that monitors whether the program is being executed correctly within a preset address range, and a counter circuit for generating random numbers within a certain range (hard random numbers) in hardware.
[0050] At least the main control unit (main control board) 20 and the payout control board 29 start backup processing before the power is cut off by receiving a voltage drop signal (power supply abnormality signal) from a power supply board (not shown), and are able to resume the gaming operation before the power cut off after the power is restored (backup function). This gaming machine 1 is capable of retaining the contents of each memory in the RAM for at least several days.
[0051] The counter circuit includes a random number generating circuit that generates random numbers, and a sampling circuit that samples random numbers from the random number generating circuit at a predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends an instruction to the sampling circuit according to the processing state, thereby obtaining the number indicated by the random number generating circuit as a random number for internal lottery (random number for jackpot determination (size of random number: 65536)), and uses the random number for the jackpot lottery. The random number for internal lottery is obtained by adding a soft random number generated by appropriate software processing and a hard random number to prevent cheating such as aiming for a jackpot.
[0052] Here, the memory space (RAM 203, ROM 202) of the main control unit 20 will be briefly described with reference to FIG.
[0053] The "program / data area" of the ROM 202 includes an "in-area program" that stores a control program required for executing game operation processing related to game progress, such as a symbol variation display game and a winning game, an "out-area program" that stores a control program not directly related to the game progress, such as processing related to performance display and processing related to a type test signal, and a data storage area that stores various fixed data related to the program. The RAM 203 also includes work areas (for example, an in-area RAM area from address 0000H to 00FFH and an out-area RAM area from address 0100H to 01FFH) that correspond to the in-area program and the out-area program, respectively. That is, the storage area accessible by the CPU 201 includes an in-area ROM and an in-area RAM that are provided so as to be within a predetermined upper limit capacity, and an out-area ROM and an out-area RAM that are separate from them, and the in-area ROM and the out-area ROM are each provided with a control area in which a program is stored and a data area in which data is stored, respectively.
[0054] An "internal area program" stored in the control area of an internal ROM references the data area of the same internal ROM, and can reference and update internal RAM, but can only reference external RAM and cannot directly update it. Similarly, an "outside area program" stored in the control area of an external ROM references the data area of the same external ROM, and can reference and update external RAM, but can only reference the other internal RAM and cannot directly update it. Therefore, if you want to update data in external RAM during internal processing by an internal program (while the internal program is running), you need to call (invoke) the external program from the internal program, and update the data in external RAM through external processing by that external program (execution of the external program).
[0055] Returning to the explanation of Figure 3, the main control unit 20 is connected to an upper starting port sensor 34a which detects entry into the upper starting port 34, a lower starting port sensor 35a which detects entry into the lower starting port 35, a normal pattern starting port sensor 37a which detects the passage of the game ball into the normal pattern starting port 37, a large prize port sensor 52a which detects entry into the large prize port 50, a general prize port sensor 43h which detects entry into the general prize port 43, and a specific area sensor 51a which detects entry into the V prize port (specific area), and the main control unit 20 receives detection signals from these sensors and determines which prize port the game ball has entered (won).
[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 OUT port 49 and each winning port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 is provided with a function 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 of the "game performance information" that is specified by a specific value. For example, if "the total number of out balls today is 30,000 balls", the game performance information that the gaming machine 1 "operated for 300 minutes today" can be obtained by the relational expression "operation time = total number of out balls (pieces) / firing performance (100 balls per minute)". In this embodiment, the number of out balls is used to calculate a "base value" (one of the game performance information) described later.
[0057] In addition, although not shown in the figure, a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor) for detecting fraudulent activity against the gaming machine 1 is connected to the main control unit 20, and the main control unit 20 is able to monitor fraudulent activity 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, a composite display device 38c, a right-hand hit display device 39b, and a round number display device 39c are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling 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 including specific game information to an external device such as a hall computer HC or a data counter DT (not shown) provided outside the gaming machine via the frame external terminal board 21. The game information included in the outer end signal includes, for example, winning game start / end information, winning information, special symbol variation start / variation stop information, prize ball number information, and various security information (information on detection of fraudulent activity, information on occurrence such as RAM clear, door opening, and setting change). The "data counter DT" is a game information reporting device that can report specific information on the gaming machine, such as the number of jackpots, the number of executions of the symbol variation display game (number of symbol variations), and the number of games executed between jackpots, based on the game information included in the outer end signal, and is usually installed on the top of the gaming machine. The "hall computer HC" is a management computer exclusively for game parlors that monitors and collects the status of game machines (various information such as 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 game machines installed in pachinko parlors. The "data counter DT" also has a "call button" for calling a pachinko parlor attendant, 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 above-mentioned "call button" may be mounted on the gaming machine 1, and may be provided, for example, in an appropriate position 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 a payout frame external terminal board 21 described later.
[0063] The main control unit 20 is also capable of outputting a type test signal that identifies the gaming operation in real time from the frame external terminal board 21 in response to a type test (a test related to the type inspection of gaming machines based on the regulations related to the certification and type inspection of gaming machines) conducted by the Security Electronics and Telecommunications Technology Association (STA). When a gaming machine that meets the type test is installed in a pachinko parlor, no changes to the compatible control program are permitted. For this reason, processing related to the type test signal will be executed even after the machine is installed in the pachinko parlor (test firing test signal terminal management processing during timer interruption outside area processing described below (see step S823 in FIG. 19)).
[0064] In addition, the main control unit 20 is connected to a RAM clear switch 98 for initializing a specified area (internal memory) of 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 setting change operations 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] Both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator, but 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 a control signal for controlling the display of this. The setting display 97 according to this embodiment is composed of one 7-segment display. The setting display 97 is mounted at a suitable location inside the gaming machine, for example, on a control board or a board case that protects the control board, 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 given to the player, such as the payout rate (so-called "machine payout rate" or "PAYOUT rate"), in stages, and is referred to as a "type with setting function." The above-mentioned "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 mainly based on the business strategy of the pachinko hall (game facility).
[0068] The "setting value" specifies the probability of winning (the probability of winning) a jackpot (a type of winning that activates a condition device described later) in stages, and the higher the setting value, the higher the probability of winning (the probability of winning) a jackpot, which is set to be advantageous to the player. At least two stages of such setting values (at least a first setting value and a second setting value) can be set. For example, when six setting values from setting 1 to 6 are set, the probability of winning a jackpot at the time of low probability can be set to 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 probability of winning a jackpot is in a high probability state (when the special symbol probability function described later 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 the case of this embodiment, the increase rate is the same for each setting value. In the above example, if the probability of winning a jackpot at a low probability is set to 1 / 280 to 1 / 251 for settings 1 to 6, and the increase rate is 5 times, the probability of winning a jackpot at a high probability is set to 1 / 56 to 1 / 50 for settings 1 to 6.
[0069] In addition, when multiple types of jackpots are provided, at least one of the jackpot winning probabilities can be changed according to the set value. For example, if there are four types of jackpots, jackpots 1 to 4, the higher the set value is, the higher the winning probabilities of all jackpots 1 to 4 may be, or only the winning probabilities of some jackpots, jackpots 1 to 3, may be configured to be higher (in this case, the winning probability of jackpot 4 is common to all set values), or only the winning probability of a specific jackpot (for example, only jackpot 1) may be configured to be higher (in this case, the winning probability of jackpots 2 to 4 is common to all set values). In addition, the higher the set value is, the higher the combined winning probability of jackpots 1 to 4 may be configured. In addition, the winning probability of the small jackpot type that does not trigger the operation of the condition device may be changed according to the set value, as in the case of the jackpot described above, or may be the same winning probability for all settings.
[0070] In this way, the "setting value" means a grade related to the probability (ease of occurrence) of a specific event such as a jackpot, and is a value that specifies the events that affect the payout ratio by stage. The main control unit 20 can be provided with a setting means that can set a setting value related to the probability of winning a specific event as a function unit related to the setting value.
[0071] (How to change the settings) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state, the setting change is permitted, and if the power is turned on by any other switch operation, the setting change is prohibited. In this setting change permitted state, each time the setting change switch 95 is turned ON, the current display value of the setting display 97 is switched in a cyclic manner within the range of settings 1 to 6, such as "1→2→3→4→5→6→1→2→3→...". When a desired setting value is displayed, if the setting key switch 94 is turned OFF (setting confirmation operation), the current display value is confirmed as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. If the setting key switch 94 is turned OFF from the current ON state, the setting change permitted state is terminated, and a game will be started under the confirmed setting value thereafter.
[0072] (No setting type) The present invention can also be applied to gaming machines of the "non-setting type" that do not have setting values. In the case of a non-setting gaming machine, since there are no setting values in the first place, there is no need to provide a setting value storage area.
[0073] (One-step setting type) Also, the gaming machine may be a "one-step setting type" in which the setting value is not switchable between multiple levels, but only one setting value is provided. The "one-step setting type" means a type in which, like the above-mentioned "type with setting function," the operations related to the setting value, such as setting change operations, are possible, but only one setting value can be selected, and is mainly used to facilitate the design of new models by providing compatibility and versatility between the "type with setting function" and the "type without setting." This "one-step setting type" is essentially the same as the "game machine without setting" in that there is only one setting value. In the case of the "one-step setting type," even if the setting change switch 95 is operated, the display value of the setting indicator 97 shows only one setting value, for example, "1→1→1→1→...", and only one setting value can be selected.
[0074] Furthermore, the main control unit 20 can transmit various performance control commands to the performance control unit 24 depending on the processing state. However, in order to prevent cheating from outside, the main control unit 20 can only transmit signals to the performance control unit 24 and cannot receive signals from the performance control unit 24, making it a one-way communication configuration.
[0075] (About Performance Indicator 99) In addition, a performance indicator 99 (information display means) that reports information (hereinafter referred to as "performance information") relating to the game results for a specified period (specific game period) is connected to the main control unit 20, and the main control unit 20 is capable of transmitting a control signal for controlling the display of this.
[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 the circuit section are unitized are arranged horizontally, and are mounted on the main control board 20, for example, to form an indicator capable of displaying a four-digit number. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number.
[0077] The above-mentioned "performance information" is information that is mainly used by pachinko parlors and relevant authorities for confirmation and investigation, for example, information for investigating whether there is any abnormality in the ball-dispensing performance due to illegal adjustment of game nails or cheating, whether the original ball-dispensing performance of the gaming machine (the ball-dispensing performance as designed) is being properly demonstrated, in other words, "information on game performance (game performance information)". Therefore, it is information that is not directly related to the player's enjoyment of the game. For this reason, the performance indicator 99 is mounted in an appropriate place inside the gaming machine, for example, on the control board or on the board case that protects it.
[0078] (Specific 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 in the following (Information 1) to (Information 4) may be adopted.
[0079] (Information 1) The total number of payout balls paid out due to winning in a predetermined counting section (total number of specific winning balls: α balls) divided by the total number of out balls in the counting section (number of out balls in specific balls: β balls) (α / β) can be used as performance 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 holes (upper starting hole 34, lower starting hole 35, general winning hole 43 (43a-43e), large winning hole 50). In the case of this embodiment, the upper starting hole 34 has 3 balls, the lower starting hole 35 has 3 balls, the large winning hole 50 has 15 balls, and the general winning hole 43 has 6 balls. The total number of out balls refers to the number of game balls shot from the launching device 32 into the game area 3a (the number of game balls detected by the OUT monitoring switch 49a).
[0081] (Information 1-2) Also, as the above-mentioned "counting target section", for example, a specific game state (a specific game state focusing on YJ and / or Tcode) can be adopted. Specifically, when focusing on the "internal game state (YJ)" described later, in addition to the normal state, time-saving state, potential state, time-saving state, minute time-saving state, and probability change, there are the big win game (condition device ON), V win game (condition device ON), and small win game (small win flag ON), and when focusing on the "game mode (Tcode)" described later, there are the heaven mode, the hell mode, and the consecutive mode. It should be noted that the game state to be adopted as the counting target section can be appropriately determined according to the performance information to be obtained. Also, the counting target section may be not only one game state but also multiple game states. For example, there are "normal state and minute time-saving state", "all game states except during winning game", and "all game states".
[0082] (Information 1-3) Furthermore, as the counting target interval for performance information, rather than focusing on the game state such as during the normal state, during the time-saving state, or during a jackpot, as described above, counting target intervals such as those listed below may be adopted. (Information 1-3A: Cases focusing on the probability of winning the lottery) The period of the "low probability state and / or high probability state" can be counted. For example, the period of the "game state related to the low probability state" and the period of the "game state related to the high probability state" can be counted. (Information 1-3B: Cases focusing on the presence or absence of electric support) The period of "electric support and / or no electric support" can be counted. For example, "game state related to no electric support" and "game state related to electric support". (Information 1-3C: Cases that focus on the probability of winning the lottery and the presence or absence of electric support) For example, there are "game states relating to a 'low probability state + state without electric support'", "game states relating to a 'high probability state + state without electric support'", "game states relating to a 'low probability state + state with electric support'", "game states relating to a 'high probability state + state with electric support'", etc.
[0083] (Information 1-3D) During a big win (including a V win), the game is controlled to a low probability state, and during a small win game, the game state at the time of winning is continued. If you want to measure a "period of a pure low probability state", you can use the period excluding "win game" and "high probability state" as the counting target section. In this example, if the game state at the time of winning a small win is a low probability state, it may or may not be included in the measurement target. Details of the big win type, small win type, and these winning games will be described later. If you want to measure a period of a low probability state or a high probability state excluding both big win and small win games, you can use the period excluding all win games as the counting target section.
[0084] (Information 1-4) In addition, the "total number of payouts" may be the total number of payouts excluding one or more specific winning ports from the counting target (total number of payouts excluding specific winning ports). For example, the total number of payouts may be the total number of payouts excluding the large winning ports 40 and 50 from the counting target among the winning ports (in this case, the total number of payouts is the number of payouts excluding the winning ports from the counting target).
[0085] (Information 2) In addition, as performance information, one or more of the total number of balls paid out, the total number of balls paid out excluding specific winning ports, 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 (the difference in number of balls) may be counted, and the counting results may be used as the performance information.
[0086] (Information 3) The ratio of the features during a specified play period may be the performance information. The specified play period may be a specified number of games (for example, the most recent 6000 games, the cumulative number of games (a cumulative total of 17500 games or more, a cumulative total of 175000 games or more, etc.), a specified period (for example, from power-on to power-off), or a specified time (10 hours from power-on, etc.) (the same applies to (Information 4) to (Information 5) described later). The "function ratio (%)" is the ratio of game balls paid out by the operation of the electric function to the game balls paid out from the gaming machine. The function ratio is calculated by "(total number of paid out coins during function operation / total number of paid out coins) x 100" (in this example, decimal points are rounded down). The function is a normal electric function, a first-class special electric function, a first-class non-special electric function, a function continuous operation device related to a first-class special electric function, etc. As a display mode of the function ratio, for example, the identification segment side displays "7Y.", and the ratio segment side displays the current function ratio (for example, "69" if it is 69%). If the predetermined game period is less than (for example, if it is less than 6000 games), the identification segment is displayed in a flashing manner. If the predetermined value is equal to or greater than (for example, 70% or more), the ratio segment is displayed in a flashing manner, and if it becomes 100%, the ratio segment is displayed in a flashing manner with "99".
[0087] (Information 4) The ratio of consecutive gimmicks during a specified gaming period may be used as performance information. "Continuous feature ratio (%)" is the ratio of game medals paid out by the operation of the feature continuous operation device to the game medals paid out from the gaming machine. The continuous feature ratio is calculated by "(total number of medals paid out during the operation of the feature continuous operation device / total number of medals paid out) x 100" (rounded down to the nearest whole number). The continuous feature ratio is displayed, for example, as follows: the identification segment displays "6Y.", and the ratio segment displays the current continuous feature ratio (for example, "59" if it is 59%). If the specified play period is less than (for example, if it is less than 6000 games), the identification segment is displayed in a blinking manner. If the value is equal to or greater than a specified value (for example, 70% or more), the ratio segment is displayed in a blinking manner, and if it reaches 100%, the ratio segment is displayed in a blinking manner with "99".
[0088] (Information 5) The ratio of special features to the total number of games (cumulative number of games) may also be used as performance information. As a display mode of the role ratio in the total number of games (cumulative number of games), for example, the identification segment displays "7A.", and the ratio segment 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 a predetermined value or more (for example, 70% or more), the ratio segment is displayed in a flashing manner.
[0089] Naturally, the counting interval of the counting value used to calculate the performance information differs depending on the one or more performance information adopted. For example, if 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 the entire game state are required as the counting values used to calculate the performance information, 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 entire game state.
[0090] (Regarding the counting section according to this embodiment) As described above, various information can be adopted as the performance information, but in this embodiment, the "normal state" and the "slight 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 out balls during the same game states (hereinafter referred to as the "normal out number") are measured in real time, and the value obtained by dividing the normal payout number by the normal out number is multiplied by 100 (the base value calculated by normal payout number ÷ normal out number × 100 (normal base value)) is adopted as the above-mentioned "performance information", and this is displayed in a predetermined manner by the performance display 99. The above-mentioned "base value" is rounded off to one decimal place and displayed as the performance information on the performance display 99.
[0091] Therefore, each data of the number of payouts in normal time, the number of outs in normal time, and the base value (base value in normal time) is stored (memorized) in the corresponding area (storage area of number of payouts in normal time, storage area of number of outs in normal time, storage area of specific ratio information) of the RAM 203. However, instead of simply measuring permanently and displaying the performance information, when the total number of out balls reaches a predetermined number (for example, 60,000 balls), the measurement is stopped once, and the base value at the time of the measurement end is stored as history information in a specified area (performance display storage area) of the RAM 203 (the current base value is stored). Note that the above-mentioned "total number of out balls (60,000 balls)" which is the trigger for ending the measurement of the current base value does not refer to the number of outs in normal time, but to the total number of out balls during all game states (including during a winning game) (hereinafter referred to as "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 (storage area of number of outs in all states) of the RAM 203. 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, and all state out quantity storage area" (RAM areas that store a group of data 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 related to the display control and base values of the performance display device 99 are defined in an area (outside area memory (outside area ROM, outside area RAM)) different from the area (inside area memory (inside area ROM, inside area RAM)) that the CPU 201 accesses during processing related to normal game progress (pattern change display game, winning game, etc.).
[0093] In the case of this embodiment, when there are multiple counting target sections including a first counting target section (normal state) and a second counting target section (slight time-saving state), the counting values (counting values used to calculate performance information) relating to each counting target section may be stored in a memory area (hereinafter also referred to as an "individual memory area") defined for each counting target section. For example, as the counting values (hereinafter also referred to as "individual counting values") relating to each counting section, the number of dispensed pieces in the first counting section (number of dispensed pieces in normal state), the number of out pieces in the first counting section (number of out pieces in normal state), the number of dispensed pieces in the second counting section (number of dispensed pieces in slight time-saving state), and the number of out pieces in the second counting section (number of out pieces in slight time-saving state) are counted (first counting section dispensed number counting means, first counting section out number counting means, second counting section dispensed number counting means, second counting section out number counting means), and a memory area for storing each of these values can be provided. Note that the number of dispensed pieces in normal state and the number of dispensed pieces in slight time-saving state are one aspect of the counting values belonging to the number of dispensed pieces in normal state, and the number of out pieces in normal state and the number of out pieces in slight time-saving state are one aspect of the counting values belonging to the number of out pieces in normal state.
[0094] Further, 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 value in the individual storage area described above, and a storage area (first individual base value storage area, second individual base value storage area) may be provided to store each of 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 the count value and base value determined for each counting target section are configured to be able to be stored, the individual count value and individual base value can be managed. In this case, there is also the advantage that the individual count value and / or the individual base value can be used as the display target.
[0095] After the total number of out balls reaches a specified 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 number, normal out number, total state out ball number, and base value begins. This causes the current base value to be stored as history information, and the next performance information is measured, calculated, and stored in real time.
[0096] Note that from the time the power is turned on for the first time or when all out-of-area RAM is cleared, until the number of outs in all states reaches a specified number (for example, 299), a test period (period before measurement) 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 operation tests are conducted when gaming machines are first installed in pachinko parlors. For example, game balls may be placed in the starting hole to check operation or for test shots, and it is necessary to exclude winning balls and out balls resulting from such operation tests from being counted. Therefore, the initial (first) measurement begins after the end of the above 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 point (initial base value) is stored in the performance display storage area of RAM 203, and the current number of dispensed in normal mode, number of out in normal mode, and number of out in all states are cleared for the second measurement (measurement data initialization process). That is, every time the specified number of 60,000 is counted, the current base value is stored, and the number of dispensed in normal mode, number of out in normal mode, and number of out in all states being measured are cleared for the measurement of the next base value.
[0098] The past base value (historical base value) as the above-mentioned historical 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, 99b on the left half of the front side function as an 'identification display section (identification segment)' that displays identification information that can identify whether the "real-time base value" being measured in real time or the "historical base value" which is historical information, and the two 7-segment LEDs 99c, 99d on the right half of the front side function as a 'base display section (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 testing period: "--"
[0100] The base value is rounded off to the first decimal place before being displayed in the numeric display section, but if the rounded value is three digits or more, "99." is displayed in the base display section to indicate overflow. For example, if the real-time base value is 31, it is displayed as "bL.31," if the historical base value is 29, it is displayed as "b6.29," and if it is an overflow, it is displayed as "bL.99" or "b6.99." Note that since the test period is the section before measurement begins, "---" is displayed in the identification display section and base display section. As described above, it is possible to distinguish whether the currently displayed content is the real-time base value or the historical base value.
[0101] The history base value is not limited to the previous base value, and may be configured to display a specific number of base values, such as the value before last or the value before that (3 times before), and the number of previous base values to be displayed can be determined appropriately. For example, a plurality of measurement periods can be displayed by switching at predetermined time intervals, such as "third history base value (measurement result three times before)", "second history base value (measurement result before last)", "first history base value (previous measurement result)", and "real-time base value (current base value)". In this case, in order to distinguish the measurement results of each section, the display of the identification display part can be made to have different display modes. For example, the identification display part "b3." is displayed for the "third history base value", the identification display part "b2." is displayed for the "second history base value", the identification display part "b1." is displayed for the "first history base value", and the identification display part "bL." is displayed for the "real-time base value". In addition, when a test section is displayed, the identification display part "--" is displayed. In addition, when one or more performance information is displayed on the performance display device 99, the display mode 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 transmit information (status signal) related 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 transmitting a control command related to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, while the payout control board 29 is capable of transmitting the above-mentioned status signal to the main control unit 20.
[0105] A full 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 opening 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 opening sensor 61 according to this embodiment functions as a door opening detection means, and is configured to be in an ON state (ON when open) when the front frame 2 or the glass door 6 is opened forward relative to the outer frame 4, and to be in an OFF state (OFF when closed) when it is closed. The door opening sensor 61 may be a sensor that can detect the glass door 6 and the front frame 2 individually. For example, the first door opening sensor 61 may detect the open / closed state of the front frame 2, and the second door opening sensor 61 may detect the open / closed state of the glass door 6. In addition, when the glass door 6 and the front operation panel 7 are door structures that can be opened and closed independently, the front frame 2, the glass door 6, and the front operation panel 7 may be configured to be detectable in their open / closed states. 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 the inside of the gaming machine, it is extremely important from the viewpoint of preventing fraud to provide a sensor that can detect the open / closed state. In this embodiment, the 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 can receive detection signals from the supply shortage detection sensor 19a that detects a shortage of game balls and the ball counting sensor 19b that detects the game balls (prize balls) to be paid out, etc. The payout control board 29 can also transmit 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, the door open sensor 61, the supply shortage detection sensor 19a, and the ball counting sensor 19b as the above-mentioned status signals. These status signals include a "ball jamming signal" indicating a full state, a "door open signal" indicating the open / closed state of the front frame 2 and the glass door 6, a "supply shortage signal" indicating a shortage of game balls from the game ball payout device 19, a "counting error signal" indicating a shortage of prize balls paid out or an abnormality has occurred in the ball counting sensor 19b, and a "payout completion signal" indicating the completion of the payout operation, and are configured to transmit various status signals. Based on these status signals, the main control unit 20 monitors the open state of the door (door open error), whether the payout operation of the game ball payout device 19 is normal or not (supply shortage error), the full state of the upper tray 9 (ball jamming error), etc. 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 passing through the dispensing control board 29.
[0108] In addition, the dispensing control board 29 is connected to the firing control board (firing control unit) 28, but in the case of this embodiment, this means that the firing control IC is mounted on the dispensing control board 29, and the main control unit 20 directly transmits a firing control signal to the firing control board 28. The main control unit 20 is configured to be able to transmit a firing control signal to the firing control IC (firing control board 28) on the dispensing control board 29, and the main control unit 20 directly controls the firing operation of the firing device 32 by controlling the "ON (output = firing operation permitted state) / OFF (output stop = firing operation prohibited state)" of the firing control signal. In addition, after power is turned on, the main control unit 20 continues to output the firing control signal when the game start condition is met (see step S039 in FIG. 8B described later), but when it is determined that a specific error (for example, a door opening error) has occurred, it stops the firing control signal (firing control signal OFF).
[0109] The launch control board 28 controls the energization of a launch solenoid (not shown) provided in the launch device 32 based on the output of a launch control signal from the main control unit 20 (launch control signal ON), and realizes the launch operation of the game ball by operating the launch operation handle 15. Therefore, when the launch permission signal is not output (when the launch control signal is OFF), no launch operation is performed no matter how much the launch operation handle 15 is operated, and the game ball is not launched. The launch control board 28 can receive a detection signal (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 state), the launch control board 28 does not perform the launch operation by the launch device 32 even if it receives a launch control signal from the main control unit 20. In addition, the strength with which the game ball is shot 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 mainly composed of a microcomputer equipped with a microprocessor with a built-in 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) functioning 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 (time information on real time) and / or date (month, day, day of the week), a counter circuit (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. In addition, 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 decide on a 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 lamps 45, button LEDs 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 includes 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 the overall video output processing such as image development processing and image drawing, an image ROM that stores image data (performance image data) for which the VDP performs image development processing, a VRAM (Video RAM) that temporarily stores the image data developed 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 describing the display control operation 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, in order to execute image display performances, light performances, sound performances, or movable body performances, 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 roles (clock-shaped role 80, flower-shaped portion 91, arm 92), etc.
[0114] A position detection sensor 82a that monitors the operation of the movable role is connected to the performance control unit 24, and the performance control unit 24 controls the operation mode of the movable role 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 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, which detects the operation of the performance button 13, and directional key switches 75a' to 75d', which 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 button 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 randomly or uniquely selects one of a number of prepared performance patterns 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 blinking of the decorative lamps 45 and other performance LEDs (light performance), and the time-series development of various performance patterns (such as the variable display operation of decorative patterns and advance notice performances) realizes a "performance scenario" in the broad sense of the word. 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 tapping, the order in which the directional key 75 is pressed up, down, left, right, etc.) based on the operation detection signals from the performance button switch 13a and the directional key switches 75a'-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 by a two-byte configuration consisting of a one-byte mode (MODE) and a one-byte event (EVENT), and in order to distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When these pieces of information are transmitted as valid, a strobe signal is output corresponding to each of the mode (MODE) and event (EVENT). That is, when there is a command to be transmitted, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event (EVENT) information, and transmits the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be in an active state by the CPU 201 for a predetermined period of time that allows the CPU 241 (performance control CPU) to reliably receive commands.
[0118] Also, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal to execute a control program for command reception interrupt processing, and the performance control command is acquired in this interrupt processing. Also, 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 (timer interrupt processing executed periodically) even if the interrupt processing is being executed, and performs command reception interrupt processing with priority even if another interrupt occurs at the same time.
[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. Game with changing symbols) (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] Here, in this embodiment, the big win lottery based on winning the upper starting hole 34 and the big win lottery based on winning the lower starting hole 35 are performed separately and independently. For this reason, the big win lottery result for the upper starting hole 34 is derived on the special symbol display device 38a side, and the big win lottery result for the lower starting hole 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, on the condition that a game ball has entered the upper starting hole 34, the special symbol 1 is displayed in a variable manner to start a first special symbol variable display game, while on the special symbol display device 38b side, on the condition that a game ball has entered the lower starting hole 35, the special symbol 2 is displayed in a variable manner to start a second special symbol variable display game. Then, when the special symbol variable display game is started 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 big win lottery result after a predetermined variable display time has elapsed. For example, if the result of the jackpot lottery is a "jackpot", the special symbols displayed in a fixed manner are displayed in a fixed manner in the case of a "small jackpot", in a fixed manner in the case of a "special time-saving", and in a fixed manner in the case of a "no win" in the case of a "special time-saving", and otherwise in a fixed manner in the case of a "no win", thereby deriving the game result (jackpot lottery result). Details of the types of winnings related to the jackpot lottery will be described later.
[0122] For convenience of explanation, the first special symbol variable display game on the special symbol display device 38a side may be referred to as "special symbol variable display game 1", and the second special symbol variable display game on the special symbol display device 38b side may be referred to as "special symbol variable display game 2". In addition, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be simply referred to as "special symbol" (sometimes abbreviated to "special symbol"), and "special symbol variable display game 1" and "special symbol variable display game 2" may be referred to as "special symbol variable display game" without distinction.
[0123] When the special symbol variable display game is started, the decorative symbol variable display game is started by displaying decorative symbols (game symbols for presentation) on the liquid crystal display device 36, and various presentations are performed in association with this. When the special symbol variable display game ends, the decorative symbol variable display game also ends, and a predetermined special symbol indicating the result of the big win lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the big win lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol variable display game is reflected and displayed by the decorative symbol variable display game for presentation, including the decorative symbol variable display operation.
[0124] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is a "jackpot," the decorative symbol variation display game will develop an effect that reflects that result. Then, when the special symbol is 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 displayed in a display mode that reflects the "jackpot" on 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 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 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) which is more advantageous to the player than the normal game state (normal state) is generated. In this jackpot game, the winning area is opened or expanded until the time when the large prize opening is opened by the opening door 52b has elapsed a predetermined time (maximum opening time: for example, 29.8 seconds) or the number of winning balls entering the large prize opening 50 reaches the maximum number of winning balls (the upper limit of the number of winning balls allowed for the opening or expanded winning opening when the opening is opened by one operation of the device: for example, 10 balls), and when either of these conditions is met, the large prize opening is closed (the round play end 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 performance is performed using a start interval time (start INT), and when the start INT ends, round games are performed multiple times with a predetermined number of rounds (maximum number of rounds) as the upper limit. Then, when the maximum number of rounds ends, an ending performance is performed using an end interval time (end INT), and a series of jackpot games ends. When the current round game ends, the next round game starts after a predetermined interval time (inter-round INT). Also, during the round game, a "round in-game performance" appears, and between round games (during the inter-round INT), an "inter-round INT performance" appears. That is, the jackpot game is roughly divided into an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period).
[0127] Regarding the information necessary for executing the decorative pattern change display game, first, the main control unit 20 performs a jackpot lottery that includes a 'win / lose lottery' to select whether there will be a 'jackpot,' 'small win,' 'special time-saving,' or 'miss' based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35, specifically, on the condition that the game ball is detected by the upper starting hole sensor 34a or the lower starting hole sensor 35a and the start condition (start condition related to the special pattern) is met, and a 'pattern lottery (winning type lottery)' to select the type of jackpot if the result of the win / lose lottery is a 'jackpot,' if the result is a 'small win,' the type of small win, if the result is a 'special time-saving,' the type of special time-saving, and if the result is a 'miss,' the type of miss, and based on the lottery result information, determines the change pattern of the special pattern and the special pattern (special stop pattern) to be finally stopped and displayed.
[0128] Then, as a performance control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information on the big win lottery result and the variation time of the special symbol, etc.) is sent to the performance control unit 24. This causes basic information required for the decorative symbol variation display game to be sent to the performance control unit 24. In this embodiment, in order to increase the variety of performances, a "decorative symbol designation command" including information on the special stop symbol (symbol lottery result information (winning type information)) is also sent to the performance 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 advance notice 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 effects, etc., described below). In more detail, the fluctuation pattern of the special symbol is broadly 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 various fluctuation patterns, for example, as follows: (1) "Reach fluctuation pattern" that specifies the execution of reach performance (including the specification of the type of reach), (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) "Look-ahead notice reach variation pattern" that specifies the execution of look-ahead notice and the execution of 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 a reach performance.
[0130] The above-mentioned various variation patterns are only examples, and various variation patterns can be determined according to the type of performance to be specified. For example, there is a "variation pattern that specifies the execution of at least ○○ performance", a "variation pattern that specifies the execution of △△ performance and does not specify the execution of □□ performance" (○○ 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 determined than for normal variation patterns in order to ensure the performance time.
[0131] The performance control unit 24 determines the performance contents (performance scenario) to be developed in a time series during the decorative symbol variable display game and the decorative symbols (decorative stop symbols) to be finally displayed based on the information included in the performance control command (here, the variable pattern designation command and the decorative symbol designation command) sent from the main control unit 20, and controls the advance notice performance and the decorative symbol variable display performance (decorative symbol performance) during the decorative symbol variable display game according to a time schedule based on the special symbol variable pattern. As a result, the decorative symbols are displayed by the liquid crystal display device 36 in synchronization with the variable display of the special symbols by the special symbol display devices 38a and 38b, and the period of the special symbol variable display game and the period of the decorative symbol variable display game are substantially the same time width. The performance control unit 24 also controls the liquid crystal display device 36, the light display device 45a, or the sound generating device 46a in accordance with the performance scenario, and develops various performances in the decorative symbol variable display game. This allows image reproduction (image presentation) on the liquid crystal display device 36, sound effect reproduction (sound presentation), and lighting and blinking of presentation LEDs such as the decorative lamps 45 (light presentation).
[0132] In this way, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the display result of the special symbol change display game is reflected in the decorative symbol change display game, so these two symbol change display games may be considered as equivalent symbol games. In this specification, unless otherwise necessary, the above two symbol change display games may be simply referred to as "symbol change display games". In addition, for convenience of explanation, the number of executions (number of games) of the symbol change display game (particularly the special symbol change display game) may be referred to as "symbol change number of times" or "change number of times" or "xx rotations (for example, 1 rotation, 10 rotations, etc.)". In addition, the performance (decorative symbol performance, notice performance, etc.) related to the symbol change display game may be referred to as "performance during change".
[0133] (3-1-2. Regular pattern change display game) In addition, in the gaming machine 1, a "support winning lottery" is performed by random number lottery in the main control unit 20 based on the passing (winning) of the game ball through the normal symbol starting hole 37. Based on the lottery result, 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 combination of the LEDs being lit and not lit. For example, if the result of the normal symbol variable display game is a "support winning", the display unit of the normal symbol display device 39a is displayed in a specific lit state (for example, both of the two LEDs 39 are lit).
[0134] When this "auxiliary hit" occurs, the normal electric role solenoid 41c (see FIG. 3) is activated, which causes the movable wing 47 to open in an inverted "V" shape, opening or widening the lower start opening 35, making it easier for game balls to flow in (start opening state), creating 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 be in an open state in which it is opened or widened until the opening time (start opening state time) of the lower start opening 35 has elapsed to a maximum opening time (for example, a maximum of 6 seconds) or the number of winning balls in the lower start opening 35 reaches a predetermined number (for example, a maximum of 10 balls), and when either of these conditions is met, the opening operation of the movable wing 47 is completed and the lower start opening 35 is closed. Note that the lower start opening 35 can be opened one or more times within the maximum opening time.
[0135] (3-1-3. Activated ball) In this embodiment, when a winning occurs in each start port 34, 35 or normal pattern start port 37 during a pattern change display game (special pattern change display game, normal pattern change display game, big win game, small win 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 reserved and stored as data related to the right to start the variable display game, up to a predetermined upper limit, which is the maximum reserved memory number, except for data related to the variable display. This reserved data that is not used for the pattern change display operation or the game balls related to the 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 reserved indicator (not shown) provided at an appropriate location on the gaming machine 1, or a reserved 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 in the corresponding memory area of RAM 203, and reserved as the number of times the special symbol or normal symbol changes. The maximum number of activation reserved balls for special symbol 1, special symbol 2, and normal symbol (maximum reserved memory number) is not particularly limited. In addition, all or part of the maximum reserved memory number for each symbol may be different, and the number can be appropriately determined according to the gameplay. For the sake of convenience in the description, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to as "special symbol 1 activation reserved ball", "special symbol 2 activation reserved ball", and "normal symbol activation reserved ball", respectively, in this specification.
[0137] (3-2. Game Status) Next, the game states will be described. In the game machine 1 according to this embodiment, in addition to the special game state of the jackpot, a plurality of game states can be generated. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.
[0138] The gaming machine 1 of this embodiment is equipped with a "probability change function (probability change function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability change function: a probability change function related to special symbols (hereinafter referred to as "special symbol probability change function") and a probability change function related to normal symbols (hereinafter referred to as "normal symbol probability change function").
[0139] The special symbol probability change function is a function that changes the probability of winning a lottery from a low probability (normal probability) to a high probability, generating a "high probability state (high probability state of winning a lottery)" that is more advantageous than the normal state. In the game state (high probability state) in which this special symbol probability change function is in operation, the probability of winning a lottery becomes high, making it easier for a big win to occur. As already explained, the probability of winning a lottery at the low probability and the high probability can be made different depending on the setting value.
[0140] The normal symbol probability change function is a function that changes the auxiliary hit lottery probability from a low probability, which is a predetermined probability (normal probability), to a high probability (for example, from 1 / 256 to 255 / 256), and generates a "auxiliary hit probability change state" that is more advantageous than the normal state. In a game state (auxiliary hit probability change state) in which this normal symbol probability change function is in operation, the auxiliary hit lottery probability becomes a high probability state, so auxiliary hits become more likely to occur, and normal power open games occur frequently, resulting in an operation rate improvement state in which the operation rate of the movable wing piece 47 per unit time is improved compared to 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 time shortening 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 a game state where this special symbol time-saving function is in operation (special symbol time-saving state), 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 (normal symbol time-saving state) in which the normal symbol time-saving function is in operation, 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 lottery number improvement state is entered in which the number of lotteries per auxiliary per unit time is improved compared to the normal state.
[0144] The gaming machine 1 of this embodiment also has an "open extension function" whose function is the main control unit 20. This open extension function is a function that generates an "open extension state" in which the open operation period (open time of the movable wing 47) of the normal variable winning device 41 is extended from the normal state. In the open extension state, the open operation period (starting port open state time) of the movable wing 47 is extended from, for example, 0.2 seconds to 1.6 seconds, and the number of opening and closing times is extended from, for example, one time (when the open extension function is not in operation) to two times (when the open extension function is in operation), resulting in an operation rate improvement state in which the operation rate of the movable wing 47 per unit time is improved compared to the normal state. Therefore, when the open extension function is activated, the frequency of winning at the lower starting port 35 increases, so that the frequency of the establishment of the start condition of the special pattern variable display game that derives the lottery result of the jackpot increases compared to the normal state, resulting in a game state that is more advantageous to the player than the state in which the open extension function is not activated (not activated). In this regard, the above-mentioned extended open state is also referred to as the "electric chute support state (electric support state)."
[0145] By operating one or more of the above functions, it is possible to bring about a change in the internal game state (internal game state) of the gaming machine. For the sake of convenience, the internal game state will be referred to as follows according to 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 referred to as 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 referred to as a "time-saving state." (3) "Latent state" A gaming state in which at least the special symbol probability function is activated and the opening extension function is not activated is called a "latent probability state." For example, a gaming state in which only the special symbol probability function is activated. (4) "Normal state" A gaming state in which all functions are not operating (non-operating) is referred to as the "normal state". (5) "Slight time reduction state" A gaming state in which at least the time reduction function is operating and the special figure probability variation function is not operating is referred to as the "slight time reduction state (special time reduction state)". Specifically, a gaming state in which 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 "slight 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 slight 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 "slight time reduction state") Here, for the purpose of facilitating the understanding of the present invention, the "slight time reduction state" according to the present embodiment will be described in detail.
[0148] In the "slight 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) is shortened compared to the case where the time reduction function is not operating. Therefore, the slight 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) When the average variation time (average time required for one special figure variation display game) of the special figure (special figure 1 and / or special figure 2) in the slight time reduction state is X seconds, and the average variation time 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 slight time reduction state is shorter than that in the normal state. In this case, "X ≒ Y (substantially the same)" (formula A1) can be set. Regarding the relationship between the average fluctuation times of Special Drawings 1 and 2 during the short-time reduction state and / or the normal state, it can be appropriately determined according to the game characteristics. In this embodiment, in both the short-time reduction state and the normal state, the relationship is "Special Drawing 1 (long) > Special Drawing 2 (short)" (see FIGS. 26 and 27). However, according to the game characteristics, for example, any of the relationships "Special Drawing 1 < Special Drawing 2", "Special Drawing 1 ≈ Special Drawing 2", or "Special Drawing 1 = Special Drawing 2" can also be adopted. This is because there are cases where the relationship between the symbol fluctuation display games in Special Drawings 1 and 2 is different from that in this embodiment according to the game characteristics.
[0150] (3 - 3B: When at least the normal drawing short-time function is activated) (Time β) When the average fluctuation time of the normal drawing pattern during the short-time reduction state (the average time required for one normal drawing fluctuation display game) is S seconds and the average fluctuation time of the normal drawing pattern during the normal state is T seconds, at least "S < T" is satisfied. That is, the average fluctuation time of the normal drawing during the short-time reduction 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] Note that in the case of "activating the normal drawing short-time function and not activating the special drawing short-time function", regarding the relationship between the average fluctuation time of the special drawing during the short-time reduction state and the average fluctuation time of the special drawing 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 reduction state: FIG. 4D) Next, with reference to FIG. 4D, a specific example of the short-time reduction state will be described. FIG. 4D shows an example of the short-time reduction state. Here, a specific example of the short-time reduction state will be described while focusing on the functions on the normal drawing side.
[0153] Although the details will be described later, the micro-time-saving state according to this embodiment is used to realize a special time-saving state, such as making the performance or behavior of the role (for example, the operating state 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 micro-time-saving state (concealing the micro-time-saving state), and realizing the "morning function", "concealing the micro-time-saving state (pretending to be the normal state)", and "pseudo ceiling function" described later. In order to achieve such an effect, it is preferable to configure it as in the following specific examples 1 to 4 shown in Fig. 4D (a) to (d).
[0154] (Example 1: Figure 4D(a)) FIG. 4D(A) is an example of a micro-time-saving state in which at least the "normal time-saving function" is activated. In the case of this specific example 1, the "normal time-saving function + open extension function" is activated, but the open extension state occurs according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, when the auxiliary hit A (winning probability = "auxiliary hit probability 99 / 100 x pattern selection rate 1 / 256"), which has a relatively low winning probability, is won, the open extension state occurs, and when the auxiliary hit B (winning probability = "auxiliary hit probability 99 / 100 x pattern selection rate 255 / 256"), which has a relatively high winning probability, the open extension state does not occur (see FIG. 4D(A) Note 3, "Pattern selection rate" column).
[0155] Also, the average fluctuation time of the normal map (in the case of the normal map, there may be only one type of fluctuation time depending on the game state) is extremely short, 2000 ms when the normal map time-saving function is not activated, and 1996 ms when the normal map time-saving function is activated, but the fluctuation time is shortened (see Note 2 in Fig. 4D (a), the same applies to specific examples 2 to 4 described below). It is preferable that the degree of this 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 if the player looks at the fluctuation display operation of the normal map.
[0156] Also, 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 FIG. 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 the player wins the auxiliary win A, which has a very low probability of winning, the operating state of the normal variable winning device 41 is almost the same as the normal state, and by pretending to be in the normal state, such as the later-described presentation mode and the presentation (variation presentation) related to the pattern variation display game, it is possible to make it difficult or impossible to distinguish whether the current game state (internal game state) is in the micro-time-saving state or the normal state, that is, to conceal the micro-time-saving state and express a pseudo-normal state (pseudo-normal state). The same phenomenon applies to the later-described specific examples 2 to 4, and in all cases, during the micro-time-saving state, it is possible to practically 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, which can achieve a form of time-saving state. Therefore, the operating state of the special time-saving function is irrelevant (the special time-saving function may be either activated or not activated. 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 described above, if the relationship between the average fluctuation times on the special chart side is "X ≒ Y", the normal state and the slight time-saving 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 (identical or approximately identical). (2) The effects (effect mode, effect during fluctuation, etc.) that are displayed in the normal state and the micro-time-saving state can be the same or approximately the same. In other words, it can be made difficult or impossible to distinguish whether the state is the micro-time-saving state or the normal state in terms of the effects (appearance).
[0160] (Example 2: Figure 4D(b)) FIG. 4D (b) is an example of a micro-time-saving state in which at least the "normal time-saving function" is not operating. In the case of this specific example 2, the "normal time-saving function" and the "open extension function" are not operating in a micro-time-saving state, and as shown in the figure, for the normal map, the micro-time-saving state and the normal state are the same. Therefore, even if the player intentionally "hits to the right," the operating status of the normal variable winning device 41 is no different from the normal state, and it is possible to conceal the micro-time-saving state by disguising the presentation as the normal state.
[0161] In this example, multiple types of auxiliary hits are provided as in the above-mentioned specific example 1, but there may be only one type of auxiliary hit. For example, only auxiliary hit A may be provided, and the pattern selection rate of the auxiliary hit A may 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, which forms one form of time-saving state (the same applies to specific example 3 described below).
[0162] (Example 3: Figure 4D(c)) FIG. 4D(H) is an example of a micro-time-saving state in which at least the normal time-saving function is not activated and the normal probability-changing function is activated. In the case of this specific example 3, the "normal probability-changing function + opening extension function" is activated, but as in the above-mentioned specific example 1, the opening extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). Also, in this example, during the micro-time-saving state, the "normal probability-changing 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(H)), but the relationship between "auxiliary hit A" where the opening extension state occurs and "auxiliary hit B" where the opening extension state does not occur is the same as in the above-mentioned specific example 1 (see Note 1 in FIG. 4D(H) and the "design selection rate" column). In this example, as in the above-mentioned specific example 2, since the normal time-saving function is not activated, 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)) FIG. 4D(D) is an example of a micro-time-saving state in which at least the "normal time-saving function" and the "normal probability-changing function" are activated. In the case of this specific example 4, the "normal time-saving function + normal probability-changing function + open extension function" are activated, but as in the above-mentioned specific examples 1 and 3, the open extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, the "normal probability-changing 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 FIG. 4D(D)), but the relationship between "auxiliary hit A" where the open extension state occurs and "auxiliary hit B" where the open extension state does not occur is the same as in the above-mentioned specific example 1 or specific example 3. In this example, as in the above-mentioned specific example 1, the normal time-saving function is activated, so the special time-saving function may be activated or not.
[0164] In this embodiment, the general view is 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 "latent probability state" or "probability variable state", the probability of winning a jackpot is a "high probability state". During a jackpot related to the operation of the condition device, a jackpot game occurs in which the jackpot entry port is continuously opened 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 play state) In the probability variation state or time-saving state, the above-mentioned functions related to the normal symbols, that is, the normal symbol probability variation function, the normal symbol time-saving function, and the opening extension function, are activated by the same trigger. However, when the normal symbol probability variation function, the normal symbol time-saving function, and the opening extension function are considered individually, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 increases, and the frequency of winning at the lower starting hole 35 increases (it becomes easier to win), so that the game state becomes a "high base game state (starting hole entry favorable state)" in which the frequency of the start condition of the special symbol variation display game that derives the jackpot lottery result or the ball payout rate (base) is higher than in the normal state. In addition, the "high base gaming state" referred to here refers to the gaming state when functions related to normal symbols (at least one of the functions of the normal symbol probability change function, the normal symbol time-saving function, and the open extension function) are activated, and is different from the gaming state when functions related to special symbols, i.e., at least one of the functions of the special symbol probability change function and the special symbol time-saving function, are activated.
[0167] On the other hand, when the functions related to the special symbols (special symbol probability change function and special symbol time-saving function) are looked at individually, when the special symbol probability change 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 establishment of the start condition of the special symbol variation display game is higher than in the normal state.
[0168] In this embodiment, as an example of the "high base game state", the electric chute support state in which at least the opening extension function is given is treated as the "high base game state". In this electric chute support state, the operation rate (opening time and number of openings) of the movable wing piece 47 of the normal variable winning device 41 improves, the winning rate at the lower starting hole 35 increases, and the winning frequency per unit time increases, so it is a game state that is advantageous for the player compared to when the electric chute support state is not in place (low base game state). When focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "latent state", it is called "no electric chute support state", and if the game state is a "time-saving state" or a "probable state", it is called "electric chute support state". In this specification, "no electric chute support state" is referred to as "no electric support state", and "electric chute support state" is referred to as "electric support state" or "electric support state". In addition, when the game state is the "micro time-saving state", as already explained in FIG. 4D, either the "with electric support" or "without electric support" state can be taken depending on the form adopted. However, in the micro time-saving state of this embodiment, even in the "with electric support state", the winning degree (winning rate) of the lower starting hole 35 (normal electric role) is substantially the same as the "without electric support state", and it is placed in a state where winning at the lower starting hole 35 is difficult or impossible, as in the normal state. Therefore, from the viewpoint 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 the degree of advantage to the player is the same. However, from the viewpoint of the lottery state, during the normal state, a time-saving state (specific state) due to the special time-saving described later can occur, but during the micro time-saving state, it cannot occur, so the normal state is a more advantageous game state for the player than the micro time-saving state.
[0169] (3-2-1. Internal game state (game state judgment number YJ): Figure 25) The operation 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 open extension function) that determine the game state is managed by the main control unit 20 side according to the ON / OFF state of the flag corresponding to each function, that is, whether it is activated (5AH) or not (00H). The game state focusing on the operation status of each function is also called the "internal game state". The current internal game state is managed using an identifier called "game state determination number YJ". For example, when the game state determination number YJ is "00H", it specifies "normal state", when it is "01H", it specifies "slight time-saving state", when it is "02H", it specifies "time-saving state (time-saving)", when it is "03H", it specifies "latent probability state (latent probability)", and when it is "04H", it specifies "probable probability 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 state as "potential probability," and the probability variable state as "probable probability."
[0170] (3-2-2. Fluctuation pattern allocation designation number Tcode: Figure 25) In this embodiment, in order to realize various effects related to the internal game state, one internal game state is divided into several parts and can be managed as several game states. For example, if you want to divide the time-saving state into several types of time-saving states 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 "variation pattern allocation designation number Tcode".
[0171] The substance of the "variation pattern allocation designation number Tcode" is an identifier (data for identifying a variation pattern selection mode) used when selecting a "variation pattern allocation table" (see, for example, Figures 26 to 28 described later) corresponding to the current game state. Therefore, for example, when 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 described later, the above-mentioned "variation pattern allocation table" is used when determining the variation pattern of special symbols related to the pattern 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 jackpot lottery result (winning type).
[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 of the special symbol 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)" focusing on each function related to the determination of the probability of winning a lottery and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" focusing on the determination of the variation pattern of the special symbol (decision of the performance) 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 a large change in the consumption time of the pattern variation display game (variation time of the special symbol) and the performance during that game (variation performance), increasing the freedom of the performance and making the performance more diverse.
[0174] In the present embodiment, as shown in Fig. 25, the types of the above "internal game state (YJ)" include normal state, slight time-saving state, 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 mode A (time-saving state)", "consecutive mode B (time-saving state)", "consecutive 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 Fig. 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 any 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 game state related to the variation pattern allocation designation number Tcode is referred to as a "game mode" (see the "game mode type" column in Figure 25). This game mode can also be treated as a game state related to the "variation pattern allocation designation number Tcode and game state determination number YJ (internal game state)" as shown in Figure 25, in other words, as a "game state viewed as the entire gaming machine." For convenience of explanation, the internal game state and the game mode may not be distinguished from each other and may simply be referred to as a "game state." Furthermore, the variation pattern allocation designation number Tcode may be abbreviated to "Tcode."
[0177] <4. About the prize> Next, the "win" according to this embodiment will be described with reference to Fig. 4A to Fig. 4C. Fig. 4A to Fig. 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 a big win lottery (one type win), and special wins (two types win: V win) that occur when a V is entered during play of a small win after winning a small win in the big win lottery.
[0179] As shown in FIG. 4A, the winning types (winning types) for the big win lottery are big win A to big win D, and small win A and B for the small win. Of these winning types, the big win is a winning type that triggers the operation of a condition device, and the small win is a winning type that does not trigger the operation of a condition device. Here, the "condition device" refers to a device whose operation is a necessary condition for the operation of a special device continuous operation device (a device that continuously operates a special electric device) for playing a round game, and which operates when a combination of specific special symbols is displayed or when a game ball passes through a specific area in the big prize opening (excluding those that win the big prize opening while the special device continuous operation device is operating). In addition, after the operation of the special device continuous operation device is completed, a time-saving function or a probability change function can be generated (a transition from one internal game state to another internal game state).
[0180] Therefore, when a "small win" is won, the condition device does not operate, and the consecutive operation device of the accessory does not operate, so there is no transition of the internal game state, but the transition control of the variable pattern allocation designation number Tcode can be performed. In addition, the consecutive operation device of the accessory does not operate in the winning game (small win game) due to the small win, so a round game like a big win is not executed, but it is possible to realize a "pseudo round game" that looks like a round game is being executed by determining the opening and closing pattern of the big prize opening. 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)" that opens the big prize opening is executed, and when the opening and closing action game ends, a series of small win games ends after a predetermined end interval time (end INT). Such a small win is different in nature from a simple "miss" in that it is a winning type that triggers a transition (execution trigger) to a winning game (special game state) that involves the opening and closing of the big prize entry port, just like a big win. In addition, in consideration of 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 game, small win game) based on the above-mentioned winnings will be explained.
[0182] (Jackpot Game) In the present embodiment, when the player wins "jackpot A", "jackpot B", or "jackpot C", the maximum number of rounds is 3R (3 rounds), and when the player wins "jackpot D", the maximum number of rounds is 7R, and the maximum opening time of the big prize winning port in one round play is set to a "long opening time (e.g., 29.8 seconds)" that is likely to allow the number of winnings in the big prize winning port to reach the maximum number of winnings (e.g., 10), and the big prize game is executed. The profit state (profit degree) during the big prize game is higher as the maximum number of rounds is relatively larger, and the longer the maximum opening time of the big prize winning port, the higher the profit state during the big prize game. In the present embodiment, the maximum opening time for each big prize is the same, so the more the maximum number of rounds for a big prize winning port, the higher the profit state during the big prize 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), so it is more advantageous for players to receive the lottery on the Special Chart 2 side than on the Special Chart 1 side. In addition, the opening pattern of the big winning gate for round play can be freely determined.
[0183] (4-3. Small hit game, V hit game) Next, we will explain about small hit game and V hit game.
[0184] (Small win game) As described above, the small win game due to the "small win" does not execute a round game like the "big win", but by opening and closing the large winning opening 50 in a predetermined pattern by the opening door 52b, a pseudo round game (opening and closing action game) is expressed, and it can be pretended that a round game is being executed in appearance. In the small win game of this embodiment, an opening and closing action game is executed in which the large winning opening 50 is opened once and the maximum opening time is 1.8 seconds. When the small win game starts, an opening performance that notifies the start of the small win game is performed using the interval time (small win start INT) before the start of the opening and closing action game, and after the opening performance ends (after the small win start INT has elapsed), an opening and closing action game that opens and closes the large winning opening 50 is executed. Using this opening performance, a performance that encourages V winning (V winning instruction performance) and the like are displayed.
[0185] (V hit game) When a game ball enters the large winning opening 50 during the opening and closing action game, the game ball (winning ball) is guided to the V winning opening (specific area) by the V guidance device in the large winning opening 50, and when the game ball enters the V winning opening (when the specific area sensor 51a detects the game ball), it becomes a "V winning", and this V winning triggers a "V winning (two-type winning)". In this embodiment, as long as the player wins a small winning, as long as the player does not intentionally delay or stop the shot during the small winning game (during the opening and closing action), or does not perform irregular actions such as continuing to hit to the left, but hits to the right correctly, the player can basically win the V winning almost 100%.
[0186] When a V win is made, the condition device is activated, and after a series of small win games are completed, the accessory continuous operation device is activated, and a "V win game" with a round game is started. When a V win game starts, a V win start interval time (V win INT (V win performance time)) is set, during which a "V win performance (opening performance)" that notifies the occurrence of a V win is displayed. Then, when the V win INT has elapsed, a round game is started with the maximum number of rounds as the upper limit, and when the maximum number of rounds is completed, an ending performance is performed using the V win end interval time (V win end INT), and the V win game ends. That is, like the above-mentioned big win game, a V win game is composed of each game period of an opening performance period, a round game execution period with the maximum number of rounds as the upper limit, and an ending performance period.
[0187] In addition, if a V wins, the current small win game is counted as the first round of the round game (assuming 1R) (the opening and closing action game of the current 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 games can be played multiple times in round games, just like big win games, but since they go 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 round games (the number of consecutive operations of the special electric device during the operation of the device consecutive operation device) is, to be precise, "the number of specified rounds - 1". For example, in the case of a V-winning game with a maximum number of rounds of 7R, after the small winning game ends, a round game of "2R to 7R" is played as a V-winning game, and the number of winning balls is "the number of winning balls from winning balls during the opening and closing action game (1R considered as opening and closing action game) + the number of winning balls from winning balls during the round game for 6R" which is the total number of winning balls that the player can actually win (the number of balls dispensed during a V-winning game). For example, if the number of winning balls in the large winning hole 50 is 15, the number of winning balls during the opening and closing action game is about 1 to 3 (15 to 45 winning balls), and the maximum number of winning balls of 10 (150 winning balls) can be won during one round, then about 915 to 945 winning balls can be won.
[0189] In this embodiment, the V-win game differs depending on the type of small win that is won, and if the small win A is won, the V-win game with the maximum number of rounds is 7R (effectively 7RV win), and if the small win B is won, the V-win game with the maximum number of rounds is 3R (effectively 3RV win). The round game mode related to the V-win game may be the same as or different from the big win game.
[0190] (In case of non-V award) In addition, if V is not won during the small win game (non-V win), the V win game is not 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 FIG. 4A).
[0191] (4-4. Regarding the game state to which you will transition after winning) Next, the game state to which the game is transferred after each winning game ends will be explained with reference to Fig. 4A and Fig. 4B. Fig. 4A and Fig. 4B show the relationship between the game state at the time of winning and the game state to which the game is transferred after the winning game according to the type of winning. Fig. 4A shows the big win and the small win, and Fig. 4C shows the V win (at the time of V winning). Note that "at the time of winning" in the figure shows the type of internal game state at the time of winning (the type of corresponding game mode is shown in parentheses), and "the game state to which the game is transferred" shows the type of internal game state to which the game is transferred (the type of corresponding game mode is shown in parentheses). Note that the micro-time-saving A and B are in the micro-time-saving internal game state, and the time-saving A and B are in the time-saving internal game state. Details of the game mode to which the game is transferred will be described later.
[0192] First, with reference to FIG. 4, the game state to which the game is shifted after a big win game will be described.
[0193] (In the case of jackpot A and jackpot B) In the case of "Big Win A" or "Big Win 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 a jackpot A, if the game state at the time of winning is the "normal state", it is transferred to the "normal state" after the jackpot game, and if the game state at the time of winning is the "micro-time-saving state" or the "time-saving state", it is transferred to the "micro-time-saving state A (hereinafter referred to as "micro-time-saving state A") belonging to the micro-time-saving state after the jackpot game. In addition, in the case of a jackpot B, if the game state at the time of winning is the "normal state", it is transferred to the "normal state", and if the game state at the time of winning is the "micro-time-saving state" or the "time-saving state", it is transferred to the "micro-time-saving state B (hereinafter referred to as "micro-time-saving state B") belonging to the micro-time-saving state. In other words, jackpot A and jackpot B are determined as jackpots that can trigger a transition to the micro-time-saving state.
[0195] When the game is shifted to the "micro time-saving state", the number of times the special symbol change display game is executed continues until the specified number of times (maximum number of micro time-saving times) is completed, and when the special symbol change display game ends without a big win or a V win within the specified number of times (end of the micro time-saving number of times), the micro time-saving state ends and the game is shifted to the normal state from the next game (see Note 5 in FIG. 4A). In addition, when a non-V is won, a simple small win game is executed, and there is no transition of the internal game state, so the micro time-saving state does not end. In addition, whether or not the specified number of times has been reached is determined by counting the number of times the special symbol change display games 1 and 2 are executed (the number of times that the special symbols 1 and 2 change) (the same applies to the time-saving state described later). In other words, when the total number of times that the special symbol change display games 1 and 2 are executed (the total number of times that the special symbols 1 and 2 change) is completed the specified number of times without a big win, the micro time-saving state ends. In this embodiment, the maximum number of micro-time saving times for the micro-time saving A is 150 times, and the maximum number of micro-time saving times for the micro-time saving B is 250 times (see notes 1 and 2 in FIG. 4A).
[0196] (In case of big win C) In the case of jackpot C, regardless of the game state at the time of the jackpot win, the game will transition to the "normal state" after the jackpot.
[0197] (In case of big hit D) In the case of jackpot D, 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 winning. In the case of jackpot D, if the game state at the time of the winning is "normal state", the player transitions 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 winning is "slight time-saving state" or "time-saving state", the player transitions 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 "time-saving state" is entered, the special symbol variation display game is continued 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 big win or V win occurring within the specified number of times (time-saving times end), the time-saving state ends and the game transitions to the normal state from the next game (see Note 5 in FIG. 4A). When a non-V win occurs, only a small win game is executed, and there is no transition of 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 Note 3 and Note 4 in FIG. 4A).
[0199] (If you win V) Next, the game state to which the game is shifted after a V hit game will be described with reference to FIG. 4B.
[0200] As already explained, the V-winning game occurs when a V wins during a small winning game. After the V-winning game ends, the game state to which the player transitions differs depending on the type of small winning that was won and the game state at the time of the small winning.
[0201] For either small win A or small win B, if the game state at the time of winning is the "normal state", the game will be transferred to "time-saving B" after the V hit is played, and if the game state at the time of winning is the "slight time-saving state" or "time-saving state", the game will be transferred to "time-saving A" after the V hit is played.
[0202] <4-5. About the losers> Next, referring to FIG. 4C, the types of misses according to this embodiment will be described. In this embodiment, as shown in the figure, the special chart 1 side is provided with multiple types of misses A, B, and C, each with a different pattern selection rate. In this embodiment, the pattern selection probability satisfies the relationship of "miss A>miss B>miss C", and for example, miss A is selected at 95%, miss B at 4%, and miss C at 1%. In addition, only one miss D is provided on the special chart 2 side. In addition, in consideration of gameplay, one or multiple types of misses can be provided as the selection target 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 the present 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" is provided as a winning type by the big win lottery, which can provide a "time-saving state" or a "micro-time-saving state" without triggering a win (big win, V win, or small win). In other words, "without triggering a win" includes the meaning of "without going through a winning game (big win game, V win game, or small win game)", "without at least the operation of the condition device and the operation of the continuous operation device of the accessory", or "without at least the operation of the condition device and the end of the operation of the continuous operation device of the accessory". In other words, the special time-saving is, in a broad sense, "a winning type that can provide a specific state that can be transitioned to without being controlled by a winning state", and the time-saving state or the micro-time-saving state related to the special time-saving is one aspect of "a specific state provided 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 above-mentioned "special time-saving" is allowed to occur only in a specific game state (for example, only in a game state with a low probability of winning the lottery). In this embodiment, if the game state at the time of winning is a normal state, its occurrence is allowed (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 FIG. 4C). Note that if the special time-saving winning is treated as a loss, the same game processing (such as the selection processing of the variation pattern) as that at the time of a loss winning (which may be any of losses A to C) may be executed.
[0206] In addition, the special time-saving feature according to this embodiment can be won if neither a win (in this embodiment, a big win or a small win) is won, and if the special time-saving feature is won, a time-saving state (including a micro-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 big win lottery result will be a "miss," and one of the misses A to C will be won.
[0207] (Special time-saving features) In this embodiment, as shown in FIG. 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 FIG. 4C). In addition, the special time-saving A to C each have different time-saving performance. Specifically, they are as follows.
[0208] (A) If you win the "Special Time-Saving A", you will be granted Micro-Time-Saving A (150 Micro-Time-Savings) (Transition to Micro-Time-Saving A). (B) If you win the "Special Time-Saving B", you will be granted Micro Time-Saving B (250 Micro Time-Savings) (transition to Micro Time-Saving B). (C) If you win the "Special Time-saving C", you will be granted Time-saving C (one time of time-saving) (transition to Time-saving C).
[0209] In this embodiment, as shown in Fig. 4, multiple types of support time-saving A, B, and C are provided on the special chart 1 side, and multiple types of support time-saving B and C are provided on the special chart 2 side, and one of the support time-savings is determined by pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in Fig. 4). In addition, the support time-savings A to C each have different time-saving performance. Specifically, they are as follows.
[0210] In addition, whether to adopt one or more types of special time-saving features on the special chart 1 side and / or the special chart 2 side as special time-saving features can be determined appropriately according to the gameplay. In addition, it is also possible to determine what kind of performance (time-saving performance, minute time-saving performance) the special time-saving features have.
[0211] In addition, in this embodiment, the probability of winning the special time-saving is set to "about 1 / 10", which is higher than the probability of winning the jackpot, but there is no particular limit to the probability of winning the special time-saving. For example, it may be "1 / 1" (or it may be approximately the same). In this case, if the game state is in the normal state, the special time-saving will always be won (100% win in one game), and it is possible to create a special gameplay in which the game can be switched to the time-saving state or the minute time-saving state.
[0212] In addition, the performance of the special time-saving feature can be determined appropriately according to the gameplay. For example, the time-saving state of the special time-saving feature can be any of the following: finite time-saving feature (finite number of times of time-saving), finite minute time-saving feature (finite number of minute time-saving features), infinite time-saving feature (no limit on the number of times of time-saving), and infinite minute time-saving feature (no limit on the number of minute time-saving features). Note that the "infinite system" such as infinite time-saving feature or infinite minute time-saving feature means that the number of times is "unlimited (infinite)", but even if it is a "finite system" such as finite time-saving feature or finite minute time-saving feature, the number of times that the time-saving state or minute time-saving state is guaranteed until the next big win (for example, 10,000 times or 65,535 times) can be treated as belonging to the "infinite system". In addition, if a number of times that cannot be consumed during the business hours of a pachinko parlor (for example, 4 to 5,000 times or more) is given, it can also be treated as belonging to the "infinite system".
[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 number 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 number 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 number of 50 times and a jackpot with a time-saving number of 100 times, the time-saving number P can be set to 50 times and / or 100 times. (Special Time 2) At least one special time-saving state can be provided that grants "Q times of time-saving" different from the time-saving state granted by a jackpot. When 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 satisfied. Note that "Q times of time-saving" may be "finite (finite number of times of time-saving)" or "infinite (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 set. (Special Time 3)) A special time-saving feature can be provided that gives the same "micro-time-saving number p times" as the micro-time-saving state given by a jackpot. If there are multiple types of jackpots that give the micro-time-saving state, the "micro-time-saving number p times" 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 times can be set to the micro-time-saving number of 50 times and / or the micro-time-saving number of 100 times. (Special Time 4) At least one special time-saving state can be provided that grants "q micro-time-saving times" different from the micro-time-saving state granted by a jackpot. When there are multiple types of jackpots that grant a micro-time-saving state, if the maximum number of micro-time-saving times among all jackpots is "γ times" and the minimum number of micro-time-saving times is "δ times," then "q micro-time-saving times > γ times" or "q micro-time-saving times < δ times" can be satisfied. Note that "Q times of time-saving times" may be "finite (finite number of times of time-saving)" or "infinite (infinite number of times of time-saving)."
[0215] <5. About the production> (5-1. Production mode) Next, the presentation mode (presentation state) will be described. In this embodiment, a plurality of types of presentation modes that perform presentations related to each game state are provided, 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" related to a "normal state", a "micro-time-saving presentation mode" related to a micro-time-saving state, a "time-saving presentation mode" related to a time-saving state, a "latent probability presentation mode" related to a potential probability state, a "probability variable presentation mode" related to a probability variable state, and a "win presentation mode" related to a winning game. A plurality of presentation modes corresponding to the internal game state or the variable pattern allocation designation number Tcode are provided. For example, as the time-saving presentation mode related to the time-saving state (YJ=02H), a time-saving A presentation mode (consecutive A presentation mode), a time-saving B presentation mode (consecutive B presentation mode), and a time-saving C presentation mode (consecutive C presentation mode) corresponding to each of the time-saving A to time-saving C (Tcode=02H to 04H) can be provided. In other words, when the variable pattern allocation designation number Tcode is different, different presentation modes can be used. In the above example, an example of a presentation mode related to the time-saving state was described, but when the variable pattern allocation designation number Tcode is different between the hell mode A and the hell mode B, different presentation modes can be used.
[0217] The same presentation mode may be adopted for a plurality of game states according to the purpose and gameplay. For example, the normal state and the minute time-saving state (the same presentation mode is adopted for at least two different internal game states), and the same presentation mode may be adopted for the time-saving A and the time-saving B (the same presentation mode is adopted for at least two different game modes). In short, when there are a plurality of variation pattern allocation designation numbers Tcode, the same presentation mode may be adopted for at least two or more Tcodes, and when there are a plurality of internal game states YJ, the same presentation mode may be adopted for at least two or more YJs. It is preferable to adopt the same presentation mode for at least two or more similar game states. For example, the same presentation mode may be adopted for the time-saving A and the time-saving B belonging to the time-saving state, or the normal state and the minute time-saving state (the case where the base value is approximately the same (the case where the minute time-saving state is made to function as a pseudo normal state)).
[0218] In each presentation mode, the background display (background presentation) as the background of the decorative pattern variable display screen is changed to a presentation mode 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 sea is displayed). This suggests the gaming state during the stay. In addition to changing the background display, the BGM and decorative patterns (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 (both displaying a background image of cherry blossom trees) may be used between the normal presentation mode and the micro-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 Tcode itself of each presentation stage is the same, the variation pattern of the selection target is the same even in different presentation stages. Therefore, even if the same variation pattern is selected, different presentations can be made to appear depending on the presentation stage. As with the above-mentioned presentation modes, different backgrounds can be displayed depending on the presentation stage. For example, there is a "cherry blossom stage" with a cherry tree as the background display, a "rape flower stage" with rape blossoms and cherry trees as the background display, and a "dandelion stage" with a dandelion as the background display.
[0220] The performance control unit 24 (CPU 241) is configured to be able to control the transition between each performance mode according to the transition (update) of the game state, and has a function unit (performance state transition control means) that controls the transition between multiple types of performance modes. The performance control unit 24 grasps the game state (internal game state YJ and / or variation pattern allocation designation number Tcode) based on the information contained in the performance control command including information on the game state among the performance control commands sent from the main control unit 20 (CPU 201), specifically, the specific performance control command that specifies the current game state or specifies that the game state is to be transitioned, manages the performance mode in a manner that maintains consistency with the game state on the main control unit 20 side, and is configured to be able to control the transition from one performance mode to another according to the processing state. For example, the transition control between multiple types of performance modes is possible in response to the variation pattern allocation designation number Tcode. The above-mentioned "specific performance control command" includes, for example, a variation pattern designation command, a game state designation command, and a specific command sent during a win (for example, a jackpot start command or a jackpot end command). If the performance control unit 24 can determine the game state independently, it can control the transition of the performance mode without relying on a specific performance control command.
[0221] (5-2. Preview performance) Next, the preview performance will be described. The performance control unit 24 is configured to be able to execute various "preview performances" related to at least the big win lottery results based on the contents of the performance 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, the information included in the variation pattern designation command and / or the decorative design designation command, the winning command described later, etc.). Specifically, it is possible to execute "preview performances" related to at least the above-mentioned performance modes (including the performance stages described later) and the big win lottery results (at least the winning / losing lottery results).
[0222] The preview performance is basically a performance that can be executed as part of the during-variation performance (at least part of the during-variation performance scenario), and various preview performances appear during the during-variation performance. The main role of the preview performance is to suggest (predict) the expectation (expectation of winning) of whether or not a winning type and / or a special time-saving type has been won, and to suggest the occurrence of a specific preview performance. Many of the preview performances act as "hyping performances" to increase the player's expectation of winning. Representative preview performances include "reach performances," "pseudo consecutive performances," "player participation performances," "step-up performances," "stage change performances," and "preview preview performances."
[0223] (5-2-1. Reach performance) The above-mentioned "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" refers to a display mode in which, before the result of the decorative pattern change display game is derived, some of the decorative patterns derived and displayed during the decorative pattern change display game constitute part of a display mode indicating the occurrence of a jackpot (a jackpot win), and the change display of decorative patterns that have not yet been derived and displayed is being performed; this refers to a change display mode that uses the change display mode of the 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), thereby stirring up the player's anticipation of winning. For example, when the combination of decorative patterns (jackpot patterns) indicating a jackpot win (occurrence of a jackpot) is a pattern combination such as "7 (left pattern)," "7 (middle pattern)," and "7 (right pattern)," on a specified effective winning line, the left and right patterns, which are part of the pattern combination, display "7" (a ready state), and the remaining middle patterns (the remaining patterns that do not constitute a ready state) are changing and displaying by rapidly fluctuating, frame-by-frame, oscillating, enlarging / reducing, deforming, etc.
[0225] Therefore, even if a ready state is formed, the result of the decorative symbol variable display game does not necessarily become a "jackpot", and if the final result is not a stop display mode (jackpot pattern) that indicates a jackpot, the game result will be a "miss". In the above example, the left and right patterns that make up the ready state (ready pattern) are patterns that make up the ready state, and in this sense are also called "ready pattern".
[0226] The above "reach performance" includes multiple reach performances that are associated with the probability of winning. For example, when a specific reach performance appears, the probability of winning increases relatively compared to when a normal reach performance (normal reach = N reach) appears. Such a specific reach performance is called a 'super reach (SP reach)'. 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 normal "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 a normal reach state, and ends with the announcement of the game result (hit or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest probability of winning. There are two types of N reach, N reach 1 and N reach 2, which have different probability of winning. (r2) "SP Reach (Normal SP Reach)" "SP reach" is a reach variation mode in which a first reach performance (SP reach) occurs via a normal reach, and then the game result is notified and the game 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 to end, and 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 a second reach effect (SPSP Reach) occurs (directly develops into SPSP Reach), and the game result is notified to end, and 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, among the reaches during normal play, the winning expectation relationship is "N Reach 1 < Reach N2 < SP Reach < Developmental SPSP Reach < Direct Hit Type SPSP Reach", and its selection rate is determined in relation to the jackpot lottery result.
[0229] In addition, 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 a preview effect with a high winning expectation is involved, it can have a winning expectation equal to or higher than that of the direct hit type SPSP reach. Also, for example, among the reaches during time - saving play (see Figure 28), the winning expectation relationship is "Time - saving Reach 1 < Time - saving Reach 2", and its selection rate is determined in relation to the jackpot lottery result.
[0230] In this way, the reach effect is a clue for the player to know the possibility of winning a certain type of winning (for example, a big win). Therefore, as an effect mode that predicts (suggests) the possibility of the reach occurring, in other words, as an effect mode that can predict the winning expectation more clearly, several kinds of "pre-notice effects" are provided. This "pre-notice effect" plays a role as a provocative effect that predicts the winning expectation, but also plays a role of predicting that a specific effect (for example, a reach effect) may occur, or that the occurrence of a specific effect is confirmed. Therefore, in an effect scenario in which a specific effect such as a reach effect occurs, a pre-notice effect may occur before the reach effect, predicting the possibility of the reach effect occurring, and suggesting the winning expectation. In other words, if one or more pre-notice effects are present, the winning expectation may be made clearer than when the reach effect occurs alone. There are two types of pre-notice effects: a "pre-notice effect" that can occur before the reach effect, and a "post-notice effect" that can occur during the reach effect.
[0231] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the preview effects is a "pseudo consecutive performance (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a performance mode accompanied by 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 stopped (not the normal decorative symbols, but one or more pseudo consecutive symbols may be used), and the decorative symbols are re-varied and displayed from the temporary stopped state, and this display operation is repeated once or multiple times. In this respect, it is different from the "preview preview effect" described below, which can be executed across multiple symbol variable display games.
[0232] The occurrence rate of "pseudo consecutive wins" is basically set so that the more pseudo fluctuations there are, the higher the winning expectation becomes. For example, the more pseudo fluctuations there are, the higher the expectation of a pre-announcement performance (for example, SP reach) with a high winning expectation becomes when there are two pseudo fluctuations than when there is one. Therefore, in the case of a performance scenario including a reach performance, "pseudo consecutive wins" mainly occurs in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo fluctuations are performed, the reach performance, which is the main fluctuation, is executed, and the final game result is derived and displayed. In this specification, when it is referred to as "pseudo N", it means the total number of pseudo fluctuations M times and the main fluctuation. For example, when it is written as "pseudo 2", it means "one pseudo fluctuation + main fluctuation", and when it is written as "pseudo 3", it means "two pseudo fluctuations + main fluctuation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in FIG. 26). Also, if there is no pseudo 2-3 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 Performance) In this embodiment, one of the preview effects is a preview effect belonging 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 (for example, a single press, a long press, or repeated presses) performed on the operation means (the effect button 13 and / or the directional key 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, and when 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, and information regarding the probability of winning, the result of the jackpot lottery (whether it is won or lost, the result of the symbol lottery, etc.), or setting suggestions can be notified according to the effect mode (effect content) before and after the operation. The performance control unit 24 includes a valid operation period setting means for setting a valid operation 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 type performance), a pre-operation performance control means for controlling a predetermined pre-operation performance during the button valid period, and a post-operation performance control means for controlling a predetermined post-operation performance based on operation of the performance button during the valid operation period.
[0234] This player participation type performance is basically executed as a part of the advance notice performance (part of the advance notice performance scenario). Representative examples include "reach performance", "pseudo consecutive wins", "step-up notice", and "prediction notice (for example, hold change notice)" that incorporate player participation type performance. For example, in the case of a player participation type reach performance, a button advance notice performance is made to appear at a predetermined timing of the reach performance (for example, a predetermined timing before the reach, when the reach is formed, a predetermined timing after the reach, etc.), and the performance can be changed according to the 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 larger 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 multiple 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, during a symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game), the current effect stage is shifted to another effect stage, and the winning expectation level and the like can be suggested. 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 effect stage to which the transition destination. 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 transition is made. For example, when the transition of the effect stage occurs with the appearance of character A, it suggests a low expectation level, and when the transition 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 notice presentation. In other words, even if a stage change effect occurs, it 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 indicate the expected probability of winning, but may simply be a presentation mode that changes the stage. In this case, it is used mainly to prevent the presentation from becoming monotonous.
[0238] (5-2-6. Preview performance: Fig. 5A, Fig. 5B) The "pre-reading notice effect" (hereinafter abbreviated as "pre-reading notice") is a presentation mode that can notify in advance the expected winning probability for an activated reserved ball (an unconsumed activated reserved ball) that has not yet been used in the execution of a pattern change display game (the operation of displaying the change of special patterns) by utilizing the reserved display mode or a presentation during a pattern change display game that is executed first chronologically.
[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] Provided in a portion of the screen of the liquid crystal display device 36 (below the display area for decorative patterns in the illustration) are 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 a lit state (activated reserved balls present: "○ (white circle)" as shown) or an unlit state (no activated reserved balls present: dashed circle as shown).
[0241] The display regarding the presence or absence of the activated reserved ball (hereinafter referred to as "reserved display") is displayed in the 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 to d1 (corresponding to the special pattern 1 side) and a2 to d2 (corresponding to the special pattern 2 side) consisting of reserved icons (icon images) provided in the same number (4) as the maximum reserved memory number are provided in a part of the screen of the liquid crystal display device 36. Usually, the display mode of these reserved display sections a1 to d1, a2 to d2 is switched to the activated state (lighting state) for only the same number as the number of activated reserved balls present when the pre-reading judgment is made, for example, 3. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the read-ahead notice described below, the hold display mode of the corresponding hold display section among hold display sections a1 to d1, a2 to d2 is changed to a predetermined read-ahead notice display mode (special hold display mode), thereby functioning as a means for generating the read-ahead notice.
[0242] Also, on the left side of the reserved display areas 76 and 77, a changing display area 78 is provided to show the active reserved ball currently being used in the special symbol changing display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved K icon currently being used in the game appears on the receiving seat J icon. That is, when the variable display of the special symbol 1 or special symbol 2 starts, the oldest reserved a1 or a2 icon (icon image) displayed in the reserved display areas 76 and 77 moves to the receiving seat J icon in the changing display area 78 as the game running reserved K icon, and this state is maintained for a predetermined display time.
[0243] In addition, in the lower right corner of the liquid crystal screen shown in FIG. 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 patterns and preview effects, which can display the operation reserved balls of special patterns 1 and 2, the number of operation reserved balls of normal patterns, information on the variable display operation of special patterns 1 and 2, and information on the variable display operation of normal patterns. The information in this sub-display area 79 continues to be displayed when displaying the preview effect, even if the display of the decorative patterns and / or the reserved display section are hidden. Therefore, it is possible to identify whether or not the pattern variable display game is currently in progress and how many operation reserved balls there are by 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 reserved display area 76 can be displayed more emphatically than the reserved display area 77 (for example, preferentially displayed or displayed larger, etc.), and conversely, the display area of the reserved display area 77 can be displayed more emphatically than the reserved display area 76. For example, during the first game state (during the normal state (normal mode)), the reserved display area 76 can be displayed with emphasis, and during the second game state (for example, during the time-saving state (time-saving mode) or the probability variation state (probability variation mode)), the reserved display area 76 can be displayed with emphasis. Also, during the first game state, both the reserved display areas 76 and 77 can be displayed, and during the second game state, the reserved display area 77 can be displayed with priority (for example, only the reserved display area 77 can be displayed).
[0245] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control regarding this pre-reading notice, first, in the main control unit 20, when an operation reserved ball occurs (when the start condition is satisfied), before the operation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), a "pre-reading hit judgment (pre-reading hit judgment, pre-reading pattern judgment)" is performed to judge in advance the big win lottery result (win / lose lottery result, pattern lottery result) related to the operation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in FIG. 11 and steps S410 to S411 (random number judgment process for special electric role operation judgment to special stop pattern creation process) in FIG. 12).
[0246] Furthermore, using the result of the above-mentioned "pre-reading hit judgment", a "pre-reading fluctuation pattern judgment" is performed to judge in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activated 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 FIG. 11). This fluctuation pattern of the special symbol judged 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 judged in advance, such as what kind of reach state will be passed through in the reach fluctuation pattern, or whether it will be a normal fluctuation pattern that does not pass through the reach state.
[0247] Since the above-mentioned pre-reading fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the result of the advance determination of the winning / losing lottery and the pattern lottery), the pre-reading fluctuation pattern information can include not only information on whether it is a "winning fluctuation pattern" when a winning lottery is won or a "losing fluctuation pattern" when a losing lottery is won (information on the winning / losing lottery result), but also information on the execution of a specific preview performance, such as the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-consecutive (if there is a pseudo-consecutive, the number of times). In this way, a series of processes for determining the pre-reading fluctuation pattern through the pre-reading winning determination is called "pre-reading determination".
[0248] When the 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. In detail, when the look-ahead judgment is executed, a "reserved addition command" capable of identifying the number of active reserved balls at the time of the look-ahead judgment (the number of currently active reserved balls including the currently generated active reserved balls) and a "winning time command" capable of identifying the above-mentioned look-ahead fluctuation pattern information (at least the information obtained by the look-ahead judgment of the winning / losing lottery result at the start of the fluctuation) are transmitted from the main control unit 20 to the performance control unit 24, and when the performance control unit 24 receives these commands, a performance control process related to the reserved display and the look-ahead notice is performed based on the information included in the command. Specifically, when the performance control unit 24 receives the reserved addition command and the winning time command, a "look-ahead notice lottery" regarding whether or not to execute (appear) the look-ahead notice is performed based on the look-ahead fluctuation pattern information, and when the look-ahead notice is executed, a performance scenario related to the look-ahead notice is determined, and the look-ahead notice is made to appear according to the performance scenario (see FIG. 5A and FIG. 5B described later).
[0249] The probability of executing the above-mentioned look-ahead prediction lottery is higher for a "jackpot" than for a "miss," and also for the look-ahead variation pattern type with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not a look-ahead prediction occurs. Note that the look-ahead prediction can be executed at the timing when the activated reserved ball occurs, or at the same time as the start of the pattern variation display game that is performed first in the chronological order, or at a specified timing during that game, with the look-ahead prediction targeted at the current activated reserved ball.
[0250] (Winning time prediction: Reserve change prediction) In this embodiment, when a look-ahead notice is executed (when the look-ahead notice lottery is won), a look-ahead notice may be executed in which the reserved icon that is the target of the look-ahead notice among the reserved icons in the reserved display sections a1 to d1 and a2 to d2 changes from the white color of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color such as a flashing white, blue, yellow, green, red, or rainbow color. This reserved change notice may be triggered by a win (a new operating reserved ball reserved display), so it is also called a "win-time-based look-ahead notice."
[0251] As this reserved change notice, FIG. 5A shows an example in which the operating reserved ball of the hatched reserved display section b1 has changed to a special reserved display. Here, the reserved icon flashes white, blue, yellow, green, red, and rainbow colors, in that order, indicate a higher winning expectancy, and the rainbow reserved icon is a premium reserved icon (guaranteed reserved notice) that indicates a confirmed big win (winning). The white flashing icon display is a reserved icon that suggests the possibility of a "step-up reserved change notice" to be described later, and makes people expect what color the reserved color will ultimately be (there are also cases where the reserved color does not change and remains flashing white). In the case of white flashing, if the reserved display remains the same, the winning expectancy is the lowest among the special reserved displays, but if it changes to another reserved color, the winning expectancy increases to that reserved color.
[0252] In this embodiment, the preview performance has a relatively low probability of being selected (low appearance rate) when the jackpot lottery result is a miss, and a relatively high probability of being selected (high appearance rate) when the jackpot lottery result is a hit. In this embodiment, the preview performance with a high expectation of winning is one with a winning expectation rate of a predetermined value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more), and the rest are treated as preview performances with a low expectation rate. In the case of the hold change preview mentioned above, the flashing white, blue, yellow, green, and red If the winning expectancy of green, red, and rainbow colors is 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectancy notice effects, and the rest (white flashing, blue, and yellow) belong to low expectancy notice effects. When a pre-reading notice occurs, if a high expectancy notice (such as a high number of pseudo consecutive hits or SP reach) occurs during the pattern change display game for that activated reserved ball, the expectation of winning will increase even more in combination with the content of the pre-reading notice effect.
[0253] The existing operation reserved balls are consumed in sequence when the pattern change display game is executed. At this time, in order to express that one operation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing operation reserved ball is moved forward (sequentially shifted to the left) and the number of displayed balls is reduced, 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 performance performed during one pattern change operation such as pseudo consecutive in that a dedicated notice performance can be displayed across multiple pattern change display games (multiple pattern change display operations).
[0254] In this embodiment, the hold change notice as in (A) to (C) below can be configured to be executable. (A) A case where a special reserved display appears when a winning ball is won (above winning time reserved change notice). For example, a case where a special reserved display appears when a new operating reserved ball is displayed. (B) A case where the normal hold display is changed to a special hold display at a specified timing. For example, when you win, the normal hold display (white) is displayed, but at a specified timing, the normal hold display is changed to a special hold display (white → blue, white → red, etc.). (C) At a specified timing, the display changes to a special reserved display with a relatively higher winning probability than the current reserved display (normal reserved display or special reserved display). For example, the display changes from white flashing or blue to a reserved color of yellow or higher in a step-up manner (a reserved color with a probability of winning that is one or more steps higher).
[0255] In the above-mentioned (B) or (C) case, the "predetermined timing" may be, for example, a predetermined timing during the reserved subtraction (during the shift display) or during the pattern change display game (changing performance) related to another operating reserved ball (for example, a predetermined timing during a specific notice performance), and refers to a case where a reserved display related to a new operating reserved ball is displayed and then a reserved change notice related to the operating reserved ball is executed at a predetermined timing. In addition, a reserved change notice that changes from one reserved display to another reserved display at a predetermined timing after the reserved display, as in the above-mentioned (B) or (C), is also called a "step-up reserved change notice". This step-up reserved change notice can be treated as one aspect of the "pattern change period system pre-reading notice" described later.
[0256] In addition, when the game-in-progress reserved K is placed on the receiving seat J, the display mode is basically the same as the reserved display mode in the reserved display areas 76, 77, and a pre-reading notice (special reserved display) targeting the active 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 K is placed on the receiving seat J (at a predetermined timing during the current symbol change display game), the reserved display mode of the game-in-progress reserved K may change to another reserved display mode. Such a change in the display mode of the game-in-progress reserved K is also treated as belonging to the above-mentioned "step-up reserved change notice".
[0257] In principle, there is no "special reserved display downgrade" in which the current reserved color changes to a reserved color with a relatively low winning expectation, but in exceptional cases where downgrade occurs, it is suggested that the active reserved ball is a winning ball (it may be a high expectation), and it becomes a premium reserved change notice. An example of downgrade is when the reserved color changes to a reserved display with a lower winning expectation than the current reserved display, such as "blue to white" or "red to blue." In addition, the reserved display mode is not limited to a still image reserved icon display (static display mode), but may be a video (animation) reserved icon display (dynamic display mode: for example, the reserved icon is displayed by rotating, vibrating, rocking, or flashing (fast flashing or slow flashing)).
[0258] (Pattern change mid-system prediction (prediction mid-system prediction)) In this embodiment, a "pre-reading notice" can be executed when the symbol-changing display game starts or at a predetermined timing during the game. This pre-reading notice can appear during the symbol-changing, so it is a pre-reading notice of the symbol-changing start time change or the symbol-changing mid-change, and is referred to as a "pre-reading notice during the change" in this specification.
[0259] This "pre-reading notice during variation" includes, for example, the above-mentioned "step-up reserved change notice" and "continuous notice." "Continuous notice" is a pre-reading notice in which a pre-reading-only notice image is displayed on the screen of the liquid crystal display device 36 and executed in one or more symbol variation display games (displayed one-off or continuously).
[0260] In other words, in the case of the pre-reading during change prediction, when a game ball enters a start hole during a certain pattern change display game and a start condition is met, the right to play the pattern change display game related to the fulfillment of the start condition is temporarily reserved and a pre-reading prediction lottery is held as to whether or not to execute the pre-reading prediction performance, and when this pre-reading prediction lottery is held, if there are multiple operating reserved balls (reserved memories) currently in existence at that time, the pattern change display game can be expressed in some way related to all or some of those reserved memories.
[0261] For example, during all or some of the pattern change display games related to the existing reserved operation balls from the oldest reserved operation ball in memory order to the reserved operation ball that is the target of the pre-reading notice, a pre-reading notice image (for example, the lightning image 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 that are different can be displayed in each pattern change display game. For example, when the pre-reading notices are displayed over three pattern change display games, the first pattern change display game can be a thundercloud image, the second pattern change display game can be a rain image (image display expressing rain falling from a thundercloud) or a thundercloud image, and the third pattern change display game can be a lightning image. Also, a step-up pre-reading notice in which the expectation level develops stepwise (expectation level increases) from "thundercloud image → rain image → lightning image" for each execution of the pattern change display game may be used. Also, the expectation level of winning may differ depending on the pre-reading notice image. In the above example, the thundercloud image can be a low expectation level, the rain image can be a medium expectation level, and the lightning image can be a high expectation level. In this case, if the image of a thundercloud is displayed at the end of the game, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically.
[0262] In this embodiment, the pre-reading notice during change and the reserved change notice can be displayed independently. Specifically, the execution of the reserved change notice and the execution of the reserved change notice are determined by independent lotteries. Therefore, there are cases where the reserved change notice occurs alone, where the reserved change notice occurs alone, and where the reserved change notice and the reserved change notice occur simultaneously (overlap). Note that the pre-reading notice can be displayed not only by an image display means, but also by various other means such as a movable device, a light effect means, and a sound effect means.
[0263] (Example of preview performance: Fig. 5B) Next, with reference to FIG. 5B, an example of a pre-reading 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 opening 34, and the number of activated reserved balls on the special pattern 1 side becomes three, and of the third ball, the activated reserved ball that is the second to execute the change start operation is the target of the look-ahead notice performance, and here, a case is shown in which the reserved change notice and the during-change look-ahead notice overlap. Also, here, the first reserved ball and the third reserved ball are assumed to be activated reserved balls that do not execute the look-ahead notice (do not win the look-ahead 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 are maintained as normal reserved displays (white). The figure shows a case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed its display mode from a normal reserved display (white circle (○) mark) to a special reserved display (hatched circle mark). This notifies the player that a pre-reading notice performance has started. Note that FIG. 1(1) shows that the currently executed symbol variation display game has ended and the decorative symbol has stopped and displayed as "246" corresponding to a miss.
[0266] The game progresses to FIG. 2(2), where the main control unit 20 starts a special symbol change display game based on the reserved ball on the special symbol 1 side, which was the first (oldest reserved ball), and consumes the reserved ball (one). The performance control unit 24 shifts the reserved display mode corresponding to each reserved ball to the left with the start of the special symbol change display game, and sets the reserved display mode to a state in which one reserved ball has been consumed, and starts a decorative symbol change display game based on the first reserved ball. At this time, a special background performance (lightning performance by displaying a lightning image) is displayed on the screen of the liquid crystal display device 36 as a pre-reading notice during the change. As a result, the screen of the liquid crystal display device 36 becomes the display mode shown in FIG. 2(2).
[0267] Then, the game progresses to (3) in the same figure, the currently executed symbol-changing display game ends, and the decorative symbol is stopped and displayed as "351", which corresponds to a miss.
[0268] Next, the game progresses to FIG. 4(4), where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, that is, the reserved activation ball that was the target of the look-ahead notice performance, and consumes the reserved activation ball. The performance control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left with the start of the special symbol change display game, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display of the reserved change notice disappears from the screen at the time of the shift, and is terminated with the start of the current symbol change display game (with the consumption of the reserved activation ball), and thereafter is displayed as game execution reserved K. Also, the change-in-progress pre-read notice (here, the lightning performance) is also terminated with the occurrence during the current symbol change display game. FIG. 4(4) is an example of the screen display of the liquid crystal display device 36 immediately after the start of the symbol change display game. In FIG. (4), it was explained that the lightning effect of the in-progress read-ahead notice (in-progress read-ahead notice) ends when it occurs during the current symbol change display game (the symbol change display game related to the activated reserved ball (second) that is the target of the read-ahead notice), but this is not limited to this, and it may end when it occurs during the previous symbol change display game. In this case, the in-progress read-ahead notice ends when the "special reserved display" of the reserved change notice is used to play the symbol change display game.
[0269] (5-2-6. Setting suggestion performance) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information regarding the above-mentioned "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion" that suggests the low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4~6, 4~5, 5~6, etc.). (k) An "even number setting suggestion" effect that suggests an even number setting (settings 2, 4, or 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 definitively notify an internal setting value without reason. The reason is that definitive indications of a low setting region, such as setting 1 or setting 2 confirmation, reduce the player's willingness to play. Therefore, it is preferable to definitively notify one of settings 4 to 6 in the high setting region. In particular, if a specific setting confirmation effect appears that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, it can increase the player's willingness to play. (m) A "specific setting negation effect" that definitively notifies that a specific setting value (any of settings 1 to 6) is not met. (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), suggests multiple specific values such as "settings 1, 3, 5, 6", etc. It is also possible to suggest the high / low probability of a certain setting value by varying the appearance rate according to the setting value, for example, that it is unlikely to appear at setting 1, fairly likely to appear at setting 4, and likely to appear at setting 6.
[0270] The appearance rate (execution probability) of the setting suggestion effect can be appropriately determined according to the setting value. For example, the lower the setting value, the lower the appearance rate of the setting suggestion effect. In addition, there is no particular restriction on the presentation mode of the setting suggestion effect, and one or more of the following may be used: sound presentation, light presentation, image display presentation, and movable body presentation.
[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 advance notice effect or alone. In addition, it can be displayed not only during the game, but also during a big win game or during the customer waiting waiting time, specifically, the "customer waiting before performance (demo start waiting display)" and "customer waiting performance (demo display)" described later.
[0272] In addition, by defining the appearance rate of a specific preview performance according to the setting value, the preview performance itself can function as a "setting suggestion performance". For example, by varying the appearance rate of one or more specific preview performances according to the setting value, the preview performance itself can function as a "setting suggestion performance". For example, if a specific SP reach is likely to appear when losing, it is "high setting high", if pseudo consecutive three times (three pseudo fluctuations + main fluctuation) is likely to appear when losing, it is "high setting high", and if a specific button operation performance appears, it is "setting 6 confirmed" is suggested. In addition, by utilizing the performance of the pre-reading notice, a pre-reading notice mode dedicated to the setting suggestion performance can be made to appear. For example, if the reserved icon flashes at high speed, it is high setting high, and if one or all of the reserved icons change to a dedicated reserved icon (dedicated character or item image), it is "high setting high".
[0273] <5-7. Direction means> Various effects in the gaming machine 1 are produced by the effect means arranged in the gaming machine. Such effect means may be any stimulus transmission means capable of exerting an effect by appealing to human perceptions such as sight, hearing, and touch, and representative examples include light generating means (light effect means) such as the decorative lamp 45 and the LED device, sound generating devices (sound effect means) such as the speaker 46, effect display devices (display means) such as the liquid crystal display device 36, pressure devices that transmit contact pressure to the operator's body, vibration devices that impart vibrations to the player (for example, the launch operation handle 15 vibrates), wind pressure devices that impart wind pressure to the player's body, and movable role objects that exert visual effects by their operation. Here, the effect display devices are visually appealing displays like the image display devices (image display means), but differ from the image display devices in that they also include those that do not rely on images (for example, 7-segment displays). When referred to as an image display device, it refers to a type that primarily produces effects (image display effects) by displaying images, and devices that produce effects through things other than images, such as 7-segment displays, are included in the concept of the above-mentioned performance display device.
[0274] <6. Basic game format: Figure 6> Next, the basic game mode (game characteristics, characteristics of each game state, transition between each game state, etc.) of the pachinko game machine 1 will be explained with reference to Fig. 6. Fig. 6 shows a game flow diagram outlining the game mode.
[0275] In addition, the way in which the player should hit the ball to be in an advantageous situation varies depending on the game state. Specifically, in the normal state or the slight time-saving state, the "left hit" (which is selected by the special chart 1 side) is advantageous, aiming the game ball to pass through the left flow path 3b, and in the time-saving state, the "right hit" (which is selected by the special chart 2 side) is advantageous, aiming the game ball to pass through the right flow path 3c. In the following, it is assumed that the player follows the advantageous hitting method according to the game state (not hitting in a way that puts the player at a disadvantage), and in the case of the left hit being advantageous (normal state, slight time-saving state), the "pattern change display game 1 on the special chart 1 side" is executed, and in the case of the right hit being advantageous (probability change state, time-saving state), the "pattern change display game 2 on the special chart 2 side" is executed.
[0276] (Internal game status type (YJ type), game mode type (Tcode type)) In order to facilitate understanding of the present invention, first, an overview of the game status types will be explained.
[0277] In this embodiment, the game is 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 Fig. 6 and Fig. 25, these game states (excluding winning game) are provided with a plurality of game modes, such as heaven mode, hell mode A, hell mode B, consecutive modes A to C, etc., which are classified using the variation pattern allocation designation number Tcode. Specifically, the following game modes (play 1) to (play 3) are provided.
[0278] (Play 1) "Heaven Mode (Tcode=00H)" The heaven mode is a game mode in which the internal game state is related to the "normal state". This heaven mode is the initial game mode (default game mode) that is started when the game machine is shipped or when a RAM clear operation (RAM clear by the RAM clear switch 98. In the case of a game 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 executed. In this embodiment, if a special time-saving win is won during the normal state (heaven mode), the win is allowed (the win of 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 about 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 (Micro Time-Saving Feature A or Micro Time-Saving Feature B) described below, and will be placed in a game state where special time-saving features 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 switched to the consecutive win mode C (time-saving C) described later, which is advantageous for the player (see line L4 in FIG. 6, FIG. 4C). If the player wins any of the jackpots A to C during the heaven mode, the game will be switched back to the heaven mode after the jackpot game (see lines L8 and L9 in FIG. 6, the "win" box, FIG. 4A).
[0281] (Play 2) "Hell Mode A, B (Tcode=01H)" The hell mode is a game mode in which the internal game state is related to the "micro time-saving state". This hell mode includes a plurality of game modes, and in this embodiment, there are two types of hell modes, namely, "Hell mode A" related to the micro time-saving A (150 micro time-saving times) and "Hell mode B" related to the micro time-saving B (250 micro time-saving times). However, in this embodiment, although "Hell mode A" and "Hell mode B" have different 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 frame in FIG. 6 and note 3 in FIG. 27). Therefore, for example, even if the variable performance is observed while staying in hell mode A, it is impossible to determine whether the current mode is hell mode A or hell mode B.
[0282] The variation pattern allocation designation number Tcode may be different between "Hell mode A" and "Hell mode B". In this case, it is preferable to configure the variation pattern allocation table with at least a part different to be selectable (see Note 5 in FIG. 27). Here, "at least a part different variation pattern allocation table" means that at least a part of the loss variation pattern allocation table related to the "loss" that the player frequently encounters is different (in the case of FIG. 27, the loss variation pattern allocation table "FH8", "FH2" to "FH6" are different), but the winning variation pattern allocation table and the loss variation pattern allocation table may be configured to be at least partially different.
[0283] This hell mode (slight time reduction) is mainly entered when the special time reduction A or special time reduction B is won in the heaven mode (normal) (see line L1 in FIG. 6, FIG. 4C). The hell mode is the game mode in which the player can stay the longest during the game, and even if the special time reduction is won, its activation is prohibited (restricted), and even if the jackpot (jackpot A, B on the special chart 1 side) is won, the player will be re-entered into the hell mode (see lines L10 and L11 in FIG. 6, the "win" box, FIG. 4C). In other words, while in the hell mode, the player will not be able to go to the consecutive win mode (time reduction state) described later, and it acts as the most disadvantageous game state for the player.
[0284] Therefore, the standard route for a player to increase his or her profits is to end Hell mode (small time-saving mode) and transition to Heaven mode (normal mode) (end of small time-saving mode due to consumption of small time-saving mode counts → transition to normal mode), and then win special time-saving mode C during Heaven mode, transitioning to consecutive win mode (time-saving mode) described below (see lines L2 and L4 in Figure 6).
[0285] In addition, Hell mode B (250 micro-time-saving times) is a game state with a relatively low advantage because it has more 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 game state in which the more the time-saving times are, the more advantageous it is to the player (it has the opposite nature to the time-saving state).
[0286] (Play 3) "Continuous 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 a plurality of game modes, and in this embodiment, there are three consecutive win modes: "consecutive win mode A" related to time-saving A (time-saving count 7 times), "consecutive win mode B" related to time-saving B (time-saving count 100 times), and "consecutive win mode C" related to time-saving C (time-saving count 1 time).
[0287] The "consecutive mode" is a game mode related to the time-saving state, and is provided with an electric chute support function, making it a game state in which the player can actively participate in the big win 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 = 1 / 7). In other words, it creates a chance to win a V hit with a high probability, and it becomes possible to enter a consecutive state (a state in which a large number of prize balls can be won in a short period of time) in which the time-saving state and V hit are repeatedly looped (see lines L6 and L7 in FIG. 6, the "time-saving mode" and "win" boxes, and FIG. 4C).
[0288] In this embodiment, the chance of winning a small jackpot increases according to consecutive win modes A to C. In other words, the chance of winning a V jackpot increases according to the number of time-saving times. Specifically, for winning a small jackpot, if the time-saving mode is B (time-saving mode 100 times), the chance of winning a small jackpot during the time-saving mode is almost 100% (the next time, a V jackpot is almost 100% guaranteed), if the time-saving mode is A (time-saving mode 7 times), the chance is about 66%, and if the time-saving mode is C (time-saving mode 1 time), the chance is 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 about 60 seconds (for example, see "Incitement fluctuation during time-saving" and "Final fluctuation during time-saving" in FIG. 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 that fluctuation, a sufficient time span is ensured for the number of special chart 2 activation reserved balls to be reserved up to the maximum number of reserved balls, four. In other words, before the time-saving state ends, the number of special chart 2 activation reserved balls can be reserved up to the maximum number of reserved balls, four. Hereinafter, the special chart 2 activation reserved balls reserved in this way are also referred to as "special chart 2 remaining reserved".
[0290] Then, when the time-saving mode ends with four reserved balls 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 times of time-saving) in consecutive win mode B, and the next V jackpot is essentially guaranteed (see Figure 4B).
[0291] Therefore, when the game moves to any of the time-saving modes A to C, the number of times that the game actually takes place is equivalent to "the number of time-saving times + 4 remaining reserved balls in the special chart 2", and the player is given a chance to win a V prize. Specifically, the chance of winning a small prize is almost 100% for time-saving mode B (100 times of time-saving time + 4 remaining reserved balls = 104 times of special chart 2 lotteries), about 82% for time-saving mode A (7 times of time-saving time + 4 remaining reserved balls = 11 times of special chart 2 lotteries), and about 54% for time-saving mode C (1 time of time-saving time + 4 remaining reserved balls = 5 times of special chart 2 lotteries). Therefore, if a V hit is obtained on the first hit and the player transitions to consecutive win mode C (time-saving C), and another V hit is obtained during time-saving C, the player will transition to consecutive win mode B (time-saving B) or consecutive win mode A (time-saving A), so there is a high probability of a consecutive win state occurring in which the time-saving state and a V hit are repeatedly looped.
[0292] As mentioned above, the real pleasure of playing is how to transition to consecutive win mode (time-saving state), but in order to transition to consecutive win mode, it is necessary to win special time-saving C during heaven mode (normal state) (line L4 in Figure 6). However, in terms of game progress, during heaven mode, you are in a situation where you are constantly receiving lotteries on the special chart 1 side (a situation where left-handed players are advantageous), and among the lottery types on the special chart 1 side, the winning type that can transition to the time-saving state is limited to "special time-saving C", and if you win either special time-saving A or B, you will fall into "hell mode (slight time-saving)", which is disadvantageous to the player. And once you fall into hell mode, the activation of special time-saving is prohibited, and the player will be forced to play under unfavorable conditions for a relatively long period of time.
[0293] (Morning function) Therefore, in this embodiment, in order to provide the player with a particularly advantageous gaming state, the above-mentioned RAM clear operation forcibly transitions the gaming state to the default normal state (heaven mode), that is, to a state that allows for winning the special time-saving feature (a state that allows for the activation of the special time-saving feature), making it possible to provide the player with a chance of winning the special time-saving feature C (see line M1 (morning function) in Figure 6).
[0294] The RAM clear operation itself is basically an operation that is appropriately performed by hall staff before the start of business for the day based on the business strategy of the pachinko hall (amusement store) (for example, when the gaming state of the previous day should not be carried over or when settings should be changed), but in the case of this embodiment, it is characterized in that by clearing the RAM, the default gaming state (normal state (heaven mode)) is restored, thereby forcibly creating a gaming state that is advantageous to the player.
[0295] Since the RAM clear operation can function as a "first thing in the morning bonus" before the start of business today, in other words, a "first thing in the morning bonus", the Heaven mode (normal) after the RAM clear operation is referred to as the "morning function" or "morning state" in this specification. Note that, as a case where the RAM clear operation is performed during business hours, for example, there are cases where a specific error occurs that cannot be released unless the RAM is cleared, or when a player quits playing without playing in a time-saving state or a jackpot game for some reason, and the state is reset, but here, the case where it functions as a "first thing in the morning bonus" (a case where the RAM is cleared before the start of business today) will be explained as a representative example.
[0296] (Morning state concealment) Incidentally, when functioning as "granting the first bonus in the morning," 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 effected (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, etc.), problems such as those in (Mo1) and (Mo2) below may arise. Note that "not notifying the player of that fact" as mentioned above means that the morning state is made concealable from the player (difficult or impossible to distinguish) through the special effect and / or the operation of the reels, and this does not include external notifications by external end signals (security signals) for preventing fraud, such as a RAM clear signal sent to an external device.
[0297] (Mo1) It is possible to quickly detect when a machine has entered Hell Mode or is still in Hell Mode, which leads to a decrease in the operating rate of the machine. For example, a player may stop playing after several dozen spins when he or she predicts that the machine will fall into the Hell mode, or may not play the machine at all if the machine is not in the Morning state, which may result in a decrease in the operating rate of the 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, by making the morning state secret, it is possible to prevent players from needlessly encouraging gambling, 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 concealment method) In order to conceal whether or not it is in the morning state, it is necessary to conceal the fact that it is the "heaven mode (normal)". For example, it is conceivable to make the heaven mode (normal) and the hell mode (slight time-saving) almost the same or the same presentation mode, and to make it difficult or practically impossible to distinguish the game mode during the stay from the viewpoint of presentation. As one of the methods, a "normal presentation mode" related to the heaven mode (normal) and a "slight time-saving presentation mode (slight time-saving concealed presentation mode)" which has almost the same or the same presentation as the normal presentation mode as a presentation mode related to the hell mode (slight time-saving) are controllably configured. As already explained, the game progress mainly goes back and forth between the heaven mode (normal) and the hell mode (slight time-saving), and winning the special time-saving C in the heaven mode and transitioning to the consecutive win mode (time-saving state) is the royal road route to increase profits.
[0300] However, even if the game is concealed in terms of presentation, the game mode in which the player is currently playing may be easily discovered by closely observing the operating state of the mechanical parts (such as the operating state of the movable wing piece 47). If the micro-time-saving state is treated as a game state with electric support, the movable wing piece 47 of the normal variable winning device 41 will frequently operate, making it easy to discover that the game is currently playing in the micro-time-saving mode.
[0301] Therefore, in this embodiment, the micro-time-saving state is a game state in which the operation of the role (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 according to this embodiment is a game state in which there is no electric support like the normal state, or even if there is electric support, the electric support is rarely actually operated. Also, since the fluctuation time of the normal pattern is the same or approximately the same as in the normal state (see FIG. 4D), it is substantially impossible to distinguish the difference even if one closely watches the fluctuation display operation of the normal pattern display device 39a.
[0302] In addition, in this embodiment, in order to further strengthen the concealment, attention is paid to the losing winning that many players encounter, and at least the losing performance (the performance during the fluctuation at the time of 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 produced 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 (slightly shortened time), the player will be given a sense of expectation while playing the game, such as "If we are in Heaven mode now, there is a chance we will move to consecutive mode!!!" (expectation of moving to an advantageous state) or "It may still be in Heaven mode, so let's hang in there a little longer..." (expectation of staying in an advantageous state), which is ideal for improving the entertainment value of the game and increasing the operating rate of the gaming machine.
[0304] (Semi-anonymous) It is not necessary to keep the heaven mode (normal) or hell mode (slight time saving) secret. For example, a "game state suggestion effect" that may suggest the current game state may be configured to appear as a variation effect. This is because giving the player an element for guessing the current game state can be one of the things that makes the game fun. The above-mentioned "game state suggestion effect" may be a presentation form that suggests the current internal game state (internal game state suggestion effect), or may be a presentation form 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 (inform) 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 the 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] In addition, the above-mentioned "game mode suggestion effects" include, for example, effects that can suggest whether the current game mode is Heaven mode, Hell mode A, or Hell mode B (specific game mode suggestion effects), and effects that can only appear in 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] In addition, the internal game state suggestion effects and game mode suggestion effects may be configured to be executable as "true (genuine) suggestion effects" and "false (fake) suggestion effects." For example, when suggestion effects are displayed during the heaven mode, the heaven suggestion effect (genuine) 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) In the above, the configuration for concealing the morning state has been described, but the configuration for not concealing the morning state (morning notification form) may be used. In other words, the morning state as a behavior first thing in the morning may be notified to the player. This is because there are cases where it is preferable to notify the morning state depending on the game characteristics of the machine.
[0309] As a method of notifying the morning state, for example, it is possible to notify whether or not it is in the morning state (normal state) by the game state suggestion effect as described above. However, since the game state suggestion effect belongs to the variable effect, it is difficult to properly notify the morning state when the game is played as a condition and its appearance rate is set to a low probability. Therefore, it is preferable to configure it so that the morning state can be notified by using the "effect related to waiting for customers (hereinafter also referred to as "waiting for customers effect")" that is executed after the RAM is cleared.
[0310] In order to make it easier to understand this example (morning notification form), we will first explain the customer waiting standby effects produced by RAM clearing (hereinafter referred to as "customer waiting standby effects after RAM clearing") and the customer waiting standby effects produced by restoring to backup (when the power is turned on without performing the RAM clear operation) (hereinafter referred to as "customer waiting standby effects after backup restoration").
[0311] (About the performance when customers wait after RAM is cleared) First, the customer waiting standby performance after RAM clearing will be explained. In this embodiment, when the RAM clear operation is performed, the game state, performance mode, number of balls in operation, etc. are all set to the default state (initial state), and an error notification (RAM clear notification performance) corresponding to the RAM clear is first executed for a predetermined time (for example, 10 seconds), and then the customer waiting standby performance is executed. In this embodiment, when the RAM is cleared, the internal game state is set to the normal state, the game mode is set to the heaven mode, and the performance mode is set to the normal performance mode as the default state.
[0312] In detail, when the RAM is cleared, first, the RAM clear notification performance is executed for a predetermined time, and then the "customer waiting performance (pre-demo display)" (first customer waiting standby performance) is executed. Then, during this customer waiting performance, if a predetermined standby time (for example, 180 seconds) has elapsed without an activated reserved ball being generated and without switching to the menu screen (game setting screen), the "customer waiting performance (demo display)" (second customer waiting standby performance) is executed. In the "customer waiting performance (pre-demo display)" after the RAM is cleared, for example, a background display (background performance) related to the normal performance mode and a predetermined decorative stop pattern (for example, "731" for when the RAM is cleared) are displayed on the liquid crystal display device 36. Also, in the "customer waiting performance (demo display)", a predetermined animation video (demo movie) is displayed on the liquid crystal display device 36. During this demo movie, information about the gaming machine, such as information about the game explanation, the model name, the copyright name, and the company name, as well as information about attention to preventing getting stuck, may be displayed.
[0313] (About the performance while waiting for customers after the backup is restored) Next, we will explain the performance for waiting for customers after the backup is restored. If the backed up content is a game being played or a big win is being played, the game status is restored, but here we will mainly explain the case where the backed up content is not a game being played or a big win is being played, and there are no operation reserved balls, that is, the case where the performance for waiting for customers is executed immediately after the backup is restored.
[0314] The customer waiting standby performance after the backup is restored is basically the same as when the RAM is cleared as described above, except that the RAM clear notification performance is not executed. Even after the backup is restored, the customer waiting pre-performance (pre-demo display) is executed, and if no active reserved ball is generated during the customer waiting pre-performance, and the menu screen (game setting screen) is not switched to, and a predetermined waiting time has elapsed, the customer waiting performance (demo display) is executed. In addition, for the customer waiting pre-performance after the backup is restored, the background display (background performance) related to the performance mode of the game state at the time of the power outage and the same predetermined decorative stop pattern (for example, "731") as when the RAM was cleared are displayed.
[0315] In addition, even if the game state or the presentation mode is different, when at least the presentation for waiting for customers is substantially the same (same (common) or almost the same), it is difficult to distinguish which game state it is by looking at the presentation for waiting for customers (difficult to distinguish or impossible to distinguish), that is, the morning state is also difficult to distinguish. For example, in the normal presentation mode and the minute time-saving presentation mode, when the background display related to the presentation mode and the presentation for waiting for customers function as a presentation mode that performs a common presentation, when the game state after the backup is restored is the normal state or the minute time-saving state, and when the game state is set to the default normal state by clearing the RAM, it is impossible to distinguish which game state it is, and it is also impossible to distinguish the morning state. Therefore, the following configuration is preferable as a method for notifying the morning state in a distinguishable manner. This will be described in detail below.
[0316] The customer waiting standby performance of this embodiment includes the "pre-waiting standby performance" and the "waiting standby performance" as described above, and when notifying the morning state, it is possible to notify (indicate) the morning state by using at least one of these performances. Specifically, the "customer waiting standby performance after RAM clear (customer waiting standby performance related to the default state)" and the "customer waiting standby performance after backup restoration (customer waiting standby performance related to backup restoration)" are made to have different performance modes, and this makes it possible to notify by performance whether the backup restoration state or the RAM clear state is being reached.
[0317] If the above-mentioned "performance for waiting for customers after RAM is cleared" and the "performance for waiting for customers after backup is restored" are to be different performances, for example, the following forms (Co1) to (Co9) can be adopted.
[0318] (C1) The decorative stop symbols in the customer waiting standby performance (in the present embodiment, the decorative stop symbols in the customer waiting pre-performance) are different between the case of RAM clear and the case of backup return. For example, after RAM clear, "731 (first decorative stop symbol)" is displayed, and after backup return, "732 (second decorative stop symbol different from the first decorative stop symbol)" is displayed. Depending on the difference in the decorative stop symbols in the customer waiting standby performance after power-on, the player can determine whether or not the player is in the morning state. However, in the present embodiment, if even one game is played after power-on, it may no longer be possible to determine the morning state. For example, if the number of balls in operation is 0 after the first game ends, the customer waiting pre-performance will be played after the game ends, and in this case, the decorative stop symbols resulting from the first game will be displayed as the decorative stop symbols in the customer waiting pre-performance (see the processing route of YES in step S402 (steps S417 to S419) in FIG. 12 described later). In this respect, this form can function as a "one-game bonus (one-game bonus after clearing the RAM)".
[0319] (C2) The background display in the performance for waiting for customers (in the present embodiment, the background display in the performance before waiting for customers) is different between the case of RAM clear and the case of backup return. For example, after backup return, the first background performance (normal background performance) is displayed, and after RAM clear, the second background performance (special background performance) different from the first background performance is displayed. The player can determine whether or not the game is in the morning state based on the difference in the background performance for waiting for customers after power-on. As an example, when the game state is in the normal state or the short time shortening state and the backup return is made, the normal background performance (for example, a background image of a cherry tree is displayed) is displayed, and after RAM clear, the special background performance different from the normal background performance (for example, a background image of Mt. Fuji and a cherry tree is displayed) is displayed. Note that, as with the above (C1), the special background performance after RAM clear may be a normal background performance instead of a special background performance if even one game is executed after power-on, or a special background performance may be displayed over a number of 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 across 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 effect (customer waiting pre-waiting effect and / or customer waiting effect) differs between the case of RAM clearing and the case of backup recovery. This "game setting guide effect" is an effect display that notifies the user 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 is made different between the case after RAM clearing and the case after backup recovery. For example, it is possible to display the game setting guide effect after RAM clearing and not display the game setting guide effect after backup recovery (the former and latter patterns may be reversed). Depending on the presence or absence of the game setting guide effect, the player can determine whether or not he is in the morning state.
[0321] (C4) The content of the demo display (in the present embodiment, the demo movie) in the customer waiting standby performance is different between the case of RAM clear and the case of backup recovery. For example, when a demo movie including multiple performance displays (for example, copyright name, model name, company name, game explanation, addiction prevention, specific character, specific object, etc.) is played as a demo display, the presence or absence of at least one specific performance, or at least one specific performance mode (display color, font, pattern, etc.) is made different. As an example, after RAM clear, the "company name" is displayed, but after backup recovery, the "company name" is not displayed (the former (after RAM clear) and the latter (after backup recovery) may be reversed). Also, for example, in the demo display after RAM clear, the text color of the addiction prevention display (one of the specific displays) is red, but in the demo display after backup recovery, the text color is blue. Due to such a difference in the demo display content, the player can determine whether or not the game is in the morning state.
[0322] (5) The presentation time (presentation length) of the customer waiting standby presentation is different 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 customer waiting presentation time can be "normal state (when the RAM is cleared) < minute time-saving state (when the backup is restored)" or "normal state (when the RAM is cleared) > minute time-saving state (when the backup is restored)". By paying attention to the presentation time, the player can determine whether or not it is in the morning state.
[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 return. For example, the customer waiting pre-effect is not executed when RAM is cleared, but the customer waiting pre-effect is executed when backup return (the former and latter patterns may be reversed). For example, the customer waiting pre-effect (demo movie) is not executed when RAM is cleared, but the customer waiting pre-effect is executed when backup return (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 the game is in the morning state.
[0324] (C7) The presence or absence of a specific effect in the customer waiting standby effect (customer waiting pre-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 the game is 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) In addition, when the "morning state notification" is to function as a special privilege first thing in the morning, it is not preferable 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 notified 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 micro-time-saving or time-saving state), the morning state is lost, and in this case, the notification of the morning state is terminated.
[0328] (C9-2) After power-on, if a specific winning type is won (for example, special time-saving or big win), the notification of the morning state is terminated. In addition, if a specific winning type (for example, big win A to C) is won and the normal state is entered again, the morning state may be notified.
[0329] In addition, if the game state at the time of backup is the same as the default game state (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 (above (co1) to (co8)) different from that at the time of RAM clearing may be configured to be executable at the time of backup restoration.
[0330] (Ceiling function) In this embodiment, a ceiling function is provided as a rescue function for rescuing a player who has encountered a big hit. Specifically, when the condition device does not operate for a predetermined number of games (ceiling game number) in a state where the probability of winning a big win is low (the ceiling bonus granting condition is met), the ceiling function is activated and a bonus (ceiling bonus) is granted due to reaching the ceiling. Note that "when the condition device does not operate" means "a big win is won and the condition device does not operate" or "a V is won and the condition device does not operate", in other words, it means winning a miss or winning a special time-saving bonus. Therefore, the condition for activating the ceiling bonus is basically when a miss is won continuously for a predetermined number of games (when a player continues to be stuck), but details of when a special time-saving bonus is won in a ceiling game or when a small win is won will be described later.
[0331] In this embodiment, the ceiling game number is "751 spins", and the ceiling privilege is "time-saving C (time-saving count 1 time)". This time-saving state by the ceiling function is also called "ceiling time-saving". This ceiling time-saving is one aspect of a specific state that is granted without going through a winning state, like the time-saving state by the special time-saving. In this embodiment, the ceiling privilege is granted after the ceiling game ends (the ceiling privilege is granted at the opportunity of the end of the ceiling game (at the end of the ceiling game)), but the ceiling privilege may be granted in the next game (752nd spin) of the ceiling game (the ceiling privilege is granted at the opportunity of the start of the next game (at the start of the next game)). In addition, although it has been described that the ceiling privilege is granted as "time-saving C", it may be time-saving A (time-saving count 7 times) or time-saving B (time-saving count 100 times).
[0332] (False ceiling function: Figure 7) Incidentally, the micro-time-saving state according to this embodiment is adapted 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 state has been transitioned to the micro-time-saving state once, once the number of micro-time-saving times has been consumed, the state will transition to the normal state, and a chance to win the special time-saving C will come around. 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 "when a predetermined number of games have been played in an unfavorable game state, the game state is transitioned to an advantageous game state." This will be described in detail with reference to FIG. 7.
[0333] 7(a)-(b) show an example of a transition route from the Heaven mode (normal) to the Hell mode (slight time reduction) to the Chain mode (time reduction) when the game starts. Here, as an example, the game is explained assuming that 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 special time-saving A is won during Heaven mode, the player moves to Hell mode A (micro-time-saving A), then the player continues to win losing jackpots until 150 micro-time-saving cycles have been played, Hell mode A (micro-time-saving A, 150 micro-time-saving cycles) ends, the player moves to Heaven mode again, and in Heaven mode the player wins the special time-saving C, and then the player moves to consecutive wins 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 special time-saving B is won during Heaven mode, the player moves to Hell mode B (micro-time-saving B), then the player continues to win losing jackpots until 250 micro-time-saving cycles have been consumed, Hell mode B (micro-time-saving B, 250 micro-time-saving cycles) ends, the player moves to Heaven mode again, and in Heaven mode the player wins special time-saving C, moving to consecutive wins 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 in the "morning state" described above, and shows an example in which, during the Heaven mode first thing in the morning, the special time-saving C is won and the game transitions to consecutive win mode (time-saving C).
[0337] In both of the above-mentioned Figure 7 (a) and (b), when the micro-time-saving count for the micro-time-saving state (Hell mode A, B) ends, the game moves to the normal state (Heaven mode) and enters a state where the special time-saving mode can be activated, so the "micro-time-saving count" plays a role similar to the ceiling game count. In this respect, the "micro-time-saving count" can be said to function as a "pseudo ceiling game count (temporary ceiling game count)".
[0338] In addition, in the case of passing through the hell mode multiple times, for example, when the game route of "Hell mode A (time-saving A) transition → (150 micro-time-saving times consumed) → Heaven mode transition → (winning special time-saving A) → Hell mode A transition → (again, 150 micro-time-saving times consumed) → Heaven mode transition → (winning special time-saving C) → consecutive mode C (time-saving C)" is followed, the provisional ceiling game number is reached every time 150 micro-time-saving times of Hell mode A are consumed. In other words, it is possible to create a "periodic ceiling function" in which a privilege is periodically granted (here, a heaven mode transition is granted, which is an advantageous state). In this way, the micro-time-saving state according to this embodiment is a special game state in creating a game playability such as granting a pseudo-ceiling function, and the novelty of this embodiment lies in providing 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 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 privilege is activated preferentially. If the 751st spin is the provisional ceiling game number, it simply transitions to the normal state (heaven mode), and the ceiling privilege granting condition is met in that game.
[0340] <Processing on the main control unit side: Figs. 8A to 22> Next, the game operation processing on the main control unit 20 side of this embodiment will be described with reference to Fig. 8A to Fig. 22. The processing on the main control unit 20 side is mainly composed of an infinite loop main processing (main control side main processing: Fig. 8A and Fig. 8B) and a timer interrupt processing (main control side timer interrupt processing: Fig. 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 flow charts 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 a 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 the electric props and LED output counters, 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 power-on command (BA08H), etc. When performance control unit 24 receives the above-mentioned "power-on command," it executes a power-on performance such as "Please Wait" on liquid crystal display device 36.
[0344] After the above 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 for determining whether to transition to any of the modes described below, such as a setting change transition mode, a RAM clear mode, a setting confirmation mode, or a backup return mode, are acquired. Although details will be described 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 the 0th to 7th bits of the input port 1 (P_INPT1) are as shown in the figure, and the ON / OFF signal of the setting key switch 94 (setting key switch signal) is input to the 0th bit, the ON (open state) / OFF (closed state) signal of the door open sensor 61 (door open signal) is input to the 5th bit, and the ON / OFF signal of the RAM clear switch 98 is input to the 6th bit.
[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) A "setting change mode" including execution of a setting change process (step S023) and an in-area RAM clear process (step S030). (2) A "RAM clear mode" including execution of an in-area RAM clear process (step S030) without executing a 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) A "backup recovery mode" in which the backup recovery process (S028) is executed without executing the setting confirmation process (S027). (5) "RAM error mode" which executes "power re-on wait process (S020)" if a problem occurs with the contents of the RAM.
[0347] Of these processing modes, the four modes excluding the "RAM error mode" are switched according to 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 in principle, 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, when 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 in principle, 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, when 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 though the door is closed is suspicious of fraudulent activity, 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, a "RAM clear mode" which does not execute the setting change process (S023) and a "backup return mode" which does not execute the setting confirmation process (S027) are selected.
[0350] Furthermore, for the "RAM clear mode" and "backup return mode" which are not related to the setting change function, only the ON / OFF state of the RAM clear switch 98 and the setting key switch 94 are conditioned, and the ON / OFF state of the door open sensor 61 is not conditioned. Note that in this embodiment, the "setting change mode" and "setting check mode" related to the setting change function are conditioned on the door being open, but the present invention is not limited to this, and the door opening need not be conditioned. In other words, the ON / OFF state of the door open sensor 61 (door open / closed state) 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 made possible regardless of the ON / OFF state of the door open sensor 61.
[0351] Returning to the explanation of FIG. 8A, when the initial setting process of step S011 is completed, it is then determined whether or not the game machine is in a setting change mode transition state in which the setting value can be changed based on the signal state acquired by the input port acquisition process (step S014). In this embodiment, when the power to the game machine 1 is 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 operated ON (both the setting key switch signal and the RAM clear signal are ON) and the game machine 1 is powered on, the game machine is controlled to a setting change permission state (setting change mode transition state) in which the setting value can be changed, as the setting change mode transition condition is satisfied. In other words, when 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 game machine is in a setting change mode transition state.
[0352] If the state is a transition state to the setting change mode (step S014: YES), a setting change process that manages the change operation of the setting value (1 to 6 levels) is executed (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). In a normal game operation, the setting value storage area should store setting value data (setting value Nc) of any 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 a normal value, the setting value storage area is cleared to zero and returned to the initial value 00H (here, setting 1). In addition, here, the backup flag BF is also cleared. 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 did not end normally.
[0353] In addition, in the case of the one-step setting type, it is possible to judge whether or not a setting abnormal error has occurred in the same way. Specifically, it is judged 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 judged 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 initial value is returned or the value is normal, the current setting value is displayed on the setting display 97. After that, the ON / OFF operation of the setting change switch 95 is monitored, and the current setting value Nc is changed (updated) every time the setting change switch 95 is turned ON. As already explained, the setting value during the setting change (setting change operation) is switched cyclically within the range of settings 1 to 6 every time the setting change switch 95 is operated, and the current setting value during the setting change is displayed on the setting display 97. Then, when the setting key switch 94 is confirmed to be turned OFF, the setting value is determined to be confirmed, and the current setting value Nc (setting work value) is stored in the setting value storage area of the RAM 203. This exits the setting change process. Then, the processing state is shifted to the in-area RAM clear process (step S030) described later.
[0355] Note that the setting change switch 95 may not be provided, and the RAM clear switch 98 may function as 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 setting change mode transition state is not reached (step S014: NO), the contents of the RAM are checked to determine whether 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 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 state is a RAM error transition state (RAM error mode), and the power re-on waiting process (step S020) described below is executed.
[0357] If the contents of the RAM are normal (step S015: NO), it is then determined whether the backup flag BF is ON (5AH) (step S016). When the backup process is normally executed in the power supply abnormality check process (step S081 in FIG. 9) described later, this backup flag BF is set to "5AH (normal value)" in the BF flag storage area of the internal RAM. Therefore, under normal circumstances, the backup flag BF should be 5AH. However, some kind of malfunction may occur and the backup flag BF may not be the normal value (≠ 5AH). Therefore, if the backup flag BF is not ON (step S016: NO), the power re-on waiting process is executed (step S020).
[0358] In the power re-on waiting process (step S020), as a process in the event of a RAM error, the game process is forcibly stopped and the game is stopped. Specifically, after sending a power re-on command and clearing the backup flag BF (step S019), a WDT clear process for clearing the WDT and a process for checking the ON state of the power abnormality signal (checking for power interruption) (power abnormality check process) are repeated until a power interruption occurs. When a RAM error occurs, the WDT clear process is executed until a power interruption is confirmed, and a WDT reset is not generated at the timing when the infinite loop process is repeated. In addition, when the performance control unit 24 receives the power re-on command, a performance image such as "RAM error, please turn the power back on and set the set value to 1" is displayed on the liquid crystal display device 36 as a RAM error notification (power re-on instruction performance), all performance LEDs such as the decorative lamp 45 are turned off, and the speaker 46 is muted. 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 interruption occurs.
[0359] When the power re-on waiting process (step S020) is executed and the game is stopped, the currently occurring RAM error state cannot be resolved unless the power of the gaming machine 1 is re-on and the setting change process (step S023) is executed by operating the gaming machine 1 so as to be set to the setting change mode transition state at the time of re-on. 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), the internal RAM clear process (step S030) described later is executed, so that the entire area of the RAM 203 (excluding the RAM area related to the performance information display process (external RAM area)) is substantially cleared, and the RAM 203 is returned to the initial state, making it possible to resolve the RAM error.
[0360] If the backup flag BF is in the ON state (step S016: YES), it is determined whether or not the game 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, 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), and then the game machine 1 is powered 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 to be 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 transition state is reached (step S025: YES), an internal RAM clear process is executed (step S030). In this internal RAM clear process, only the RAM area related to the internal memory (internal RAM) is cleared, and the external RAM area (external RAM) is not cleared. 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 the setting value data are performed in the setting change process (step S023). That is, in the internal RAM clear process, a predetermined memory area (normal data storage area) is cleared, excluding at least the "external RAM area related to external memory" and the "above-mentioned 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 cut off, are both cleared to zero in this process. Note that a predetermined number of bytes of the internal RAM are used as a stack area, and for example, a return address after a subroutine call is temporarily stored therein. Therefore, here, a predetermined area of the internal RAM area is initialized, excluding the setting value data and the st...
Claims
Claim 1 launching means capable of launching game balls, door opening detection means capable of detecting an open / closed state of an opening / closing door disposed on the gaming machine body in an openable / closable manner, and a gaming machine configured to determine that it is a door opening error when a detection signal indicating the open state is continuously detected for a predetermined time, and capable of executing error notification related to the door opening error, when a detection signal indicating the open state is detected, configured to restrict the launch of game balls before it is determined that it is the door opening error, A gaming machine characterized by the above.