Game machine
Patent Information
- Application Number
- JP2024171888
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-30
- Publication Date
- 2025-01-07
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
【0007】 本発明によれば、電動役物が正常に動作するか否かを確認することができる。
Smart Images

Figure 2025000861000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines are equipped with an electric device that can change a winning port (for example, a large winning port or a starting port) between a closed and an open state using a movable member, and when a winning jackpot is won, the electric device is activated to provide a special bonus game that is advantageous to the player (for example, Patent Document 1 below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2013-22220 Summary of the Invention [Problem to be solved by the invention]
[0004] The above-mentioned electric device is an important component in the progress of the game, and it is desirable to equip the device with an inspection means capable of checking whether the electric device is operating normally.
[0005] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide an amusement machine that allows the operation of an electric device to be confirmed. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means. (1) a main control means having a first ROM area, a second ROM area different from the first ROM area, and a predetermined RAM area; A sub-control means capable of executing control related to a game based on a control command transmitted from the main control means; A RAM clearing means for clearing the contents stored in the RAM area, A gaming machine in which an intra-area program for executing intra-area processing is stored in the first ROM area, and an outside-area program for executing outside-area processing is stored in the second ROM area, The program in the area stores a game control program for executing a game process related to game progress, The out-of-area program stores an inspection control program for executing an inspection process related to an inspection of a predetermined object, The main control means A first determination process and a second determination process capable of determining whether the RAM clearing means has been operated are executed in a process at power-on; A RAM clear process is executed to clear the contents stored in the RAM area based on a result of the first determination process; Based on a result of the second determination process, the device is configured to be capable of executing either a test non-execution process that does not execute the test process or a test execution process that executes the test process. A gaming machine characterized by: Effect of the Invention
[0007] According to the present invention, it is possible to check whether an electric prop is operating normally. [Brief description of the drawings]
[0008] [Figure 1] 1 is an external view of a gaming machine according to one 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 a control device. [Figure 4] An explanatory diagram for explaining winning types and game state transitions. [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] This is a game flow that explains the game content (normal, time-saving, and special mode) related to the support-equipped type. [Figure 7A] A figure showing an example of the special mode presentation according to the number of consecutive wins. [Figure 7B] A figure showing an example of the time-saving mode presentation according to the remaining number of time-saving options. [Figure 8] 13 is a flowchart showing 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] 13 is a flowchart showing the random number determination process for determining the operation of special electric features in FIG. 12. [Figure 14] 13 is a flowchart showing the game state transition preparation process in FIG. 12. [Figure 15] 13 is a flowchart showing an assistance time-saving flag management process in FIG. 12. [Figure 16] 11 is a flowchart showing the processing during the special pattern change in FIG. 10 . [Figure 17A] 11 is a flowchart showing the first half of the special symbol confirmation time process in FIG. 10 . [Figure 17B] 11 is a flowchart showing the latter half of the special symbol confirmation time process in FIG. 10 . [Figure 18] 13 is a flowchart showing a special symbol variation start process according to a modified example of FIG. 10 (first embodiment). [Figure 19A] 19 is a flowchart showing the random number determination process (determination process form 1) for determining the operation of the special electric role in FIG. 18. [Figure 19B] 19 is a flowchart showing the random number determination process (determination process form 2) for determining the operation of the special electric role in FIG. 18. [Figure 20] 19 is a flowchart showing the game state transition preparation process in FIG. 18. [Figure 21]11 is a flowchart showing the special electric accessory management process in FIG. 10. [Figure 22] 13 is a flowchart showing the main processing on the performance control side. [Figure 23] 13 is a flowchart showing the performance control side timer interrupt processing. [Figure 24] 23 is a flowchart showing pending addition command receiving processing in the command analysis processing in FIG. 22. [Diagram 25] 23 is a flowchart showing a decorative designation command receiving process in the command analysis process in FIG. 22. [Figure 26] FIG. 13 is a diagram showing a winning random number determination table (first embodiment). [Figure 27] FIG. 13 is a diagram showing a winning random number determination table (a modified example of the first embodiment). [Figure 28] FIG. 13 is a diagram showing a symbol table selection table. [Figure 29] A figure showing a jackpot pattern table. [Diagram 30] A figure showing a support time-saving pattern table. [Diagram 31] FIG. 13 is a diagram showing a losing symbol table. [Diagram 32] This is a diagram showing a normal win / support time-saving winning fluctuation pattern allocation table. [Diagram 33] A figure showing a normal miss fluctuation pattern allocation table. [Diagram 34] This is a diagram showing a distribution table of winning fluctuation patterns during special bonuses and time-saving support bonuses. [Diagram 35] A figure showing a table of distribution of miss fluctuation patterns during a special bonus. [Diagram 36] FIG. 35 is a diagram showing a modified example (modified example A) of the probability-variable-period-win / support-time-saving winning variation pattern allocation table in FIG. 34 . [Figure 37] FIG. 37 is a diagram showing a modified example (modified example A) of the allocation table of the miss fluctuation pattern during the high probability period of FIG. [Figure 38] FIG. 35 is a diagram showing a modified example (modified example B) of the probability-variable-period-win / support-time-saving winning variation pattern allocation table of FIG. 34. [Figure 39] FIG. 37 is a diagram showing a modified example (modified example B) of the allocation table of the miss fluctuation pattern during the high probability period of FIG. [Diagram 40] This is a diagram showing a variation pattern allocation table for winning during time-saving mode and support time-saving mode. [Diagram 41] A figure showing a table of allocation of failure fluctuation patterns during time-saving. [Diagram 42] FIG. 13 is a diagram showing a game state transition table. [Diagram 43] A figure showing a variation pattern allocation designation number table for the support-equipped type. [Diagram 44] 13 is a timing chart showing decorative pattern presentation. [Diagram 45] This is a timing chart focusing on the stopping operation pattern of the decorative symbols. [Diagram 46] This figure explains the time-saving notification display when the support time-saving option is selected. [Figure 47] A figure showing example 1 of the time-saving entry notification effect. [Figure 48] FIG. 13 is a diagram showing a second example of the time-saving entry notification effect. [Figure 49A] This is the first half of the game flow that explains the game content (normal, time-saving, and special mode) for the ceiling function-equipped type. [Figure 49B] This is the latter half of the game flow that explains the game content (omen, ceiling, heaven mode) related to the ceiling function equipped type. [Figure 50] This is an explanatory diagram for explaining the pre-reading notice for the ceiling function installed type. [Figure 51] This is a flowchart showing the special pattern variation start processing for a type (Tenki A) that does not have ceiling activation support at the start of the game. [Figure 52] 13 is a flowchart showing the ceiling function management process for the same model (Ceiling A). [Diagram 53] 13 is a flowchart showing the ceiling activation management process at the start of the game for the same type (Tenki A). [Figure 54] 13 is a flowchart showing the game state transition preparation processing for the same type (Tenki A). [Figure 55A]This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki A). [Figure 55B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki A). [Figure 56] This is a flowchart showing the special pattern variation start processing for the type (Tenki B) without ceiling activation support at the end of the game. [Figure 57A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki B). [Figure 57B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki B). [Figure 58] 13 is a flowchart showing the ceiling activation management process at the end of the game for the same type (Tenki B). [Figure 59] This is a flowchart showing the special pattern variation start processing for the type equipped with ceiling activation support at the start of the game (Tenki C1). [Figure 60] 13 is a flowchart showing the ceiling activation management process at the start of the game for the same type (Tenki C1). [Figure 61] 13 is a flowchart showing the game state transition preparation processing for the same type (Tenki C1). [Figure 62] 13 is a flowchart showing the support time reduction flag management process for the same model (Tenki C1). [Figure 63A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki C1). [Figure 63B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki C1). [Figure 64] 13 is a flowchart showing the special pattern variation start processing for a modified version of the type (Tenki C1) equipped with ceiling activation support at the start of the game. [Figure 65] This is a flowchart showing the special pattern variation start processing for the type equipped with ceiling activation support at the end of the game (Tenki D1). [Figure 66] 13 is a flowchart showing the game state transition preparation processing for the same type (Tenki D1). [Figure 67] 13 is a flowchart showing the support time reduction flag management process for the same model (Tenki D1). [Figure 68A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki D1). [Figure 68B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki D1). [Figure 69] 13 is a flowchart showing the ceiling activation management process at the end of the game for the same type (Tenki D1). [Figure 70] This is a flowchart showing the special pattern variation start processing for a modified version of the type (Tenki D1) equipped with ceiling activation support at the start of the game. [Figure 71] A figure showing a ceiling game state transition table. [Figure 72] This is a diagram showing a winning / support time-saving winning fluctuation pattern distribution table (for general and premonition) for the type equipped with a ceiling function. [Figure 73] This is a diagram showing a winning / support time-saving winning fluctuation pattern allocation table (for ceiling and heaven) for the type equipped with a ceiling function. [Figure 74] A figure showing a miss fluctuation pattern allocation table (for general use) for the ceiling function equipped type. [Figure 75] This is a diagram showing a miss fluctuation pattern allocation table (for premonition, ceiling, and heaven (heaven time reduction)) for the type equipped with a ceiling function. [Figure 76] A figure showing a fluctuation pattern allocation designation number table for the ceiling function equipped type. [Figure 77] FIG. 13 is a diagram showing an example of a performance example related to a ceiling non-priority activation support type. [Figure 78] A figure showing an example of a presentation example related to a type equipped with ceiling priority activation support. [Figure 79] This is a diagram showing an example of the presentation in Figures 77 and 78. [Figure 80] This is a diagram showing an example of the presentation in Figures 77 and 78. [Figure 81] A diagram showing the types of rendering scenarios in Figure 77. [Figure 82]A diagram showing the rendering scenario types in Figure 78. [Figure 83] A diagram showing other rendering scenario types in Figure 78. [Figure 84] FIG. 13 is an explanatory diagram for explaining a modified example of a privilege granting form. [Figure 85] This figure shows a case where the ceiling function is activated during the normal state or during the ceiling time-saving state (when the ceiling is activated at the start of the game). [Figure 86] This figure shows a case where the ceiling function is activated during the jackpot time-saving state (when the ceiling is activated at the start of the game). [Figure 87] This figure shows a case where the ceiling function is activated during the support time-saving state (when the ceiling is activated at the start of the game). [Fig. 88A] This figure shows a case where the ceiling function is activated during the normal state or during the ceiling time-saving state (when the ceiling is activated at the end of the game). [Fig. 88B] FIG. 13 is a diagram showing a case where the ceiling function is activated during the normal state (when the ceiling is activated at the end of the game). [Fig. 88C] FIG. 13 is a diagram showing a case where the ceiling function is activated during the normal state (when the ceiling is activated at the start of the game). [Fig. 88D] FIG. 13 is a diagram showing a case where the ceiling function is activated during the normal state (when the ceiling is activated at the end of the game). [Fig. 88E] A figure showing an example of a ceiling activation effect. [Fig. 88F] A figure showing an example of a ceiling activation effect. [Figure 88G] A figure showing an example of a ceiling activation effect. [Figure 89] This figure shows a case where the ceiling function is activated during the jackpot time-saving state (when the ceiling is activated at the end of the game). [Figure 90] This figure shows a case where the ceiling function is activated during the support time-saving state (when the ceiling is activated at the end of the game). [Figure 91] This figure shows a case where the ceiling function is activated without going through the ceiling mode during normal state (when there is remaining reserve). [Figure 92]This figure shows a case in which the ceiling function is activated without going through the ceiling mode during normal state (case in which there are no remaining holds). [Figure 93] FIG. 92 is a diagram showing a modified example of FIG. 91. [Figure 94] 11A and 11B are diagrams illustrating an example of an output form of an outer end signal. [Figure 95] 11A and 11B are diagrams illustrating an example of an output form of an outer end signal. [Figure 96] 11A and 11B are diagrams illustrating an example of an output form of an outer end signal. [Figure 97] This is an explanatory diagram to explain the activation forms of the jackpot time-saving state, support time-saving state, and ceiling time-saving state. [Figure 98] 13 is a flowchart showing the jackpot start processing in an embodiment (fourth embodiment) configured to enable the interval time during jackpot play to be extended and controlled. [Figure 99] 99 is a flowchart showing the interval time setting process in FIG. 98. [Figure 100] A flowchart showing the special call command transmission processing in Figure 98. [Figure 101] 13 is a flowchart showing a process during a special symbol confirmation time according to the fourth embodiment. [Figure 102] 13 is a flowchart showing the process for determining whether or not a special electric device will continue to operate in the fourth embodiment. [Figure 103] A figure showing a special call start time offset table, a special call start time table, a special call end time offset table, and a special call end time table relating to the fourth embodiment. [Figure 104] FIG. 13 is a diagram showing specific examples 1 to 3 of the fourth embodiment. [Figure 105] FIG. 13 is a diagram showing specific examples 4 and 5 of the fourth embodiment. [Figure 106] FIG. 13 is a diagram showing specific examples 6 to 7 of the fourth embodiment. [Figure 107] FIG. 105 is an explanatory diagram for explaining details of specific examples 1 to 3 of FIG. [Figure 108] FIG. 107 is an explanatory diagram for explaining details of specific examples 4 and 5 of FIG. [Fig. 109]FIG. 107 is an explanatory diagram for explaining details of specific examples 6 and 7 of FIG. [Figure 110A] 13 is a flowchart showing the first half of the main process on the main control side (first modified example of FIG. 8) according to the first inspection mode installed type (fifth embodiment). [Figure 110B] 13 is a flowchart showing the first half of the main process on the main control side (first modified example of FIG. 8) according to the first inspection mode installed type (fifth embodiment). [Figure 111] A flowchart showing the main control side timer interrupt processing (second modified example of Figure 8) for the second inspection mode equipped type (sixth embodiment). [Fig. 112A] 13 is a flowchart showing the first half of the main process on the main control side (second modified example of FIG. 8) according to the second inspection mode installed type (sixth embodiment). [Fig. 112B] 13 is a flowchart showing the latter half of the main process on the main control side (second modified example of FIG. 8) according to the second inspection mode installed type (sixth embodiment). [Figure 113] 13 is a flowchart showing a main control side main process (third modified example of FIG. 8) according to the third inspection mode installed type (seventh embodiment). [Fig. 114] 13 is a flowchart showing a setting confirmation process including an inspection mode process in the main control side main process (fourth modified example of FIG. 8) according to the fourth inspection mode installed type (eighth embodiment). [Fig. 115] 115 is a flowchart showing the system input / output management process in FIG. 114. [Fig. 116] 116 is a flowchart showing the system confirmation process in FIG. 115. [Fig. 117] 115 is a flowchart showing the inspection mode management process in FIG. 114. [Fig. 118] 13 is a diagram showing the correspondence relationship between the LED output counter and the on / off pattern of the setting display means. FIG. [Figure 119] This is a diagram showing the correspondence between the LED output counter and whether the confirmation operation of an electric role is executed (open state) / not executed (closed state). [Figure 120] 11 is a timing chart showing a first example of a confirmation operation for an electric role. [Figure 121] 13 is a timing chart showing a second example of a confirmation operation related to an electric role. [Figure 122] 13 is a timing chart showing a third example of a confirmation operation related to an electric role. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [First embodiment] A preferred embodiment of the gaming machine according to the first embodiment of the present invention will be described in detail below with reference to the drawings. In the embodiment described below, a pinball gaming machine will be described as an example of the gaming machine according to the present invention.
[0010] [First embodiment] <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 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 glass door 6 is locked to the front frame 2, and by operating it to the other side, the front frame 2 is unlocked to the outer frame 4, allowing the door to be opened to the front.
[0013] A front operation panel 7 is disposed below the glass door 6 and is pivotally supported by the front frame 2 via a hinge (not shown) so as to be freely opened and closed. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 is formed in the upper tray unit 8 to store the discharged game balls.
[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 an upward button 75a, 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 preview performance (for example, the "player participation type performance" described below), and when a predetermined operation (for example, a single press, a 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. These operating means are also used when the player sets the game settings of his choice on the "game setting screen (menu screen: see, for example, Figures 46 to 48)" related to the waiting for customers (the "Pre-waiting for customers performance (waiting for demo start display)" or "Waiting for customers performance (demo display)" described below). In this game setting, for example, the player can set the game environment such as adjusting the volume and light intensity to his preference within a predetermined range (see, for example, Figure 46). Note that the performance button 13 is provided with a button LED 13b inside, and depending on the light emission pattern of this LED, it is possible to notify the operation acceptance valid period (lighting or flashing in a predetermined color) and the operation acceptance invalid period (for example, when the light is off).
[0016] A firing operation handle 15 for operating a firing device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. The firing device 32 according to this embodiment has a firing performance of about 100 shots per minute.
[0017] Speakers 46 that produce sound effects (sound effects) 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, multiple decorative lamps 45 (performance LEDs) that produce light effects through light decoration are provided in appropriate places on the gaming machine, such as in the decorative member around the front frame of the glass door 6 and inside the center ornament 48 (see Figure 2).
[0018] (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.
[0019] 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 performances by images, including the variable display operation (variable display and stationary display) of multiple types of decorative patterns (for example, three decorative patterns of a left pattern, a center pattern, and a right pattern (see FIG. 5A for example)) that are independently made of numbers, characters, symbols, and the like, in a predetermined display area (variable pattern display area).
[0020] 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.
[0021] 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 includes 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) that are arranged horizontally in correspondence with 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' expressed by the 7-segment. The liquid crystal display device 36 displays decorative symbols by images in a time-synchronized manner 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 preview effects (effect images). Details of the special symbol changing display game and the decorative symbol changing display game will be explained later.
[0022] In addition, the various function display section includes a composite display device (LED display device for reserved composite display) 38c consisting of a 7-segment display (with dots) next to the special symbol display devices 38a and 38b. It is called a composite display device because it is a reserved / time-saving / high probability composite display device (hereinafter simply referred to as a "composite display device") that has multiple display functions, such as displaying the number of reserved balls in operation for special symbol 1, displaying the number of reserved balls in operation for special symbol 2, displaying the number of reserved balls in operation for normal symbols, notifying the state that right-hand hits are favorable, and notifying the state that the variable time-saving function is in operation (during time-saving) and in a high probability state (during high probability).
[0023] In addition, the various function display unit is provided with a normal symbol display device 39a (normal symbol display means) that is configured by arranging multiple (two in this embodiment) LEDs 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 the two LEDs. For example, as the variable display operation, the normal symbol by the LEDs alternately lights up and goes out like a seesaw, and when either side stops in a lit state, the result of the normal symbol variable display game is determined.
[0024] In addition, a right-hand hit display device (right-hand hit notification LED) 39b is provided adjacent to the normal symbol display device 39a. This right-hand hit display device 39b notifies, by a combination of the on / off state of the LED, whether a "right hit" in which the game ball is aimed to pass (flow down) through the right flow path 3c is advantageous, or a "left hit" in which the game ball is aimed to pass (flow down) through the left flow path 3b is advantageous. For example, if the LED is lit, it is indicated that a right hit is advantageous, and if it is off, it is indicated that a left hit is advantageous.
[0025] In addition, a round number display device 39c is provided adjacent to the right-hit display device 39b, which is made up of two 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 a jackpot by combining the on / off states of multiple LEDs.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] In addition, 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 converted into 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.
[0030] In addition, five general winning ports 43 are arranged on both sides of the normal variable winning device 41, four on the left side (43a to 43d) and one on the right side (43e), and inside each of them is formed a general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e) that detects the passage of the game ball.
[0031] 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 variable display operation of the normal symbol in the normal symbol display device 39a, and inside it is formed a normal symbol start port sensor 37a (see FIG. 3) that detects the game balls passing through. In this embodiment, the normal symbol start port 37 is formed only on the right flow-down path 3c side and not on the left flow-down path 3b side, but it may be formed on both flow-down paths.
[0032] 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.
[0033] 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.
[0034] 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 is guided into the large prize opening 50.
[0035] 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 is not 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.
[0036] 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.
[0037] (Right-handed advantage under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming to make the gaming ball pass through the right flow path 3c, the gaming ball is likely to enter the normal pattern start hole 37, but the gaming ball is difficult or not guided to the upper start hole 34 side. Therefore, in the "large prize 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 prize device 41 is operated. However, when the "electric support state (electric support 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 state (normal gaming state). Therefore, in this electric support state, it is advantageous to "hit right" aiming to make the gaming ball pass through the right flow path 3c, rather than "hit left" aiming to make the gaming ball pass through the left flow path 3b. On the other hand, in the "no electric support state (non-electric support state)" described later, the opposite is true: "left hit" aiming the game ball to pass through the left flow path 3b is considered advantageous, rather than "right hit" aiming the game ball to pass through the right flow path 3c. In other words, depending on the game state, the game progress is advantageous or disadvantageous for the player depending on which of the left flow path 3b and the right flow path 3c the game ball is made to flow down. As will be described in detail later, the game state accompanied by the electric support state (also called the "easy winning state") includes a "time-saving state" and a "probability state", and the game state accompanied by the no electric support state includes a "normal state" and a "potential state".
[0038] 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 port 43a-43e functions as a winning means arranged in the game area 3a, and the detection switches (winning detection switches) 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 function as a winning detection means for detecting a game ball that has entered the winning means. Note that the number, shape, and formation position of each of the winning means described above 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 and / or the right flow path 3c is difficult to win or cannot win, or can win, can also be appropriately changed according to the game characteristics.
[0039] 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-43e. 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 each winning detection switch formed at each winning hole, it is treated as if a "winning" has occurred at that winning hole. The game ball related to this winning is also called a "winning ball."
[0040] <Movable parts> In addition, multiple movable body parts are arranged in the game area 3a at positions that do not interfere with the flow of the game balls. In this embodiment, the first movable body part 80 is arranged in the upper right side of the center decoration 48, and the second movable body part 90 is arranged diagonally below it to the right. The first movable body part 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 part 80 is also called a "clock-type part". 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 illuminated in a different color.
[0041] The second movable body accessory 90 has a flower-shaped part 91 (first movable body 91) with a corolla consisting of multiple petals around the center of the flower, and a calyx 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) that can swing, and is configured as a flower-shaped accessory 90 as a whole. The flower-shaped part 91 has multiple petals that can rotate around the center of the flower. This flower-shaped accessory 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 predetermined operating condition is met, the arm 92 tilts and moves together with the arm 92 to a position (shown by a dashed line in FIG. 2) where the flower-shaped part 91 covers the LCD screen. Then, when it moves to the performance position shown by the dashed 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 illuminated. When the flower-shaped role 90 finishes its operation, it returns from the performance position shown by the dashed line to the original position shown by the solid 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 full-open tilting operation in which it tilts to the dashed 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 role 80 (clock hand 82) and the flower-shaped role 90 (first movable body 91, second movable body 92) are used for advance notice performances depending on their operation modes, and are also used when executing (appearing) the setting suggestion performance described below.
[0042] <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.
[0043] 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.
[0044] (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).
[0045] Although not shown, the main control unit 20 also includes an interrupt controller circuit that provides the Z80 system with a periodic interrupt, a constant-period pulse output creation function (bit rate generator), and a time measurement function, an interrupt enable / disable function such as a timer interrupt that provides an interrupt signal to the CPU, a reset circuit that detects power-on and power-off and power abnormalities and outputs a system reset signal to reset the CPU, a watchdog timer (WDT) circuit that monitors operation abnormalities in the control program, an IAT (Inhibit 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 (hard random numbers) within a certain range in a hardware manner. At least the main control unit (main control board) 20 and the payout control board 29 are capable of starting a backup process prior to power cutoff by receiving a voltage drop signal (power abnormality signal) from a power board (not shown) and resuming the game operation before the power cutoff after the power is restored (backup function). This gaming machine 1 is capable of retaining each memory content of the RAM for at least several days.
[0046] 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.
[0047] In addition, the main control unit 20 is connected to an upper starting hole sensor 34a which detects entry into the upper starting hole 34, a lower starting hole sensor 35a which detects entry into the lower starting hole 35, a normal pattern starting hole sensor 37a which detects the passage of the game ball into the normal pattern starting hole 37, a large prize hole sensor 52a which detects entry into the large prize hole 50, and a general prize hole sensor 43h which detects entry into the general prize hole 43, and the main control unit 20 receives detection signals from these sensors and determines which prize hole the game ball has entered (won).
[0048] The main control unit 20 is also connected to an "OUT monitoring switch 49a" that detects game balls (so-called "out balls") discharged from the gaming machine through the outlet 49 and each winning port, and is capable of receiving the detection signal. The main control unit 20 is equipped with an out ball counting means that counts the number of out balls based on the detection signal from the OUT monitoring switch 49a. The number of out balls is one of the "game performance information" that is specified by a specific value. For example, if "the cumulative number of out balls today is 30,000 balls," it is possible to obtain operation information that the gaming machine 1 was in operation for 300 minutes today ("cumulative number of out balls (balls) / firing performance (100 balls per minute)=operation time"). The number of out balls is also used to calculate a base value (one of the game performance information) described later.
[0049] In addition, a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor: not shown) 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.
[0050] 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.
[0051] 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.
[0052] 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 controlling the display of various information displayed on these devices.
[0053] The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can transmit predetermined game information (outer end signal) to an external device such as a "data counter DT" or a "hall computer HC" provided outside the gaming machine via the frame external terminal board 21. The predetermined game information includes, for example, winning game start / end information, winning information, special symbol variation start / stop information, prize ball number information, and various security information (information on detection of fraudulent activity, RAM clear, door opening, setting change, and other occurrence information). The above-mentioned "data counter DT" is a gaming 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 gaming information included in the outer end signal, and is usually installed on the top of the gaming machine. The hall computer HC is also known as a "hall computer" and is a management computer exclusively for the hall that monitors and collects the game progress status of the gaming machines based on the game information contained in the outer end signal and comprehensively manages the operating status of the gaming machines installed in the pachinko hall. The data counter DT and the hall computer HC are both well-known devices that have been known for a long time.
[0054] 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 compliant control program are permitted. For this reason, the type test signal continues to be output repeatedly even after the machine is installed in the pachinko parlor.
[0055] The main control unit 20 is also connected to a RAM clear switch 98 for initializing a predetermined area (internal memory) of the RAM 203, a setting key switch 94 that can be switched between a setting change permission state (ON) in which the setting value change operation is permitted and a setting change prohibition state (OFF) by inserting a setting key and turning it ON / OFF, a setting change switch 95 for changing the setting value (details will be described later) in the setting change permission state, and a setting change completion switch 96 for confirming the setting value selected by the setting change switch 95, and the main control unit 20 is capable of receiving detection signals from these switches. The RAM clear switch 98, the setting change switch 95, and the setting change completion switch 96 are all push button switches that can be operated by the operator. From the viewpoint of preventing fraudulent acts on the setting values, these switches 94, 95, 96, and 98 are formed at appropriate positions inside the gaming machine that are not visible to the player, and cannot be turned ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0056] A setting display 97 (setting display means) that displays information about the setting values 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 the setting display. The setting display 97 according to this embodiment is composed of one 7-segment display, and is mounted on the main control unit (main control board) 20. The setting display 97 can be provided not only on the main control board 20, but also on a payout control board 28, a launch control board 29, a relay board (a relay board that relays connections between various display devices, switches, and the like and the control board: not shown), or a performance control unit (performance control board (including a liquid crystal control board)) 24, or in any other appropriate location within the gaming machine.
[0057] (About the setting value) The main control unit 20 is provided with 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, PAYOUT rate), in stages. 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).
[0058] The "setting value" is, for example, a value that specifies the probability of winning a lottery (probability of winning a big win) (a winning type that will activate a condition device described later) in stages, and the higher the setting value, the higher the probability of winning a lottery (probability of winning a big win), which is advantageous to the player. At least two stages (at least a first setting value and a second setting value) can be set for such a setting value. In this embodiment, six setting values from setting 1 to 6 are set, and for example, at the time of low probability, setting 1 is 1 / 200, setting 2 is 1 / 196, setting 3 is 1 / 192, setting 4 is 1 / 188, setting 5 is 1 / 184, and setting 6 is 1 / 180. In other words, the higher the setting value, the easier it is to win a big win (the higher the machine payout), which is advantageous to the player. In this way, the "setting value" is a value that specifies the events that affect the machine payout in stages, and means a value for a grade related to the likelihood of a special event such as a big win occurring. That is, the probability of winning a jackpot at low probability and / or the probability of winning a jackpot at low probability can be configured to vary according to the setting value. When the probability of winning a jackpot is high (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 low probability is set to 1 / 200 to 1 / 180 for settings 1 to 6 and the increase rate is 4 times, the probability of winning a jackpot at high probability is set to 1 / 50 to 1 / 45 for settings 1 to 6.
[0059] In addition, when multiple types of jackpots are provided, the winning probability of one or multiple types of jackpots can be changed according to the set value. For example, if there are four types of jackpots, jackpots 1 to 4, the winning probability of all jackpots 1 to 4 may be configured to be higher as the set value becomes relatively higher, or only the winning probability 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 combined winning probability of jackpots 1 to 4 may be configured to be higher as the set value becomes relatively higher. In addition, the winning probability of the small win type and / or the support time reduction type that do 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. Details about big hits, small hits, and support time reduction will be described later.
[0060] (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 cyclically 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 change completion switch 96 is turned ON (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 ended, and thereafter, a game will be started under the confirmed setting value. The main control unit 20 has a setting function (setting means) that can set a setting value related to the winning probability by a jackpot lottery (random number lottery). The present invention can also be applied to a "game machine without a setting function" that does not have a setting function. Also, the setting value may not be switchable to multiple levels, but may be a "game machine with a one-step setting function" that has only one setting value. This "game machine with a one-step setting function" means a type in which the setting change operation itself is possible, but only one setting value can be selected, and is mainly used to facilitate design by providing design compatibility and versatility between "game machines with a setting function" and "game machines without a setting" when designing a new model. This "game machine with a one-step setting function" is essentially the same as a "game machine without a setting" in that there is only one setting value. In the case of a "game machine with a one-step setting function", even if the setting change switch 95 is operated, the display value of the setting indicator 97 shows only a certain setting value, for example, "1→1→1→1→···", and only one setting value can be selected.
[0061] In addition, the main control unit 20 can transmit various game processing information, such as information on the special symbol variable display game and error information, to the performance control unit 24 by using performance control commands depending on the processing state. However, in order to prevent cheating from the outside, the main control unit 20 only transmits signals to the performance control unit 24, and is configured for one-way communication in which it cannot receive signals from the performance control unit 24.
[0062] (About Performance Indicator 99) A performance indicator 99 is connected to the main control unit 20, and the main control unit 20 can transmit a control signal for controlling the display of the performance indicator 99. The performance indicator 99 notifies information (hereinafter referred to as "performance information") related to game results during a predetermined period (specific game period), and functions as an information display means. The performance indicator 99 of this embodiment is made up of a plurality of 7-segment LEDs, and specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which a display unit and a circuit unit are unitized are arranged horizontally, and these are mounted on the main control board 20, for example, to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number. The above-mentioned "performance information" is mainly used by pachinko parlors and relevant authorities for confirmation and investigation, for example, to investigate whether there is any abnormality in the ball-dispensing performance due to illegal adjustment of game nails or cheating, and whether the original ball-dispensing performance (designed ball-dispensing performance) of the gaming machine is being properly demonstrated, in other words, "information on game performance (game performance information)". Therefore, unlike the preview performance and setting suggestion performance described later, the performance information itself is information that is not directly related to the game progress itself when the player enjoys the game. For this reason, the performance indicator 99 is not installed in a place visible to the player, but is mounted in a place inside the gaming machine that is easily visible, such as on the control board or on the board case that protects it, and is not visible from the outside.
[0063] In this embodiment, the total number of payouts (number of payouts in normal state) during the normal state (when the probability of winning the lottery is low (normal probability) and when there is no electric support, as described later) and the cumulative number of out balls during the normal state (number of out balls in normal state) are measured in real time, and the value obtained by dividing the number of payouts in normal state by the number of out balls in normal state and multiplying this value by 100 (the base value calculated by number of payouts in normal state ÷ number of out balls in normal state × 100: base value in normal state) is adopted as the above-mentioned "performance information" and displayed in a predetermined manner by the performance display 99. The base value is rounded off to the first decimal place and displayed on the performance display 99. However, instead of simply measuring permanently and displaying the base value (performance information), when the number of out balls being measured reaches a predetermined number (for example, 60,000 balls), the measurement is temporarily stopped, and the base value at the time of the end of the measurement is stored in the RAM 203 as history information (the current base value is stored), and measurement of a new base value is started again. In addition, the above-mentioned "prescribed number (60,000 balls)" that triggers the end of measurement does not refer to the number of balls out during normal play, but to the cumulative number of balls out (number of balls out in all states) measured during all game states (including during a winning game), in this embodiment, and this "number of balls out in all states" is also measured in real time. The processing program and its work area related to the display control and base value of the performance indicator 99 are set in an area (outside area memory) different from the area (inside area memory) that the CPU 201 accesses during normal game progress. In addition, the performance information is not limited to the above-mentioned base value in the normal state, and is not particularly limited as long as it is useful game performance information. In addition, a part of the performance indicator 99 may function as the setting indicator 97. For example, at least one of the 7-segment indicators 99a to 99d may function as the setting indicator 97.
[0064] The main control unit 20 also controls the driving of various LED (7-segment) displays (for example, display devices 38a, 38b, 39a, 38c, 97, 99, etc.) mainly by a well-known dynamic lighting method. The LED common port of the main control unit 20 can output a 1-byte dynamic lighting common scanning signal to each 7-segment display unit, and the LED data port of the main control unit 20 can output 1-byte dynamic lighting data. This realizes display control of the LED displays by the dynamic lighting method.
[0065] 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.
[0066] 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.
[0067] The payout control board 29 is connected to a full detection sensor 60 that detects the storage state of the game balls stored in the upper tray 9 (whether the upper tray 9 is full or not), and a door open sensor 61 (ON when open / OFF when closed) that detects the open / closed state of the front frame 2 and / or front operation panel 7, and the payout control board 29 is capable of receiving detection signals from these sensors.
[0068] The payout control board 29 can receive detection signals from a supply shortage detection sensor 19a that detects a shortage of game balls and a ball counting sensor 19b that detects the game balls (prize balls) to be paid out, which are provided in the game ball payout device 19. The payout control board 29 can also transmit a control signal for controlling a payout motor 19c (a motor that drives a ball payout mechanism (not shown) for paying out game balls) of the game ball payout device 19.
[0069] The payout control board 29 is configured to be able to transmit various status signals, such as a "ball jam signal" indicating a full state, a "door open signal" indicating that the front frame 2 / front operation panel 7 is open, a "supply shortage signal" indicating a shortage of game balls, a "counting error signal" indicating a prize ball payout abnormality (shortage or excess payout), and a "payout completion signal" indicating the completion of the payout operation, to the main control unit 20 based on detection signals from various sensors such as the full detection sensor 60, the door open sensor 61, the supply shortage detection sensor 19a, and the ball count sensor 19b. Based on these status signals, the main control unit 20 monitors whether the front frame 2 / front operation panel 7 is open (door open error), whether the payout operation of the game ball payout device 19 is normal (prize ball error), whether the upper tray 9 is full (ball jam error), etc.
[0070] The payout control board 29 is connected to a launch control board (launch control section) 28, which is capable of transmitting a launch control signal ES (launch permission signal ES) to the launch control board 28. The launch control board 28 controls the energization of a launch solenoid (not shown) provided in the launch device 32 based on the launch permission signal ES being output from the payout control board 29, and realizes the launching operation of the game ball by operating the launch operation handle 15. Specifically, the launching operation of the game ball is permitted under the conditions that the launch permission signal ES is output from the payout control board 29, a touch sensor (not shown) provided in the launch operation handle 15 detects that the player is touching the handle (detection of a touch state), and a launch stop switch (not shown) provided in the launch operation handle 15 is not operated. Therefore, when the launch permission signal ES is not output, the launch operation is not executed even if the launch operation handle 15 is operated, and the game ball is not launched. In addition, the strength of the launch of the game ball can be changed according to the amount of operation of the launch operation handle 15.
[0071] (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 is also provided with an audio control unit (sound source LSI), an RTC function unit (Real Time Clock), 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., to control the overall performance operation. The RTC function unit is a clock IC that keeps time, and works as a clock means that provides real-time time information such as the current time ("what time it is now") and / or calendar information related to the date (month, date, day of the week). Like the main control unit 20, it also has a backup function and a software random number generation means (for example, a random number generation means for lottery for performance).
[0072] 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).
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] <3. Overview of operation> Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.
[0081] (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.
[0082] 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 pattern variable display game is started on special pattern display device 38a or special pattern display device 38b, after a predetermined variable display time has elapsed, the special pattern being variable displayed is displayed in a stopped state in a predetermined jackpot pattern form if the jackpot lottery result is a "jackpot", in a predetermined small jackpot pattern form if the jackpot lottery result is a "small jackpot", in a predetermined support time-saving pattern form if the jackpot lottery result is a "support time-saving", and in a predetermined miss pattern form otherwise, thereby deriving the game result (jackpot lottery result).
[0083] 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". Furthermore, 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.
[0084] 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.
[0085] 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" on the "left," "center," and "right" display areas).
[0086] 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 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 opening door 52b has elapsed a predetermined time (maximum opening time: for example, 29.8 seconds) or the number of winning balls entering 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 prize opening 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 ending condition (closing condition) is met), and this "round game" is repeated for a predetermined number of rounds (for example, up to 10 rounds).
[0087] When the jackpot game starts, an opening performance (performance during start INT) 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 (performance during end INT) 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 "inter-round 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).
[0088] Regarding the information necessary for executing the decorative symbol variation display game described above, first, the main control unit 20 performs a 'win / lose lottery' to determine whether the result is a "big win", a "small win", or a "miss" based on the game ball entering (winning) the upper start hole 34 or the lower start hole 35, specifically, on the condition that the game ball is detected by the upper start hole sensor 34a or the lower start hole sensor 35a and the start condition (the start condition related to the special symbol) is established, and if it is a "big win", the type of the big win, and if it is a "small win", the type of the small win, A jackpot lottery is performed, which includes a 'pattern lottery (winning type lottery)' that selects the type of miss if the winning number is a 'miss' (if there is only one type of jackpot, small win, or miss, there is no need to perform a pattern lottery, so the lottery can be omitted), and based on the lottery result information, the variation pattern of the special pattern and the special pattern (special stop pattern) to be finally stopped and displayed are determined (Note that in this embodiment, the "support time reduction" described later is also subject to the win / loss lottery and pattern lottery. This "support time reduction" will be explained later). Then, as a performance control command that specifies the processing state, a "variation pattern designation command" that includes at least information on the variation pattern of the special pattern (for example, information on the jackpot lottery result and the variation time of the special pattern, etc.) is transmitted to the performance control unit 24. As a result, basic information required for the decorative pattern variation display game is transmitted to the performance control unit 24. In this embodiment, in order to provide a wide variety of effects, a “decorative symbol designation command” including information on special stop symbols (symbol lottery result information) is also sent to the effect control unit 24.
[0089] The variation pattern information of the special symbols can include information specifying the execution of a specific advance notice performance (for example, the reach performance and pseudo consecutive performance (including the number of pseudo consecutive performances) described later) in addition to the result of the big win lottery. In detail, the variation pattern of the special symbols is roughly divided into a "hit variation pattern" in the case of a hit and a "miss variation pattern" in the case of a miss, depending on the result of the big win lottery. These variation patterns include, for example, a "reach variation pattern" that specifies the execution of a reach performance (including the specification of the type of reach), a "normal variation pattern" that does not specify the execution of a reach performance, a "reach variation pattern with pseudo consecutive performance" that specifies the execution of a pseudo consecutive performance and a reach performance, and a "normal variation pattern with pseudo consecutive performance" that specifies the execution of a pseudo consecutive performance but does not specify the execution of a reach performance. In addition, for the reach variation pattern and the pseudo consecutive performance variation pattern, a longer variation time is basically set than the variation time of the normal variation pattern in order to secure the performance time of the advance notice performance. Hereinafter, the reach fluctuation pattern may be abbreviated as "reach fluctuation" and the normal fluctuation pattern may be abbreviated as "normal fluctuation".
[0090] 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 preview performance during the decorative symbol variable display game and the decorative symbol variable display performance 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 during 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).
[0091] 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" or simply as "games." In addition, for convenience of explanation, the number of times a symbol change display game (particularly, a special symbol change display game) is executed may be referred to as "number of executed games," "number of symbol changes," "number of changes," or "* rotations ("*" is a natural number: for example, 1 rotation, 10 rotations, 1000 rotations, etc.)."
[0092] (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).
[0093] 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.
[0094] (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 the 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, 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, the maximum reserved memory number, except for data related to the variable display. The 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 the operation reserved balls clear to the player, a dedicated reserved indicator (not shown) provided at an appropriate position 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 turned on and displayed.
[0095] 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.
[0096] (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.
[0097] 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").
[0098] 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 a 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, in this embodiment, the probability of winning a lottery at low probability and high probability differs depending on the setting value (see FIG. 4).
[0099] 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.
[0100] 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").
[0101] 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). 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.
[0102] 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). In a game state in which the normal symbol time-saving function is in operation (normal symbol time-saving state), the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 20 seconds to 0.6 seconds), and a lottery number increase state is entered in which the number of lotteries per unit time per auxiliary is improved compared to the normal state.
[0103] 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)."
[0104] By operating one or more of the above functions, a change can be brought about in the internal game state (internal game state) of the gaming machine. In the following, for the convenience of explanation, a game 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 operating is referred to as a "probability change state", a game state in which the special symbol probability change function is removed from these functions is referred to as a "time-saving state", a game state in which at least the special symbol probability change function is operating and the opening extension function is not operating (in this embodiment, a game state in which only the special symbol probability change function is operating) is referred to as a "latent probability state", and a state in which all functions are not operating (non-operating) is referred to as a "normal state". Therefore, if we look at the probability of winning a jackpot in these game states, when the game state is the "time-saving state" or the "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 the "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 winning game occurs in which the big prize entrance is opened and closed, but all of the above functions are inactive, and the game is basically placed in the same game state as the above normal state, and the variable display of the special symbols is suspended.
[0105] (High base play state) In this embodiment, the above-mentioned functions related to the normal symbols, that is, the normal symbol probability change function, the normal symbol time-saving function, and the open extension function, are activated by the same opportunity. However, when the above-mentioned normal symbol probability change function, the normal symbol time-saving function, and the open extension function are individually considered, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 is increased, 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 ball entry favorable state)" in which the frequency of establishment of the start condition of the special symbol variation display game that derives the lottery result of the jackpot or the ball payout rate (base) is higher than 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.
[0106] 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 average execution time of the special symbol variation display game (average variation time of the special symbol) 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 conditions of the special symbol variation display game is higher than in the normal state.
[0107] In this embodiment, as an example of the "high base game state", the electric chute support state to 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 effect (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" or "non-electric support state", and "electric chute support state" is referred to as "electric support state" or "electric support state".
[0108] (3-2-1. Internal game state (game state judgment number YJ): Figure 43) 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 by using an identifier called "game state judgment number YJ". For example, when the game state judgment number YJ is "00H", it specifies "normal state (normal)", when it is "01H", it specifies "probability change state (probability change)", when it is "02H", it specifies "time-saving state (time-saving)", and when it is "03H", it specifies "latent probability state (latent probability)".
[0109] (3-2-2. Fluctuation pattern selection mode (fluctuation pattern allocation designation number Tcode): Figure 43) In this embodiment, in order to realize various effects related to the above-mentioned internal game state, one internal game state can be further classified and managed. Details will be explained later, but for example, the probability variable state includes multiple types of probability variable states such as "probability variable modes 1 to 3", and the time-saving state includes multiple types of time-saving states such as "time-saving modes 1 to 3", and these are managed as different game states using an identifier called "variation pattern allocation designation number Tcode". The substance of this "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 Figures 32 to 42)" corresponding to the current game state. For example, when classifying the special probability state (game state determination number YJ=01H) into "special probability mode 1 to 3," if the fluctuation pattern allocation designation number Tcode corresponding to the special probability state (YJ=01H) is set to "01H (special probability mode 1)," "02H (special probability mode 2)," and "03H (special probability mode 3)," it becomes possible to select a different fluctuation pattern allocation table for each of special probability modes 1 to 3.
[0110] The "variation pattern allocation table" is used when determining the variation pattern of the special symbol related to the symbol variation display game, and one or more types of variation patterns (variation patterns of the special symbol) are determined in association with at least the current game state (variation pattern allocation designation number Tcode) and the big win lottery result (see S413 in FIG. 12, FIG. 32 to FIG. 42, etc. described later). For example, when the variation pattern allocation designation number Tcode is "01H", the variation pattern allocation table for the probability variable mode 1 is specified, when it is "02H", the variation pattern allocation table for the probability variable mode 2 is specified, and when it is "03H", the variation pattern allocation table for the probability variable mode 3 is specified. In other words, even if the internal game state is the same "probability variable state", a variation pattern related to a different variation pattern allocation table is selected according to the variation pattern allocation designation number Tcode being "01H" to "03H".
[0111] 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 opening 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 (game state determination number YJ)", for example, even in the same "probable probability change state", it is possible to select a change pattern of the special symbol corresponding to different game states (change pattern allocation designation number Tcode)) such as "probable probability change modes 1 to 3" in terms of the change pattern of the special symbol.
[0112] In addition, due to this, a plurality of kinds of "presentation modes" related to the variation pattern allocation designation number Tcode are provided, and the presentation control unit 24 can make the presentation under each presentation mode appear (execute). The details of the presentation modes will be described later.
[0113] In this way, by managing the "internal game state" focusing on each function related to the determination of the probability of winning the lottery and the presence or absence of electric support as different from the "game state (variation pattern selection mode)" focusing on the determination of the variation pattern of the special symbol (decision of the performance) as different ones, it is possible to select the variation pattern of the special symbol corresponding to the different variation pattern selection modes (for example, probability variation modes 1 to 3) even in the same internal game state (for example, probability variation state). As a result, even under the same internal game state, it is possible to bring about dynamic changes to the consumption time of the pattern variation display game (variation time of the special symbol) and the related performance.
[0114] In the present embodiment, as shown in Fig. 43, the types of the "internal game state" include a normal state, a probability variable state, a time-saving state, etc. (see the "YJ" column in Fig. 43). 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 "normal mode", "probability variable mode 1", "probability variable mode 2", "probability variable mode 3", "time-saving mode 1", "time-saving mode 2", "time-saving mode 3", etc., which are more than the types of the internal game state (see the "Tcode" column in Fig. 43).
[0115] 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 43). As shown in Figure 43, 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)", in other words, as the "game state viewed as the entire gaming machine". For convenience of explanation, the internal game state and the game mode may not be distinguished and may simply be referred to as a "game state". Furthermore, the variation pattern allocation designation number Tcode may be referred to as a "variation pattern selection mode" or simply as a "Tcode".
[0116] In this specification, unless otherwise specified, the "game state with low probability state" corresponds to the "normal state" or the "time-saving state" when focusing on the internal game state, and corresponds to the "normal mode" or the "time-saving mode" when focusing on the game mode. In addition, the "game state with high probability state" corresponds to the "probability state" or the "latent probability state" when focusing on the internal game state, and corresponds to the "probability mode" or the "latent probability mode" when focusing on the game mode. In addition, the "game state with electric support (electric support state)" corresponds to the "time-saving state" or the "probability state", and corresponds to the "time-saving mode" or the "probability mode" when focusing on the game mode. In addition, the "game state with no electric support state" corresponds to the normal state or the latent probability state, and corresponds to the "normal mode" or the "latent probability mode" when focusing on the game mode. The above-mentioned "time-saving state" includes a "time-saving state due to a jackpot", a "time-saving state due to support time-saving", a "time-saving state due to the ceiling function (ceiling bonus)" (see the third embodiment described below), and the like, and unless otherwise specified, these time-saving states can be used appropriately when referring to a time-saving state. For ease of explanation, the "time-saving state due to a jackpot (time-saving state granted due to a jackpot)" will be referred to as the "jackpot time-saving state", the "time-saving state due to support time-saving (time-saving state granted due to winning the support time-saving)" will be referred to as the "support time-saving state", and the time-saving state granted by activation of the ceiling function (ceiling bonus) will be referred to as the "ceiling time-saving state".
[0117] <4. About the prize> Next, the "win" according to this embodiment will be described with reference to Fig. 4. Fig. 4 is an explanatory diagram for explaining the winning type (big win type, support time reduction type, and loss type), the winning game operation mode, and the destination game state (destination game mode) after the winning game.
[0118] (4-1. About winning types) In the gaming machine 1 of this embodiment, as shown in the figure, the winning types (winning types) for which the jackpot lottery is drawn include multiple types of winnings such as "10R variable winning", "4R variable winning", and "4R time-saving winning (4R non-variable winning)". These winnings belong to the "jackpot type" that triggers the operation of the condition device, and are different from the winnings (small winnings) that do not trigger the operation of the condition device and belong to the so-called "small winning type". Here, the "condition device" refers to a device whose operation is a necessary condition for the operation of a continuous device for playing rounds (a device for continuously operating special electric devices), and is operated when a combination of specific special symbols is displayed or when a game ball passes through a specific area in the large prize opening (excluding winnings in the large prize opening while the continuous device for playing the special devices is operating). In addition, the operation of the continuous reel operation device is a condition for generating an electric support state (operation of the extension function) or probability fluctuation (transition from one internal game state to another internal game state).
[0119] Therefore, when a "small win" is won, the condition device does not operate, and the consecutive operation device of the accessory does not operate either, so there is no transition of the internal game state (the transition control of the internal game state due to the winning of the small win is not performed). However, the transition control of the variable pattern selection mode (Tcode) can be performed. Also, in the winning game due to the small win (small win game), the consecutive operation device of the accessory does not operate, so a round game like a big win is not executed, but it is possible to realize a "pseudo round game" that looks as if a round game is being executed by determining the opening and closing pattern of the big prize opening. By using such a transition form, for example, when the game state after a small win game and the game state after another big win game are transitioned to the same variable pattern selection mode (Tcode), both can be made to stay in the presentation mode that performs the same presentation. In addition, it is also possible to transition from the first variation pattern selection mode to the second variation pattern selection mode, or to transition from the second variation pattern selection mode back to the first variation pattern selection mode, due to a small jackpot win.
[0120] The operation mode of the small win game is basically the same as the big win game, except that the round game is not executed. Specifically, after a predetermined start INT has elapsed, an "opening and closing action game (pseudo round game)" that opens the big prize entrance is executed, and when the opening and closing action game ends, a series of small win games ends after a predetermined end INT. Such a small win is a winning type that becomes a transition (execution opportunity) of a winning game (special game state) accompanied by the opening and closing action of the big prize entrance like a big win, and is different in nature from a simple "miss". In addition, although a "small win" is not provided in this embodiment, one or more types of small wins can be provided to the lottery target on the special chart 1 side and / or the special chart 2 side in consideration of playability, etc.
[0121] (4-2. About winning games) Next, the content of the winning games based on each of the above winnings will be explained.
[0122] The "10R variable jackpot" is a jackpot with a maximum number of rounds of 10 rounds, and a maximum opening time of the large prize winning port in one round play set to a "long opening time (for example, 29.8 seconds)" that is likely to reach the maximum number of winnings (10) in the large prize winning port. The "4R variable jackpot" and the "4R time-saving jackpot" are jackpots with a maximum number of rounds of 4 rounds, and a maximum opening time of the large prize winning port in one round play set to a "long opening time" similar to the 10R variable jackpot. The profit state (profit degree) during the jackpot game increases as the maximum number of rounds increases, and the longer the maximum opening time of the large prize winning port, the higher the profit state during the jackpot game. In this embodiment, the maximum opening time for each jackpot is the same, so the more the maximum number of rounds for a jackpot, the higher the profit state during the jackpot game.
[0123] It is possible to freely determine the opening pattern of the large prize opening for the round game. For example, the opening pattern of the large prize opening for at least some of the round games (round games of a specific number of rounds) may be set to a "short opening time (for example, 1.8 seconds)" shorter than the long opening time, or an even shorter "very short opening time (for example, 0.2 seconds)". In addition, the large prize opening may be kept open during the maximum opening time, or may be set to an opening pattern involving one or more closings (for example, "1.3 seconds opening + 0.5 seconds closing + 27 seconds opening").
[0124] (4-3. Regarding the transition state after winning) Next, the game state to which the game is transferred after each of the jackpot games described above is finished will be explained with reference to FIG. 4. In the "Game state at the time of winning / Destination game state" column shown in FIG. 4, 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 (destination game state) is shown according to the type of winning. Note that the "game state at the time of winning" in FIG. 4 indicates the type of internal game state at the time of winning (the type of corresponding game mode is shown in parentheses), and the "destination game state" indicates the type of internal game state to which the game is transferred (the type of corresponding game mode is shown in parentheses). Details of the game mode to which the game is transferred will be described later.
[0125] (If you win the 10R or 4R jackpot) In the case of a "10R chance jackpot" or a "4R chance jackpot", regardless of the game state at the time of the winning, the game will transition to a "chance jackpot state" after the jackpot game. These jackpots are called "chance jackpots" because they are the jackpots that trigger the transition to the chance jackpot state.
[0126] When the game is shifted to the "probable state", it can continue until the number of times the special symbol change display game is executed (number of symbol changes) reaches a specified number of times, or until a jackpot is won within a specified number of times. When the special symbol change display game ends without winning a jackpot within the specified number of times, the probable state ends and the game moves to the normal state from the next game. 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 (number of symbol changes of special symbols 1 and 2) (the same applies to the time-saving state described below). In other words, the probable state ends when the total number of times the special symbol change display games 1 and 2 are executed (total number of symbol changes of special symbols 1 and 2) reaches the specified number of times without a jackpot.
[0127] In this embodiment, after the probability of winning a jackpot is shifted to a game state (probability state or potential probability state) where the probability of winning a jackpot is at least high, if the special symbol variation display game is completed a predetermined number of times without winning a jackpot (excluding "small jackpots" that do not trigger a transition of the internal game state), the high probability state is terminated and the probability of winning a jackpot is shifted to a low probability state, making it a "limited probability type" "number of times limit probability change machine (ST machine)". Hereinafter, as necessary, the upper limit number of times of the special symbol variation display game (number of times the special symbol changes) in which this high probability state continues is referred to as the "ST number of times".
[0128] Therefore, when shifting to the probability-variable state, there are cases where, as in this embodiment, when the ST count ends, the probability-variable state ends and shifts to the normal state (YJ = 00H) (probability-variable → normal), and, different from this embodiment, cases where only the high-probability state ends when the ST count ends. Specifically, there are cases where only the "special symbol probability-variable function" among the "special symbol probability-variable function, special symbol time-shortening function, normal symbol probability-variable function, normal symbol time-shortening function, and opening extension function" ends and shifts to the "time-shortening state (YJ = 02H)" (probability-variable → time-shortening). In the case of this embodiment, the ST count is set to 65535 times (see Remarks (3) in FIG. 4). Due to the relationship of the jackpot lottery probability, it becomes a handling of "infinite probability-variable" where the probability-variable state is guaranteed until the next jackpot is actually won. However, in reality, when the ST count of 65535 times ends without winning the jackpot, it will shift to the normal state.
[0129] Note that whether the ST count is set to infinite (including the ST count that can continue until the next jackpot win substantially) or finite can be appropriately determined according to the game characteristics. When the ST count is set to a finite value, considering the point that it is "not the ST count that can continue until the next jackpot win", for example, when the denominator of the jackpot win probability at high probability (the value of the probability denominator) is "F1" and the ST count is "F2 (natural number)", it is preferable that the ST count satisfies "0 < F2 < F1 (any ST count less than the probability denominator)" or "F1 ≤ F2 ≤ 5 × F1 (any ST count within 1 to 5 times the probability denominator: continuous winning rate of about 63% to 99%)".
[0130] (When winning the 4R time-shortening jackpot) In the case of the "4R time-shortening jackpot", regardless of the game state at the time of winning, after the jackpot game, it will shift to the "time-shortening state". These jackpots are called "time-shortening jackpots" in that they are the trigger for shifting to the time-shortening state.
[0131] When transitioning to the above-mentioned "time-saving state", the number of executions of the special symbol variation display game continues until a predetermined number of规定次数 is reached. When the special symbol variation display game ends without winning a big hit (excluding small hits that do not trigger a transition to the internal game state) within that规定次数, the time-saving state ends and the game transitions to the normal state from the next game. In the case of this embodiment, the规定次数 (time-saving次数) related to the time-saving state includes the time-saving state related to "assist time-saving" described later, such as "100 times (assist time-saving A, time-saving big hit: finite time-saving)", "200 times (assist time-saving B: finite time-saving)", "65535 times (assist time-saving C: infinite time-saving that can continue until the next big hit is won)" (see Remarks (2) in Figure 4). Here, as the time-saving big hit, one type of "4R time-saving big hit" is provided, but the present invention is not limited to this, and multiple types of time-saving big hits with different time-saving次数 may be provided. In this case, at least one time-saving big hit may be the same as the time-saving次数 by the assist time-saving, and the other time-saving big hits may have different time-saving次数 from the time-saving次数 by the assist time-saving. Also, all time-saving big hits may be different from the time-saving次数 by the assist time-saving.
[0132] Note that whether the time-saving次数 related to the time-saving big hit is infinite (including the time-saving次数 that can continue until the next big hit is won substantially) or finite can be appropriately determined according to the game characteristics. When the time-saving次数 is a finite value, considering the point that it is "not the time-saving次数 that can continue until the next big hit is won substantially", for example, when the denominator of the big hit winning probability at low probability is F3 and the time-saving次数 is F4 (natural number), it is preferable that the time-saving次数 satisfies "0 < F3 < F4 (any time-saving次数 less than the probability denominator)" or "F3 ≦ F4 ≦ 5 × F3 (any time-saving次数 within 1 to 5 times the probability denominator: continuous winning rate of about 63% to 99%)".
[0133] (Regarding misses) As shown in the figure, the special drawing 1 side has multiple types of misses A, B, and C, each with a different pattern selection rate. In this embodiment, the relationship is "miss A>miss B>miss C", for example, miss A is 95%, miss B is 4%, and miss C is 1%. Note that the special drawing 2 side shows an example in which one type of miss A is provided, but the present invention is not limited to this, and multiple types of misses may be provided.
[0134] (Regarding reduced support hours) In this embodiment, as one aspect of the addiction rescue function (supporting bonus), or for the purpose of expanding the freedom of gameplay and improving the fun of the game, a "support time-saving" is provided that provides a "time-saving state" without triggering a jackpot win (time-saving jackpot win). The major feature of this "support time-saving" is that the time-saving state is provided without going through a jackpot win (condition device operation, role continuous operation device operation) (without going through a jackpot game).
[0135] (A. Special Telephone Activated Support Time Reduction) When the "support time reduction" is won, the condition device is not operated (since the condition device is not operated, the continuous role operation device is not operated either), but the special electric role is operated to execute the opening and closing action game (opening and closing the large prize entrance in a predetermined opening pattern) in the same way as when the "small win" is won, and then the time reduction state may be granted. In this specification, the support time reduction that activates the special electric role is called "special electric operation type support time reduction", and the series of opening and closing action games that result from this are called "support time reduction opening and closing game". This support time reduction opening and closing game can be configured to include a predetermined start INT, an opening and closing action game that opens and closes the large prize entrance in a predetermined opening and closing pattern, and a predetermined end INT, just like the small win game. Therefore, when the "special electric operation type support time reduction" is won, the time reduction state will be granted through the support time reduction opening and closing game.
[0136] In short, the above-mentioned "special electric activation type support time reduction" includes support time reduction that imparts a time-saving state via a small win (small win winning type support time reduction), and support time reduction that imparts a time-saving state via a win of a different type from the small win type (time-saving pattern winning type support time reduction). The former "small win winning type support time reduction" is suitable for cases where you want to set up a special electric activation type support time reduction that imparts a time-saving state via a conventional small win game. On the other hand, the latter "time-saving pattern winning type support time reduction" is suitable for cases where you want to manage the small win type and the support time reduction type separately, for example, when you want to control the small win game related to the small win and the support time reduction opening game related to the special electric activation type support time reduction separately, or when you do not have a small win itself. In addition, the type of time-saving pattern winning type support time-saving includes support time-saving that provides a time-saving state without activating a special electric device (without playing the support time-saving opening and closing game), such as the "special electric non-operation type support time-saving" described later.Which support time-saving type, the small win type support time-saving type or the time-saving pattern winning type support time-saving type, and whether to provide one or more of each support time-saving type can be determined appropriately according to the game characteristics.
[0137] (When small hits and special electric activation support time reduction are provided) In the case of providing a "small win (herein meaning a "simple small win (hereinafter referred to as a "normal small win")" that does not provide a time-saving state)" and a "special electric activation type support time-saving", if the mode of the small win game and the support time-saving open / close game (the opening and closing pattern of the large prize opening and the performance during the game (opening performance (performance during the start INT), ending performance (performance during the end INT), right-hit instruction performance (launch induction notification performance), etc.)) are the same or similar, it is possible to keep which one has been won a secret state (support time-saving winning secret state). This allows the player to have a sense of expectation as to whether he has won a normal small win or a support time-saving. In particular, it is preferable to make at least a part of the performance during the pattern change (changing performance) in the case of winning a small win and in the case of winning a special electric activation type support time-saving a common performance, and to make it possible to keep secret for a predetermined period of time whether the small win or the support time-saving win has been won in terms of performance. For example, in at least a part of the period during the fluctuation and the winning game period (small winning game and support time-saving open / close game), the winning is kept secret in terms of the performance. More preferably, a common winning fluctuation pattern can be selected when a small winning is won and when a support time-saving is won, and the performance during the fluctuation is made a common performance mode. Then, during the winning game period executed after the winning fluctuation ends, the performance mode can be made to inform whether a small winning or support time-saving has been won. Note that the "common performance" here can also include a combination of stop decoration patterns. For example, if the decoration pattern related to the small winning is "123", it is preferable that the decoration pattern related to the support time-saving winning is also "123", and which has been won is also kept secret from the stop shape of the decoration pattern. Of course, it is also possible to configure it so that it is possible to notify (recognize to the player) which one has been won by appearance or presentation, by varying the presentation during the fluctuation, by varying the opening pattern of the large prize opening, or by varying the start INT and / or end INT (opening presentation and / or ending presentation).
[0138] In addition, when multiple types of small win types including small win type support time reduction are provided, the following configurations (Small 1) to (Small 3) can be used. (Small 1) At least one of the multiple small wins can function as a "normal small win" and the remaining small wins can function as "small win type support time reduction". For example, if multiple small wins A, B, and C are provided, small win A and small win B can function as "small win type support time reduction", and small win C can function as a "normal small win". In this case, for "small win A" and "small win B" that function as small win type support time reduction, the same number of time reductions may be given to both, or different numbers of time reductions may be given (for example, 1000 time reductions for small win A and 100 time reductions for small win B). Regarding the probability of winning a small win, taking into consideration the degree of advantage (profit state) for the player, when the same or approximately the same (hereinafter, when simply referred to as "same" it may mean approximately the same) number of time-saving times are given for small wins A and B, it is preferable to set the winning probability to satisfy the relationship of "small win C<small win B≦small win A", and when the number of time-saving times given for small win A is greater than that for small win B, it is preferable to set the winning probability to satisfy the relationship of "small win C<small win B<small win A". In addition, in the case of winning a normal small win (small win C) and winning a small win type support time-saving (in this example, small win A and / or small win B), the above-mentioned support time-saving winning concealment state may be implemented. (Small 2) Any of the support time-saving A, B, and C shown in Figure 4 can be a small win type support time-saving (in each figure, support time-saving A to C can be read as small wins A to C and applied as appropriate). For example, if you win small win A, you can be granted 100 time-saving times (small win A = same time-saving performance as support time-saving A), if you win small win B, you can be granted 200 time-saving times (small win B = same time-saving performance as support time-saving B), and if you win small win C, you can be granted 65535 time-saving times (small win C = same time-saving performance as support time-saving C). (Small 3) In the case where multiple small win type support time shortening are provided, if a specific small win type support time shortening is won during the time shortening state, a new number of time shortening times can be set (updated) (the same applies to the above-mentioned (Small 1) and (Small 2) cases). For example, in the case of a small win type support time shortening in which small win A grants 1000 times of time shortening times and small win B grants 100 times of time shortening times, if small win B is won during the time shortening state, the number of time shortening times can be set to 100, and if small win A granting more times of time shortening times than small win B is won, the number of time shortening times can be configured not to be set. In more detail, for example, if small win B (time shortening times 100 times) is won on the 30th time of the current remaining time shortening times, a new number of time shortening times 100 times is set in the winning game, and the remaining time shortening times are updated to 100 times. However, if small win A (1000 times the time-saving feature) is won, a new number of times the time-saving feature will not be set, the current small win A will be considered invalid (it can be treated as a miss), and the number of games played will be subtracted from the remaining number of times the time-saving feature is available (remaining number of times the time-saving feature is -1).
[0139] (B. Special electric non-operating type support time reduction) In addition, as a form of support time reduction different from the above-mentioned "special electric activation type support time reduction," it is also possible to transition to the time reduction state without activating the special electric device (1) after the winning game ends (after the special symbol variation time ends, or after the special symbol fixed display time has elapsed), or (2) at the start of the next game. In this specification, this type of support time reduction is referred to as "special electric non-activation type support time reduction."
[0140] In addition, it is free to adopt one or more of the above-mentioned special electric power activation type support time reduction and special electric power non-activation type support time reduction, or to adopt one or more of both support time reductions. In this embodiment, the explanation will be centered on the example of adopting the "special electric power non-activation type support time reduction".
[0141] The "support time reduction" according to this embodiment is subject to a lottery for a big win, and like a big win, it is set to be won with a predetermined probability (for example, about 1 / 500) (a form subject to a lottery for winning or losing). In detail, the lottery for winning or losing draws either a "big win", a "support time reduction", or a "miss" (including a "small win" if a small win is provided), and if the "support time reduction" is won, then the type of support time reduction (for example, one of support time reductions A to C) is determined by lottery through a pattern drawing (see the remarks column (4) in FIG. 4). Note that the lottery probability for the support time reduction is common to all the setting values, but each setting value may have a different lottery probability, or some of the setting values may have the same lottery probability.
[0142] (Support time reduction performance) 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. When a support time-saving is selected by a lottery, one of the support time-savings is determined by a pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in FIG. 4). In addition, the support time-saving A to C each have different time-saving performance. Specifically, they are as follows. In addition, the time-saving performance means the number of time-saving times and / or the operation mode of the normal power opening game during the time-saving state, and basically means the profit state (degree of advantage) due to the number of time-saving times and the operation mode of the normal power opening game during the time-saving state. For example, if the operation mode of the normal power opening game in the time-saving state by the support time-saving A (time-saving times 100 times) and the time-saving state by the support time-saving B (time-saving times 200 times) is the same, the relationship of the time-saving performance is "support time-saving A < support time-saving B".
[0143] (A) If you win the "Support Time-saving A" option, you will be granted 100 time-saving turns, the same number of times as the time-saving state granted by a jackpot (4R time-saving jackpot) (small bonus). (B) If you win the "Support Time-Saving B" option, you will be granted 200 time-saving rounds, which is more than the time-saving round granted by a jackpot (medium bonus). (C) If you win "Support Time-saving C", you will be granted 65,535 times of time-saving (effectively continuing until the next jackpot), which is more than the time-saving state granted by the jackpot (big bonus). If the number of time-saving times is set to 65,535, due to the probability of winning the jackpot, it is considered to be "infinite time-saving", which means that the time-saving state is guaranteed until the next jackpot is won. Strictly speaking, infinite time-saving means that the number of times the time-saving is performed is "unlimited (infinite)", but in this specification, the number of times the time-saving is performed that essentially guarantees the time-saving state until the next big win (for example, 10,000 times or 65,535 times) is treated as belonging to "infinite time-saving". In addition, when the number of times of time-saving that cannot be consumed during the business hours of the pachinko hall (for example, about 5,000 times) is given, it can also be treated as belonging to "infinite time-saving".
[0144] (Regarding the probability of winning the time-saving support option on machines with multiple setting stages) In the case of gaming machines with a (Mankoku 1) setting function, the probability of winning a jackpot varies according to multiple setting values (in this embodiment, settings 1 to 6) (see FIG. 4), but the probability of winning the support time-saving function can be a common winning probability regardless of the setting value. In this embodiment, the winning probability is 1 / 200 for setting 1, 1 / 196 for setting 2, 1 / 192 for setting 3, 1 / 188 for setting 4, 1 / 184 for setting 5, and 1 / 180 for setting 6, but the winning probability of the support time-saving function can be, for example, 1 / 300, common to all settings. If the winning probability of the support time-saving function is common to all settings, it can be configured as follows (Mankoku 2) to (Mankoku 7).
[0145] (Mankoku 2) The winning probability of the support time-saving can be determined based on the minimum setting of 1. For example, if the winning probability of the jackpot at the minimum setting of 1 is 1 / M and the winning probability of the support time-saving is 1 / N, it can be determined to satisfy the following relational expression (red 1). "1 / M<1 / N" (red 1) In the case of the formula "red 1", the probability of winning the support time reduction can be made higher than the probability of winning the jackpot at least in the minimum setting 1. In addition, "1 / M = 1 / N" may also be used.
[0146] (Mankoku 3) In addition, if the probability of winning a jackpot at the lowest setting of 1 is 1 / M, the probability of winning a jackpot at the highest setting of 6 is 1 / L, and the probability of winning the support time-saving feature is 1 / N, then they can be determined to satisfy the following relationship (red 2). "1 / M<1 / N<1 / L"...(Red 2) In the case of the formula "red 2", for example, it is possible to set the probability of winning the support time-saving function higher than the probability of winning the jackpot at the lowest setting of 1, and to set the probability of winning the support time-saving function lower than the probability of winning the jackpot at the high setting range of settings 4 to 6. In this case, the relationship between the probability of winning the support time-saving function and the probability of winning the jackpot can be set high or low depending on the setting value. This increases the variety of playability in a gaming machine with a setting function, making the game more interesting.
[0147] (Mankoku 4) In addition, the winning probability of the support time-saving feature (which is a common probability for all settings) can be determined based on the highest setting of 6. For example, if the winning probability of the jackpot for the highest setting of 6 is 1 / L and the winning probability of the support time-saving feature is 1 / N, the following relationship (red 3) can be satisfied. "1 / L<1 / N" (red 3) In the case of the formula "red 3", the probability of winning the support time-saving can be made higher than the probability of winning the jackpot at least in the highest setting of 6. In this case, even if the setting value is different, it is possible to create a gameplay in which it is easy to win the support time-saving.
[0148] (Mankoku 5) In addition, the winning probability of the time-saving support (which is a common probability for all settings) can be determined based on settings other than the lowest setting of 1 and the highest setting of 6. For example, if the winning probability of a jackpot at the intermediate setting value of 3 (which can also be setting 2 or 4) is 1 / G and the winning probability of the time-saving support is 1 / N, then it can be determined to satisfy the following relationship formula (red 4) or formula (red 5). "1 / N<1 / G" (Red 4) "1 / G<1 / N" (red 5)
[0149] (Mankoku 6) In addition, if the probability of winning a jackpot at the lowest setting of 1 is 1 / M, the probability of winning a jackpot at setting value 3 in the intermediate setting range is 1 / G, and the probability of winning the support time reduction is 1 / N, then they can be determined to satisfy the following relationship (red 6). "1 / M<1 / N<1 / G" (Red 6)
[0150] (Manseki 7) The standard setting value (standard setting value) can be set as appropriate. The winning probability of the support time-saving can be higher or lower than the winning probability of the standard setting value. The winning probability of the support time-saving and the winning probability of the standard setting value may be the same or approximately the same. In any case, the winning probability of the support time-saving can be set based on the winning probability of the standard setting value.
[0151] In addition, it is free to adopt one or more types of support time reduction. In addition, there is no particular restriction on what kind of time-saving performance the support time reduction should have on which special drawing side. For example, at least one of the support time reductions A to C may be provided on the special drawing side 1 and / or the special drawing side 2, or at least one of the support time reductions A to C may be provided on only one special drawing side, and no support time reduction may be provided on the other special drawing side.
[0152] In the present embodiment, as shown in the figure, the special chart 2 side (lower starting hole 35 side) is easier to win the support time-saving with relatively high time-saving performance than the special chart 1 side (upper starting hole 34 side), and also easier to win the jackpot with relatively high jackpot performance (10R variable jackpot). Therefore, it is more advantageous for the player to receive the lottery on the special chart 2 side.
[0153] In the figure, regardless of the game state at the time of winning, if support time-saving A, B, or C is won, the player will be transitioned to a time-saving state of 100 times (finite time-saving), 200 times (finite time-saving), or 65,535 times (infinite time-saving), respectively. However, taking advantage of the special nature of the "support time-saving," it is also possible to configure it as shown below in (Configuration A) to (Configuration G).
[0154] (Structure A: Fall prevention function) In order to prevent a "downward transition" situation, such as transitioning to a less profitable time-saving state, the following configurations (α1) to (α4) can be adopted. (α1) After infinite time reduction is granted, if a player wins a support time reduction that grants a finite time reduction (for example, 100 times or 200 times), the infinite time reduction will remain. For example, if a player wins support time reduction A (100 times of time reduction) or support time reduction B (200 times) during the infinite time reduction, the number of times of time reduction will not be updated. (α2) At least during a game state with electric support (time-saving state or probability change state), the support time-saving is excluded from the lottery. Specifically, when the support time-saving is won during a game state with electric support (time-saving state, probability change state), the winning is treated as invalid and the time-saving state (support time-saving state) due to the support time-saving is not granted, or the support time-saving is treated as invalid by executing a jackpot lottery in which the support time-saving is excluded from the lottery, and the time-saving state due to the support time-saving is not granted. In the former case, when the support time-saving is won, the same processing as when a loss is won can be performed (in the case where multiple types of losses are provided, the same processing as when any of the losses is won can be performed). In the latter case, since the support time-saving is excluded from the jackpot lottery, the lottery form does not include the win of the support time-saving. Note that at least during a game state with a high probability state (probability change state or potential state), the support time-saving may be excluded from the lottery (the lottery for the support time-saving itself does not have to be performed). (α3) It may be configured so that the support time-saving state is not granted only during the probability of a special state. Since the probability of a special state (high probability state + electric support state) is a more advantageous game state than the time-saving state (low probability state + electric support state), if the support time-saving state is granted indiscriminately during the probability of a special state, the game state will fall. Note that if the number of STs is not infinite but is finite (for example, finite probability of a special state such as 100 STs or 50 STs), the next jackpot is not guaranteed during the ST depending on the number of STs, that is, the probability of consecutive jackpots during the ST may be low (for example, the probability of consecutive jackpots during the ST may be about 30% to 50%). In such a case, the number of times the time-saving support is provided and the degree of benefit from the limited probability bonus (the degree of advantage to the player (the state of benefit (degree of benefit) provided to the player)) may be taken into consideration, and the support time-saving support state may be provided even during the probability bonus state. For example, taking into consideration the probability of winning a jackpot (taking into consideration the so-called "TS" value), even if the time-saving state is entered, the winning of the support time-saving support state that can provide the number of times of time-saving that can highly likely result in the next jackpot being won during the time-saving state (for example, the consecutive win rate is about 95% to 99%) may not be treated as invalid. For example, in this embodiment, when the probability of winning a jackpot at the time of low probability is 1 / 180 to 1 / 200 (setting 6 to setting 1), and support time-saving support A (time-saving number of times 100), support time-saving support B (time-saving number of times 200), and infinite time-saving support (time-saving number of times 65,535) are provided, the consecutive win rates during each time-saving state are , respectively, about 42.7% to 39.4% (time-saving times 100 times), about 67.2% to 63.3% (time-saving times 200 times), and about 100% (time-saving times 65535 times). The support time-saving C that grants infinite time-saving has a consecutive win rate of about 100%, that is, during the time-saving state, it grants a privilege that can practically guarantee the next big win, so the support time-saving C does not need to be treated as invalid even during the probability of winning. Also, as mentioned above, if the support time-saving that can grant the number of time-saving times that can be expected to win the next big win during the time-saving state, for example, the number of time-saving times that is three times or more the TS (1 / 240) of setting 1 (time-saving times 720 times or more), can grant a consecutive win rate of about 95% or more in settings 1 to 6. Such a support time-saving that grants a finite time-saving does not need to be treated as invalid even during the probability of winning. (α4) In this embodiment, when the electric support state is reached, a situation may occur where a "right hit" is made and a lottery is drawn on the special chart 2 side, allowing for a consecutive jackpot state to be aimed for. Therefore, in order to prevent a fall transition from occurring when a lottery is drawn on the special chart 2 side, it is preferable that the special chart 2 side (1) does not have a support time reduction, (2) has a support time reduction that grants infinite time reduction, or (3) has a support time reduction that grants more time reductions than the time reduction jackpot (in this embodiment, the number of time reductions is more than 100).
[0155] (Structure B: Add-on function) (I-20) If a support time-saving is selected during the time-saving state, the current remaining number of time-saving times is added (the current time-saving number counter is configured to be able to add the number of time-saving times due to the support time-saving). For example, if the remaining number of time-saving times is 50 and support time-saving A is selected, the number of remaining time-saving times is updated to "50 times + 100 times = 150 times". In addition, support time-saving that can be added and support time-saving that cannot be added may be provided. For example, if support time-saving A is selected, the number is added, but if support time-saving B is selected, the number is not added. The addition function can widen the range of playability and improve the fun of the game. It can also increase the player's interest in the game. (Means for limiting the number of time-saving additions) In addition, in order to prevent excessive addition, a configuration may be adopted in which the number of times of addition is not exceeded (time-saving number of addition limiting means). For example, the upper limit of the number of times of time-saving by addition can be set to "300 times". If the remaining number of time-saving times is 150 and support time-saving B (200 times of time-saving) is won, the number is not limited to "remaining number of time-saving times 150 times + 200 times = 350 times", but is limited to the upper limit of "300 times". Even if the addition limit is set, if the support time-saving C that grants infinite time-saving is won, the limit may be lifted and infinite time-saving (65535 times) may be granted in order to prevent the player from feeling that he or she has lost out. In addition, when an additional number of times the time-saving feature has been added, it is preferable to execute an "additional notification effect" that notifies (increases) the number of times the time-saving feature has been added, such as "+50!" or "+100!", in addition to the number of times notified (displayed) by the "remaining time-saving feature (for example, a countdown display)" described below, which notifies (displays) the number of times the time-saving feature has been added.
[0156] (Structure C: Infinite / Limited Time-saving Promotion Function) When the support time-saving is won during the time-saving state, the infinite time-saving can be granted (time-saving state promotion means). In addition, when the time-saving state is due to the infinite time-saving, the number of time-saving times may not be updated even if the support time-saving is won, or may be updated. In addition, instead of granting the infinite time-saving, a predetermined number of time-saving times may be granted. For example, when the support time-saving B is won during the time-saving state, 200 time-saving times are originally granted, but when the support time-saving is won during the time-saving state, a greater number of time-saving times, for example, 300 time-saving times, may be granted. In addition, the maximum number of time-saving times granted by the jackpot and / or the support time-saving may be granted. In the case of this embodiment, the infinite time-saving (65535 times) is the maximum number of time-saving times, so the infinite time-saving is granted. In addition, only when a specific support time-saving is won during the time-saving state, the infinite time-saving or a predetermined number of time-saving times may be granted. For example, if Support Time-saving A (high probability of winning) is won, only 100 times of time-saving are granted, but if Support Time-saving B (low probability of winning) is won, infinite time-saving may be granted. In addition, if the number of time-saving times increases, it is preferable to make the above-mentioned "additional notification performance" appear.
[0157] (Structure D: About time-saving jackpots and support time-saving according to special patterns) If the number of types of support time reduction on the Special Chart 1 side is "X" and the number of types of support time reduction on the Special Chart 2 side is "Y", it can be configured to satisfy the following relationship (i). "X" = "Y", "X" < "Y", or "X" > "Y" (i) In addition, if the above relational formula (i) is satisfied, it may be "X = 0 (no support time reduction on the Special Chart 1 side)" or "Y = 0 (no support time reduction on the Special Chart 1 side)". In addition, one or more types of support time-savings with the same time-saving performance (time-saving number) may be provided on the special chart 1 side and the special chart 2 side (for example, support time-saving B may be provided on special charts 1 and 2), or one or more types of support time-savings with different time-saving performance may be provided (for example, support time-saving C may be provided on special chart 1, and support time-saving B on special chart 2). In addition, the support time-savings may be finite or infinite, and there is no particular limit to the number of types. In addition, when a time-saving jackpot is provided on the special chart 1 side and / or special chart 2 side, a time-saving jackpot with the same time-saving performance as the support time-saving jackpot may be provided, or a time-saving jackpot with different time-saving performance may be provided.For example, when a "time-saving jackpot" and a "support time-saving" are provided on one special chart side, these may have the same time-saving performance or different time-saving performance. In the case of this embodiment, during the electric support, the right hit is favorable, that is, it is easier to receive the lottery on the special chart 2 side, so it is preferable to set the support time reduction on the special chart 2 side to a support time reduction with higher time reduction performance than the special chart 1 side. In addition, when providing a support time reduction and a jackpot that essentially provides a time reduction state that is treated as an infinite time reduction, it is preferable to standardize the number of time reductions (for example, 65535 times) set as the "infinite time reduction" to reduce the control burden.
[0158] (Structure E, Structure F: About the lottery probability of support time reduction) (Structure E) The probability of winning the support time-saving feature can be determined according to the set value. For example, the lower the set value is, the higher the probability of winning the support time-saving feature can be. In this case, the lower the setting, the more you can benefit from the support time-saving feature, which can help avoid getting stuck. Also, the higher the set value is, the higher the probability of winning the support time-saving feature can be. In this case, the higher the setting, the higher the ball payout rate can be, without making a difference in the probability of winning the jackpot according to the set value. (Structure F) The winning probability of the support time reduction (if there are multiple support time reductions, the combined winning probability may be used) is preferably the same or approximately the same as the winning probability of the jackpot at the time of low probability, and preferably lower than that. This is because the support time reduction is a "support-like privilege", and it is preferable not to allow it to be won at an unnecessarily high probability. For example, in the case of setting 1, the winning probability of the jackpot is about 1 / 200 (see FIG. 4), so it is preferable to set the winning probability of the support time reduction to the same or approximately the same as 1 / 200, or to a lower probability (in this embodiment, it is set to about 1 / 500). Note that if it is the same or approximately the same as the winning probability of the jackpot of the setting value that can be set in the gaming machine, or if it is lower than that, the winning probability of the support time reduction will not be excessively high, so it is not necessarily necessary to use the winning probability of the jackpot of a specific setting value, for example, the winning probability of the jackpot of the lowest setting 1 or the highest setting 6 as the standard.
[0159] (Construction G: Regarding support time shortening opening and closing games using special electric activation support time shortening) When multiple special electric operation support time reductions are provided, the support time reduction opening and closing game modes corresponding to each support time reduction may be the same, but at least one of each support time reduction may be different. For example, in the support time reduction opening and closing games by support time reductions A to C, the opening patterns of the large prize winning port are made different. Specifically, the opening time of the large prize winning port 50 is 0.4 seconds for support time reduction A, 0.8 seconds for support time reduction B, and 1.8 seconds for support time reduction C. In this case, the number of winning balls obtained by the support time reduction opening and closing game can be made different. In this way, when the opening patterns of the large prize winning port differ according to the type of support time reduction, there is an advantage that the support time reductions with different advantageous degrees (profit states) can be made even if the number of time reductions granted is the same.
[0160] (Regarding the number of hours of work reduction provided under the support system) Here, when granting finite time reduction or infinite time reduction by support time reduction, the following grant forms (Ω1) to (Ω4) can be used.
[0161] (Limited time saving form Ω1) In the case where there are multiple types (number of types A) of the number of time-saving times due to a jackpot (number of time-saving times granted due to a jackpot win), the number of types of the number of time-saving times due to the support time-saving is set to fewer types (number of types B). Specifically, it is configured to satisfy the relationship of "number of types B < number of types A". For example, if there are two types (number of types A) of 100 times (number of time-saving times A) and 50 times (number of time-saving times B) as the number of time-saving times due to a jackpot, it is configured to grant only one type of time-saving times due to the support time-saving (for example, 100 times of time-saving). Note that, if the relationship of "number of types B < number of types A" is satisfied, the number of time-saving times due to the support time-saving may be granted to a number of time-saving times different from the number of time-saving times due to a jackpot. In addition, two or more types of the number of time-saving times due to the support time-saving (time-saving state) may be set (in this case, the relationship is "2 ≦ number of types B < number of types A").
[0162] (Limited time saving form Ω2) If the average number of times time is reduced due to a jackpot is N and the average number of times time is reduced due to support time reduction is M, the configuration can be made to satisfy the relationships in (Equation 1) to (Equation 3) below. It is configured to satisfy the relationship of "average number of time-saving times N < average number of time-saving times M" (Formula 1). For example, if the number of time-saving times due to the time-saving jackpot is 100 times and 75 times, the average number of time-saving times N is 75 times, so the average number of time-saving times M due to the support time-saving is set to a number of time-saving times greater than this (for example, 100 times). In this case, the time-saving state due to the support time-saving is more profitable than the time-saving state due to the jackpot, so it can be a welcome support benefit for players who are stuck. The average number of time-saving times M may be an infinite number. It is configured to satisfy the relationship of (Formula 2) "average number of time-saving times N = average number of time-saving times M". In this case, the time-saving state caused by a jackpot and the time-saving state caused by assisted time-saving will have the same degree of profit. Note that both the time-saving state caused by a jackpot and the time-saving state caused by assisted time-saving may include "infinite time-saving". In this case too, "average number of time-saving times N (infinite number of times) = average number of time-saving times M (infinite number of times)" will be satisfied, and (Formula 2) will be satisfied. (Formula 3) The relationship "average number of time-saving times N>average number of time-saving times M" is satisfied. In this case, the time-saving state due to the support time-saving is relatively less profitable than the time-saving state due to the jackpot, so the support time-saving can be positioned as a "support benefit" that does not provide excessive benefits. Note that the time-saving state due to the jackpot may include "infinite time-saving", but in this case, the time-saving state due to the support time-saving does not include "infinite time-saving".
[0163] (Limited time saving form Ω3) (4) As with the above formula (3), in order to avoid excessive bonuses, the number of time reductions can be set to satisfy the relationships (4α) and (4β) below. (4α) Determine the number of time-saving times that satisfies the relationship of "number of time-saving times due to support time-saving ≦ maximum number of time-saving times due to jackpot". In this example, the number of time-saving times due to support time-saving is set to be less than or equal to the number of time-saving times due to the time-saving jackpot (for example, the number of time-saving times due to the 4R time-saving jackpot is 100 times). For example, the number of time-saving times due to support time-saving is 100 times, 90 times, 70 times, etc. (4β) In addition, when multiple time-saving jackpots with different times of time-saving are provided, the time-saving number may be set to satisfy the relationship of "minimum number of time-saving times due to jackpot MIN≦time-saving times due to support time-saving ≦maximum number of time-saving times due to jackpot MAX" by focusing on the minimum number of time-saving times MIN and the maximum number of time-saving times MAX due to the time-saving jackpot. For example, when multiple time-saving jackpots 1-2 are provided and the number of time-saving times due to time-saving jackpot 1 is 100 times and the number of time-saving times due to time-saving jackpot 2 is 50 times, the number of time-saving times due to support time-saving can be set to be 50 times or more due to time-saving jackpot 2, 100 times or less due to time-saving jackpot 1, or less than 100 times. For example, the number of time-saving times due to support time-saving is 60 times, 99 times, etc. In addition, the time-saving state due to a jackpot may include "infinite time-saving", and in this case, the time-saving state due to the support time-saving does not include "infinite time-saving". In addition, the minimum number of time-saving times due to a jackpot may be 100 or more, and as long as it satisfies the above (Formula 3), the number of time-saving times due to the support time-saving may be 100 or more.
[0164] (Limited time saving form Ω4) With regard to the jackpot or support time reduction, the number of time reductions can be given that is greater than the denominator of the probability of the jackpot lottery when the probability is low. Also, it may be configured to give the same or approximately the same number of time reductions as the denominator of the probability of the jackpot lottery when the probability is low. If the probability denominator is not a natural number, the number of time reductions may be a value rounded down to the nearest whole number. For example, if the probability of the jackpot lottery is 1 / 300.15, the value rounded down to the nearest whole number is "300 times." If the probability denominator is less than 100, the value calculated by "the tens digit x 10" may be used as the number of time reductions, and if it is less than 1000, the value calculated by "the hundreds digit x 100" may be used as the number of time reductions. In this way, by adopting the same or nearly the same value as the probability denominator, or an approximate value, it is possible to generate an appropriate number of consecutive wins during the time-saving state due to the support time-saving. Specifically, since the consecutive win rate can be set to about 63% to 64%, it is possible to set the number of time-saving times to achieve a balance between the profits of the player and the hall without providing an excessive bonus.
[0165] (Limited time saving form Ω5) In addition, when focusing on the point of preventing the supported time reduction from becoming an excessive benefit, it is preferable to set the number of times the supported time reduction can be achieved so as to satisfy the following relationship. (Formula 4) When there are multiple times of time reduction due to the assisted time reduction, if the maximum number of times of time reduction among those times is "S" and the denominator of the jackpot probability (1 / T) at the time of low probability is "T", it is preferable to satisfy the relational equation "S≦T". The value of "S" may be based on any of the jackpot winning probabilities of settings 1 to 6. Preferably, the jackpot winning probability of the intermediate setting 3 is used as the basis, and more preferably, the lowest setting 1 or the highest setting 6 is used as the basis. For example, referring to FIG. 4, if the jackpot winning probability at the low probability of setting 1 is used as the basis, then if "M=200 (low probability: 1 / 200)" is used in the above (Equation 4), then it is preferable to adopt a maximum number of times of time reduction by the assisted time reduction of 200 times or less.
[0166] (Regarding normal power open play related to the time-saving state (support time-saving state) due to support time-saving, and normal power open play related to the time-saving state due to a jackpot or the probability of a jackpot due to a jackpot) The relationship between the operation mode of normal power opening game related to the support time-saving state (hereinafter abbreviated as "support time-saving normal power opening game") and the operation mode of normal power opening game related to the time-saving state due to a jackpot or the probability variable state due to a jackpot (hereinafter abbreviated as "jackpot normal power opening game") can be configured as follows. The operation mode of normal power opening game mainly means the opening and closing operation pattern of the movable wing piece 47 when an auxiliary hit occurs. Therefore, if the operation mode of one normal power opening game and the operation mode of another normal power opening game are the same (almost the same) operation mode, the profit state (degree of advantage) of the normal power opening game will be the same (almost the same). (I-4) At least the support time-saving normal power open game and the jackpot normal power open game are common. By commonizing the normal power open game, it is possible to reduce the programs related to the normal power open game. Also, in the development stage, it becomes easier to calculate the payout rate during the electric support state. Also, depending on how the presentation is presented, it is possible to make it difficult for the player to tell whether the jackpot time-saving state or the support time-saving state is in progress. (I-5) At least the support time-saving normal power open game and the jackpot normal power open game are different. According to this configuration, the winning rate can be made different between the support time-saving state and the jackpot time-saving state, improving the playability.
[0167] <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 the game state are provided, and the transition between each presentation mode can be controlled in response to the transition (update) of the game state. Specifically, the presentation mode can be transitioned when the internal game state or the variation pattern selection mode (Tcode) is updated (changed). The presentation mode includes a plurality of types of presentation modes corresponding to each game state, such as a "normal presentation mode" related to a "normal state", a "probability variation presentation mode" related to a probability variation state, a "time-saving presentation mode" related to a time-saving state, and a "during-win presentation mode" related to a winning game. In each presentation mode, the background display (background presentation) as the background of the decorative pattern variation display screen is changed to a presentation mode related to the game state so that the player can understand which game state the player is in.
[0168] For example, in the "normal presentation mode", the first background presentation (for example, a background presentation displaying a background image of cherry blossom trees) is associated with the season "spring", in the "time-saving presentation mode", the second background presentation (for example, a background presentation displaying a background image of the sea) is associated with the season "summer", and in the "probability change presentation mode", the third background presentation (for example, a background presentation displaying a background image of autumn leaves) is associated with the season "autumn", which can suggest the game state during the stay. In addition to changing the background display, the BGM, decorative patterns (pictures), and reserved display modes can also be changed to presentation modes related to the game state. In addition, the details will be described later, but the presentation mode can be changed depending on the number of consecutive big wins and the number of remaining time-saving times (for example, see Figures 7A and 7B described later).
[0169] (5-1-1. Production stage) In addition, at least one presentation mode includes a plurality of types of "presentation stages", and transitions between these presentation stages are possible. This presentation stage is one aspect of the presentation mode that performs presentations related to the game state, just like the presentation mode. For example, in the normal state, the presentation stages belonging to the normal presentation mode (for example, presentation stages reminiscent of the season 'spring') include the "cherry blossom stage (presentation stage A)" that displays a background image of cherry blossom trees, the "rape flower stage (presentation stage B)" that displays a background image of rape blossoms, and the "dandelion stage (presentation stage C)" that displays a background image of dandelions, and the like, and presentations corresponding to each presentation stage are displayed. That is, even in the same presentation mode, presentations corresponding to each presentation stage can be displayed, so that the presentation can be varied. In addition, the transition from one presentation stage to another presentation stage may be triggered by the execution of a certain advance notice presentation (for example, the stage change presentation described later), or may be performed according to the number of games played after a big win. In addition, when there are multiple production stages belonging to one production mode, the variation pattern selection mode (Tcode) itself related to each of the multiple production stages is the same. In other words, the variation pattern distribution table used when selecting a variation pattern is the same in any of the multiple production stages. For example, the variation pattern selection mode (Tcode) related to the production stages A to C is the production stage related to the normal mode (Tcode = 00H), and the variation pattern distribution table used when selecting a variation pattern is the same in any of the production stages A to C.
[0170] 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 selection mode (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 (transition between multiple types of performance modes) according to the processing state. 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 (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 or performance stage without relying on a specific performance control command.
[0171] (5-2. Preview performance) Next, the preview performance will be described. The performance control unit 24 is configured to be able to execute and control various "preview performances" related to the big win lottery results based on at least the fluctuation pattern information included in the fluctuation pattern designation command (specifically, information included in the fluctuation pattern designation command and / or the decorative pattern designation command, the winning command described later, etc.) (preview performance execution control means). The main role of the preview performance is to suggest (preview) the expectation of whether or not a hit type (including support time reduction) has been won (the well-known "expectation of winning"), and to suggest the expectation of occurrence of a specific preview performance (expectation of occurrence of a specific preview). Specifically, it is configured to be able to execute performances related to at least the above-mentioned performance modes and the big win lottery results (at least the winning / losing lottery results).
[0172] Many of the preview effects work as "hype effects" to increase the player's expectations of winning. Typical preview effects include "reach effects," "pseudo consecutive effects," "player participation effects," "step-up effects," "stage change effects," and "preview preview effects." In addition to these effects, there are various preview effects (such as cut-in effects) that occur in combination (simultaneously or overlapping) or independently.
[0173] (5-2-1. Reach performance) The above-mentioned "reach effect" refers to an effect mode accompanied by a reach state (a variable display mode accompanied by a reach state), and specifically refers to an effect mode in which the game result is derived and displayed via the reach state. The "reach state" refers to a display mode in which, before the result of the decorative pattern variable display game is derived, some of the decorative patterns derived and displayed during the decorative pattern variable display game constitute part of the display mode indicating the occurrence of a jackpot (winning a jackpot), and the variable display mode of the decorative patterns that have not yet been derived and displayed is being performed, suggesting that the display mode indicating the occurrence of a jackpot is likely to be derived (there is a possibility of winning a jackpot) by utilizing the variable display mode of the decorative patterns for the effect, and referring to a variable display mode that can make the player expect a jackpot win. For example, when the combination of decorative symbols (jackpot symbols) indicating a jackpot (occurrence of a jackpot) is a pattern of "7 (left symbol)", "7 (middle symbol)", "7 (right symbol)", etc., on a predetermined effective winning line, the left and right symbols, which are part of the pattern arrangement, display "7" (so-called "tenpai state"), and the middle symbol (the remaining symbol that does not constitute the tenpai state) is fluctuating and displaying while fluctuating at high speed, frame-by-frame, swinging, expanding and contracting, deforming, etc. Therefore, even if a reach state is formed, the result of the decorative symbol fluctuating display game does not necessarily become a "jackpot", and if the final result is not a stop display mode (jackpot symbol) indicating a jackpot, the result of this game will be a "lose".
[0174] The above-mentioned "reach effects" include multiple types of reach effects that are associated with the probability of winning. For example, they include the traditionally known "N reach (normal reach)" and the "SP reach (super reach)" that has a relatively higher probability of winning than when an N reach appears, and many of these "SP reaches" have a relatively longer performance time (variation time) than N reaches in order to increase the expectation of winning a jackpot. In addition, SP reaches include special SP reaches such as "SP reach + SPSP reach," "SPSP reach," and "agitation reach." The contents of each reach are explained below.
[0175] (r1) "N Reach" is a variation mode in which, after a normal variation, the game ends by passing through the normal reach state and announcing the game result (hit or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach. N Reach is the reach performance with the lowest probability of winning among all reach performances. There are two types of N Reach, N Reach 1 and N Reach 2, which have different probability of winning. The relationship between the probability of winning is "N Reach 1" <Nリーチ2」となっている。 (r2) “SP reach (normal SP reach)” is a reach change pattern in which, after normal fluctuations, the first reach performance (SP reach) occurs via a normal reach (N reach 1 or N reach 2), and then the game result is announced and the game ends. (r3) "SP reach + SPSP reach" is a reach change pattern in which, after normal fluctuations, the first reach performance (SP reach) occurs via the normal reach, and after a miss is announced, a second reach performance (SPSP reach) with a higher chance of winning than the first reach performance occurs (develops into another SP reach type), and the game ends with the announcement of the game result (hereinafter referred to as "advanced SPSP reach"). (r4) "SPSP reach" is a reach change pattern in which, after normal fluctuations, the game goes through a normal reach, but the first reach performance (SP reach) is not passed through, i.e., it is omitted, and the second reach performance (SPSP reach) occurs immediately (develops directly into an SPSP reach), and the game ends with the announcement of the game result (hereinafter also referred to as a "direct hit type SPSP reach"). (r5) "Stir Reach (Special SP Reach)" is, like the above (r2), a reach variation pattern where, after normal fluctuations, a first reach effect (SP Reach) occurs via a normal reach, and then the game result is notified and the game ends. However, in this embodiment, it is configured to occur under specific conditions (for example, it occurs in the symbol variation display game on the special figure 2 side during the state without electric support) (see FIGS. 72, 74 to 75, etc.).
[0176] The winning expectancy 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 selection rate is determined in relation to the jackpot lottery result so that the winning expectancy relationship is "N Reach 1 < Reach N2 < SP Reach < Developed SPSP Reach < Direct Hit SPSP Reach". Also, for example, among the reaches during certain probability variation as shown in FIGS. 34 and 35, the winning expectancy relationships are "Direct Hit Reach 1 < Direct Hit Reach 2", "Reach A during medium consecutive wins < Reach B during medium consecutive wins", "Reach A during large consecutive wins < Reach B during large consecutive wins < Reach C during large consecutive wins"; among the reaches during time shortening as shown in FIGS. 40 and 41, the selection rate is determined in relation to the jackpot lottery result so that the winning expectancy relationship is "Reach A during time shortening < Reach B during time shortening < Reach C during time shortening".
[0177] Note that the actual winning expectancy changes according to whether other pre - notice effects (for example, pseudo - consecutive effects) are involved. For example, even when a developed SPSP reach appears, if a pre - notice effect with a high winning expectancy is involved, the winning expectancy can be equal to or higher than that of a direct - hit SPSP reach. In this specification, for convenience of explanation, Reach A during medium consecutive wins, Reach B during medium consecutive wins, Reach A during large consecutive wins, Reach B during large consecutive wins, Reach C during large consecutive wins, Reach A during time shortening, Reach B during time shortening, and Reach C during time shortening are treated in the same row as the reaches belonging to "SP Reach", but in some cases, Reach A during medium consecutive wins and Reach A during time shortening with a low winning expectancy can be treated in the same row as "N Reach".
[0178] In this embodiment, the above-mentioned reach effect is passed through in the process of deriving and displaying a combination of decorative symbols indicating a jackpot. Therefore, the presence or absence of a reach effect is a clue for a player to know the possibility of a jackpot. Therefore, as an effect mode that predicts (suggests) the possibility of a reach effect occurring, in other words, an effect mode that can predict the winning expectation more clearly, multiple types of "expectation notice effects" are provided. This "expectation notice effect" plays a role as a provocative effect that predicts the winning expectation, but also plays a role of predicting the possibility of a specific effect (for example, a reach effect) occurring, or predicting that the occurrence of a specific effect is definite. Therefore, for example, in a reach effect scenario, a certain notice effect may occur at a stage before the reach effect occurs, predicting the possibility of the reach effect occurring, and predicting the winning expectation. In other words, if one or more expectation notice effects are present, the winning expectation may be more clearly defined than when the reach effect occurs alone, and the winning expectation may also be increased. Such expectation preview effects include "pre-preview effects" that can occur before a reach effect, and "post-preview effects" that can occur during a reach effect.
[0179] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the expected 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.
[0180] The occurrence rate of "pseudo consecutive" is basically set so that the more the number of pseudo fluctuations, the higher the winning expectation. For example, the more the number of pseudo fluctuations, the higher the expectation of the occurrence of a notice performance with a high winning expectation, such as SP reach, is set to be higher when the number of pseudo fluctuations is two than once. Therefore, in the case of a performance scenario including a reach performance, it is mainly generated in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo fluctuations, 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 number of pseudo fluctuations M times and the main fluctuation combined. 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, pseudo 3 + SP reach, etc. in FIG. 33). Also, if there is no pseudo 2~3 attached, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur (for example, N reach 2, SP reach, etc. in Figure 33).
[0181] (5-2-3. Player Participation Performance) In this embodiment, one of the expectation preview effects is a "player participation type effect." The "player participation type effect" belongs to the so-called "button preview effect," and is an advance notice effect in which the content of the effect can change based on the content of a specified operation (for example, a single press, a long press, or repeated presses) performed on the operation means (effect button 13 and / or directional key 75). In the player participation type effect, when a specified button is valid, an "operation instruction effect" is executed to instruct the operation means to perform a specified operation, and when the player operates the operation means during the button valid period, the currently displayed effect changes to another effect (operation time effect) based on the content of the operation, and the probability of winning, the result of winning or losing, or setting suggestion information 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.
[0182] (5-2-4. Step-up performance) In this embodiment, one of the expected preview effects is a "step-up preview effect." The "step-up preview effect" is an effect mode with one or more stages of performance steps. Specifically, the performance is performed step by step from the first stage (step 1) to the multiple stages (step N (N≦2)), and the expectation of winning increases when it progresses to a more advanced stage (the expectation of winning is the highest when it progresses to the final stage). For example, in the case of a step-up effect consisting of three stages of performances SU1 to SU3, the expectation of winning increases as the performance step stage becomes relatively higher, such as "performance SU1 (step 1): low expectation of winning," "performance SU1 → performance SU2 (step 2): medium expectation of winning," and "performance SU1 → performance SU2 → performance SU3 (step 3): high expectation of winning." In addition, some step-up effects belong to the player participation type effects, and can progress to the next stage, for example, by operating the operating means (performance button 13 or directional key 75) or by the expiration of the button valid period.
[0183] (5-2-4. 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 winning probability (which may include not only the winning probability for a jackpot but also the winning probability for the support time reduction described below) 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 changing special patterns), by utilizing the reserved display mode or a presentation during a pattern change display game that is executed first chronologically.
[0184] 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.
[0185] 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).
[0186] 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.
[0187] 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.
[0188] In addition, in the lower right corner of the liquid crystal screen shown in FIG. 5A, a sub-display area 79 (sub-display (one aspect of the retreat display)) capable of displaying the operation reserved balls of the special figures 1 and 2, the number of operation reserved balls of the normal figures, information on the variable display operation of the special figures 1 and 2, and information on the variable display operation of the normal figures is provided as a display area for a sub-like performance (sub-performance) separate from the main performance such as the decorative pattern and the notice performance. In the illustrated example, the sub-display area 79 is shown by six small squares. The information of this sub-display area 79 can be continued to be displayed even when the display of the decorative pattern and / or the reserved display part is hidden in order to display the notice performance, and is displayed in a non-interference area (one aspect of the retreat display area) that does not interfere with the variable display of the decorative pattern and the notice performance as much as possible, as shown in the figure. As a result, it is possible to identify whether or not the pattern variable display game is currently being played and how many operation reserved balls there are by the sub-display information of the sub-display area 79.
[0189] Of the six squares in the sub-display area 79, the two squares indicated by "Special Chart 1, 4th Pattern" and "Special Chart 2, 4th Pattern" in FIG. 5A are display areas (first variable presence / absence display area, second variable presence / absence display area) for information regarding the variable display operation of Special Chart 1 and Special Chart 2, respectively. For example, during the variable period, "⇔" is displayed ("⇔" is displayed flashing), and during the stopped period, the display is stopped in a display mode that reflects the result of the jackpot lottery (at least the result of the winning / losing lottery). As the stop display mode, for example, "X" is a losing pattern, "△" is a small winning pattern, and "○" is a winning pattern. Therefore, when any of these "X", "△", and "○" are displayed, the special pattern is in a non-variable state (displayed stopped). In addition, the squares to the left of the fourth pattern of Special Chart 1 and the squares to the left of the fourth pattern of Special Chart 2 are display areas for information regarding the number of activated reserved balls for Special Chart 1 and the number of activated reserved balls for Special Chart 2, respectively (first reserved number display area, second reserved number display area), and in the example shown, an example is shown in which the number of activated reserved balls for Special Chart 1 is "3", and the number of activated reserved balls for Special Chart 2 is "0".
[0190] In addition, the square indicated by the "normal decorative pattern" at the bottom of the sub display area 79 is a display area (third change presence / absence display area) for information regarding the variable display operation of the normal pattern, and for example, during the variable period, it is displayed as "⇔" (flashing "⇔"), and during the stop period, it is displayed in a display mode reflecting the result of the lottery for the auxiliary hit. As the stop display mode, for example, "●" is a losing pattern, and "○" is a pattern for the auxiliary hit (if there are multiple types of auxiliary hits, it may be displayed with the corresponding auxiliary hit pattern). In addition, the square on the left side of the normal decorative pattern is a display area (third reserved number display area) for information regarding the number of reserved balls for the normal pattern operation, and in the example shown, an example of "1" is shown for the number of reserved balls for the normal pattern operation is shown. Of the three vertical squares of the second reserved number display in the figure, from the top, the number of reserved balls for the special pattern 1 operation, the number of reserved balls for the special pattern 2 operation, and the number of reserved balls for the normal pattern operation are displayed.
[0191] Depending on the game state (game mode or internal game state), the reserved display area 76 can be displayed more emphasized than the reserved display area 77, or conversely, the reserved display area 77 can be displayed more emphasized than the reserved display area 76. For example, during the first game state (during the normal state (presentation mode belonging to the normal mode)), the reserved display area 76 can be displayed emphasized. When the reserved display area 76 is displayed emphasized, for example, the reserved display area 76 may be displayed preferentially, the reserved display area 76 may be displayed large, the reserved display area 77 side may be hidden, etc. The same applies when the reserved display area 77 is displayed emphasized, and the reserved display area 77 may be displayed preferentially, the reserved display area 77 may be displayed large, the reserved display area 76 side may be hidden, etc.
[0192] Also, during the second game state (for example, during the time-saving state (presentation mode belonging to the time-saving mode) or the probability variable state (presentation mode belonging to the probability variable mode)), the reserved display area 77 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 preferentially (for example, only the reserved display area 77 can be displayed).
[0193] (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 the random number judgment process to the special stop pattern data creation process (steps S318 to S319) in FIG. 11 and the "random number judgment process for special electric role operation judgment to the special stop pattern creation process (steps S410 to S411)" in FIG. 12).
[0194] 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 "Random number judgment process at the time of winning the starting hole (step S320)" in FIG. 11). This fluctuation pattern of the special symbol judged in advance is called a "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, it is judged in advance whether the reach fluctuation pattern will go through what kind of reach state, or whether it will be a normal fluctuation pattern that does not go through a reach state.
[0195] Since the above-mentioned pre-reading fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the pre-determination result of the winning / losing lottery and the pattern lottery), the pre-reading fluctuation pattern information may 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 judgment is called "pre-reading judgment".
[0196] When the information on this look-ahead fluctuation pattern is transmitted from the main control unit 20 to the performance control unit 24, a performance control process related to the look-ahead notice is performed in the performance control unit 24. In detail, when a look-ahead judgment is performed, a "reserved addition command" capable of specifying 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 specifying the look-ahead fluctuation pattern information (at least information on the look-ahead judgment of the winning / losing lottery results at the time the fluctuation started) 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 contained in the commands.
[0197] Specifically, when the performance control unit 24 receives the reserved addition command and the winning command, it performs a "pre-reading notice lottery" regarding whether or not to execute (display) the pre-reading notice based on the pre-reading variation pattern information. When the pre-reading notice is executed, a performance scenario related to the pre-reading notice is created, and the pre-reading notice is displayed according to the performance scenario (see Fig. 5A and Fig. 5B). The pre-reading notice is executed with a higher probability for a "jackpot" than for a "miss," and for a pre-reading variation pattern with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not the pre-reading notice occurs. The pre-reading notice may appear for the current operating reserved ball at the timing when the operating 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 predetermined timing during the game.
[0198] The reserved addition command described above is composed of two bytes: the data on the upper byte side that can specify the special chart type information (special chart 1 or 2), and the data on the lower byte side that can specify the information on the number of reserved balls in operation at the time of the pre-reading judgment. The winning command is composed of two bytes: the data on the upper byte side that specifies the winning or losing result (MODE1), and the data on the lower byte side that can specify the contents of the pre-reading fluctuation pattern as the pre-reading judgment information (EVENT). It is also possible to send it as one command instead of using two commands, the reserved addition command and the winning command. For example, a reserved addition command (or a winning command) in which the data on the upper byte side that can specify the special chart type information and the information on the number of reserved balls in operation at the time of the pre-reading judgment is the data on the upper byte side, and the data on the upper byte side that can specify the winning or losing result information and the pre-reading fluctuation pattern information is the data on the upper byte side, and a pre-reading notice can be executed based on the command.
[0199] (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 subject 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 look-ahead notice may be revealed when a prize is won (reserved display), so it is also called a "winner-based look-ahead notice."
[0200] 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.
[0201] 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.
[0202] 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).
[0203] The special reserved display related to the reserved change notice may be (A) made to appear when a prize is won, in other words, made to appear at the timing of the reserved display, (B) made to appear as a normal reserved display (white) when a prize is won, but changed from the normal reserved display to a special reserved display (blue, etc.), or (C) changed to a special reserved display with a relatively higher winning expectation than the current special reserved display (for example, changed in a step-up manner from blue to a reserved color of yellow or higher). In the case of (B) or (C), the reserved display mode may be changed from one reserved display mode to another reserved display mode at a predetermined timing during the shift display, at a predetermined timing during the previously executed pattern change display game, at a predetermined timing during the appearance of a specific notice performance, during a player-participation performance for the reserved change notice (for example, during the valid period of button operation), etc. The reserved change notice that changes to a reserved display with a higher winning expectation as in (B) or (C) above is called a "step-up reserved change notice".
[0204] 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 and 77, and the player can be notified of the pre-reading notice (special reserved display) targeting the active reserved ball related to the current symbol change display game even during the game, but at a predetermined timing during the 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.
[0205] 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 activated reserved ball is a winning ball, and it becomes a premium reserved change notice like the guaranteed reserved 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)).
[0206] (Pattern change prediction: prediction during change) In addition, in this embodiment, unlike the above-mentioned "winning time type" look-ahead notice performance, it is possible to make a "change during look-ahead notice" that is made when the pattern change display game starts. This change during look-ahead notice, unlike the above-mentioned reserved change notice, can be made at a predetermined timing during the pattern change display, so it is also called a "pattern change during system (change at the start of change system)" look-ahead notice.
[0207] The "pre-reading during variation" is, for example, a pre-reading prediction image for pre-reading only is displayed on the screen of the liquid crystal display device 36, and this is executed (displayed one-off or continuously) in one or more symbol variation display games. That is, in the pre-reading during variation prediction, when a game ball enters a start hole during a certain symbol variation display game and a start condition is established, the right to execute the symbol variation display game related to the establishment of the start condition is temporarily reserved and stored, and a pre-reading prediction lottery is performed regarding whether or not to execute the pre-reading prediction performance, and when this pre-reading prediction lottery is performed, if there are multiple operating reserved balls (reserved memories) currently existing at that time, the symbol variation display games can be expressed in some way for all or some of the reserved memories. For example, a pre-reading only prediction image (for example, a prediction image imitating a lightning bolt in FIG. 5B) is displayed on the screen of the liquid crystal display device 36 during all or some of the symbol variation display games related to the currently existing operating reserved balls from the oldest operating reserved ball in memory order to the operating reserved ball that is the target of the pre-reading prediction. In this case, in each symbol variation display game, all or a part of the pre-reading notice may be different. For example, when it is displayed over three symbol variation display games, the first symbol variation display game may be a thundercloud image, the second symbol variation display game may be a rain image (image display expressing rain falling from a thundercloud) or a thundercloud image, and the third symbol variation display game may be a lightning image. Also, the winning expectation may be different depending on the pre-reading notice image. In the above example, the thundercloud image may be a low expectation, the rain image may be a medium expectation, and the lightning image may be a high expectation. In this case, if the game ends with only a thundercloud image, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically. Also, a step-up pre-reading notice may be displayed in which the expectation develops stepwise (increases) from "thundercloud image → rain image → lightning image" each time the symbol variation display game is executed.
[0208] In this embodiment, the pre-reading notice during fluctuation and the reserved change notice can be displayed independently of each other. Specifically, the execution lottery for the reserved change notice and the execution lottery for the reserved change notice are independent of each other. 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). The presentation means used when executing the reserved change notice and the presentation contents thereof can be determined as appropriate.
[0209] (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.
[0210] 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).
[0211] 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.
[0212] 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 image (lightning effect 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).
[0213] 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.
[0214] 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.
[0215] (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" (confirmation suggestion type) that definitively notifies a specific setting value (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 setting suggestion 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" (specific range confirmation suggestion type) that definitively notifies that a specific setting value (any of settings 1 to 6) is not met. (c) "Specific range suggestion effect" (specific range confirmed suggestion type) 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". 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 a certain effect is unlikely to appear at setting 1, fairly likely to appear at setting 4, and likely to appear at setting 6.
[0216] 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.
[0217] 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 symbol change game, but also during the big win game, or during the "customer waiting before performance (demo start waiting display)" or "customer waiting performance (demo screen)" described later while waiting for the game to start.
[0218] In addition, by stipulating the appearance rate of a specific preview effect according to the set value, the preview effect itself can function as a "setting suggestion effect". For example, by varying the appearance rate of at least one of a specific reach effect, a specific pseudo consecutive (a specific pseudo consecutive pattern or a specific number of pseudo consecutive), a specific player participation type effect, and a specific pre-reading preview according to the set value, the preview effect itself can function as a "setting suggestion effect". For example, if a specific SP reach is likely to appear when losing, it is "high setting high", if three pseudo consecutive (two pseudo fluctuations + main fluctuation) are likely to appear when losing, it is "high setting high", and if a specific button operation effect appears, it is "setting 6 confirmed" suggestion. In addition, by utilizing the pre-reading preview effect, a pre-reading preview mode dedicated to the setting suggestion effect 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" suggestion.
[0219] (About the setting suggestion during the support time reduction state) (I6) Multiple setting suggestion effects can be executed, and during the support time-saving state, execution of some or all of the multiple setting suggestion effects is prohibited (restricted). Alternatively, the execution probability can be made different compared to other game states. This includes the following (I6-1) to (I6-4). (I6-1) During the support time-saving state, the probability of the setting suggestion effect being executed can be made lower than in the normal state. In this case, the probability of the execution of one or more specific setting suggestion effects can be made lower. (I6-2) During the support time-saving state, the appearance rate of setting suggestion effects can be made higher than in the normal state. In this case, the appearance rate of one or more specific setting suggestion effects can be made higher. (I6-3) During the support time-saving state, the execution of one or more specific setting suggestion effects can be prohibited (restricted). There are no particular restrictions on the specific setting suggestion effects, but for example, when setting suggestion effects such as those shown in (A) to (Shi) above can be executed, the execution of at least one of those setting suggestion effects can be prohibited. Specifically, during the support time-saving state, it is preferable to prohibit the execution of setting suggestion effects that are less useful as setting guessing elements, such as the even number setting suggestion effect of (Ki) and the odd number setting suggestion effect of (Yu). (I6-4) There are one or more setting suggestion effects that appear only during the support time-saving state. For example, only during the support time-saving state, it is possible to make the setting N confirmation effect of (M), which is highly useful as a setting guessing element, appear. According to this configuration, the appearance rate of the setting suggestion notice can be changed according to the game state. Also, a specific setting suggestion effect can be made to appear only in a specific game state (support time-saving state). This makes the effects more diverse and improves the fun of the game.
[0220] (About the decorative designs during support time reduction) The display mode of the decorative pattern in the support time reduction state can be configured as follows. (I-9) At least the decorative pattern during the support time-saving state (e.g., Arabic numerals) is different from the decorative pattern during the normal state (e.g., Chinese numerals) or the decorative pattern during the jackpot time-saving state (e.g., Roman numerals or Chinese numerals). In this case, the decorative pattern differs according to the game state, resulting in a variety of presentations. Also, it becomes easier for players to understand that they are in the support time-saving state. Also, because the decorative pattern can be displayed while waiting for customers (e.g., in the presentation before waiting for customers), when a player selects a game machine, he or she can easily identify that the support time-saving state is in effect simply by checking the display screen. (I-10) At least the stop display eyes of the decorative pattern after the power interruption is restored during the support time-saving state are different from the stop display eyes of the decorative pattern after the power interruption is restored during the normal state or the stop display eyes of the decorative pattern after the power interruption is restored during the jackpot time-saving state. According to this configuration, it becomes easier for players and hall staff to know whether the game machine is in the support time-saving state or not when they know the state of the game machine first thing in the morning.
[0221] (Regarding the pending display area related to the support time reduction status) (I-11) After the winning game of the support time reduction ends (when the pattern change time ends (see Figure 16), or during the pattern fixed display time (see Figures 16 and 17A), or when the pattern fixed display time has elapsed (see Figures 17A to 17B)), the reserved display area 77 (the reserved display area on the special pattern 2 side) can be displayed in an emphasized manner (with priority) as described above. When the reserved display area 77 is displayed in an emphasized manner, as already explained, the reserved display area 77 can be displayed with priority, the reserved display area 77 can be displayed larger, the reserved display area 76 side can be hidden, etc. If the support time reduction is won in the pattern change display game 1 on the special chart 1 side, it is preferable to change the priority of the reserved display from the special chart 1 side to the special chart 2 side at the timing when the winning game ends (because during the support time reduction state, right-handed hits are advantageous and the pattern change display game on the special chart 2 side becomes the main). By changing the priority of the reserved display at the timing when the game on the special chart 1 side ends, the reserved display of the special chart 2 can be displayed with priority before the first pattern change display game on the special chart 2 side starts during the support time reduction state.
[0222] (Regarding the management of the support time-saving state and the jackpot time-saving state) The support time-saving state and the jackpot time-saving state are the same time-saving state, but the internal game state can be configured as follows. (I-12) As the internal game state managed by the main control unit 20, at least the support time-saving state and the jackpot time-saving state can be configured to be managed as one easy-to-win state (electric support state). In this case, the flag indicating that the support time-saving state is in effect and the flag indicating that the jackpot time-saving state is in effect can be managed as a "common flag (first specific time-saving state flag)". By making the flag common to both, it leads to a reduction in RAM capacity. In addition, the data for the performance control unit 24 and the transmission process thereof can also be easily made common, which can reduce the program capacity and data capacity. (I-13) As the internal game state managed by the main control unit 20, at least the support time-shortening state and the jackpot time-shortening state can be configured to be managed as different winning-prone states. For example, the game state determination number YJ for the support time-shortening state can be 05H, and the game state determination number YJ for the jackpot time-shortening state can be 07H, and they can be managed as different internal game states. According to this configuration, the support time-shortening state and the jackpot time-shortening state can be managed by individual flags, so that the main control unit 20 can easily grasp each game state. In addition, it becomes easy to execute processing according to the game state according to the game situation. For example, different information can be sent to the performance control unit 24 regarding the support time-shortening state and the jackpot time-shortening state. As a result, the performance control unit 24 can easily transition to different performance modes during the support time-shortening state and the jackpot time-shortening state, and easily execute different performances.
[0223] (About the conditions for the support time reduction state) (I-14) In order to transition to the support time-saving state, a win is required for the support time-saving type in the big win lottery, but the support time-saving state may also be transitioned to if the number of times the special electric device is activated by a normal small win (the number of times the small win game is executed) reaches a predetermined number (for example, 3 times). In this case, it is possible to transition to the support time-saving state without going through a big win lottery, which improves the playability. Also, the mere existence of a small win becomes important, which increases the significance of providing a normal small win, greatly expanding the range of playability. (I-15) When a specific support time-saving is won, if a predetermined number of games (for example, 3 games) are played from the winning game, the support time-saving state can be entered after the game is finished (after the third game is finished). According to this configuration, a novel gameplay can be created in which the support time-saving state is scheduled to start in a game played after the game in which the support time-saving was won, and the degree of freedom of the gameplay can be expanded.
[0224] (Special gameplay using time-saving support) (I-17) If the support time-saving is won during the normal state, a predetermined number of time-saving times is given, whereas if the support time-saving is won in a game state (such as time-saving, probability, or potential) that is more favorable than the normal state, 0 time-saving times is given. For example, in a hypothetical gaming machine, the special chart 1 side has at least the support time-saving D (low probability of winning 1 / 5000) as a winning type, and the special chart 2 side has only "10R time-saving jackpot (1 / 100 chance of winning) that gives 1000 time-saving times" and "Special support time-saving with 0 time-saving times (1 / 200 chance of winning)" as a winning type. During the normal state, the game progresses while receiving a lottery for a jackpot on the special chart 1 side. Then, if the extremely low probability support time-saving D is won, the game will be switched to the time-saving state, and the game will progress while receiving a lottery for a jackpot on the special chart 2 side. Since the "10R time-saving jackpot" and "special support time-saving with 0 time-saving times" are the targets of the jackpot lottery on the special chart 2 side, if the 10R time-saving jackpot is won before the special support time-saving with 0 time-saving times is won, the jackpot will be consecutive, but if the special support time-saving is won before the 10R time-saving jackpot is won, the time-saving times will be 0 and the time-saving state will be forcibly ended. In other words, the special support time-saving win will cause the machine to fall into the normal state and the chance of consecutive wins will end. Therefore, if the special support time-saving is not won, the fall into the normal state will be avoided and the possibility of consecutive wins will remain, making it possible to create a pseudo "falling lottery type (see (machine 3) below)" gaming machine. By providing a special support time-saving with 0 time-saving times, the range of playability will be expanded and innovative playability can be expected.
[0225] (Conditions for ending the support time reduction period) (I-18) The end condition of the support time-saving state according to this embodiment is that the time-saving count is consumed or that the big win is won. However, other end conditions may be adopted. For example, when the support win is won a predetermined number of times (for example, 100 times) (when the normal opening game is executed a predetermined number of times), when the normal small win is won a predetermined number of times (for example, 5 times) (when the small win game by the normal small win is executed a predetermined number of times), when one of the special figures (either special figure 1 or special figure 2) changes a predetermined number of times, when the "ceiling privilege" described later is granted (when the ceiling function activation condition is established), when the ceiling game described later is reached, etc. can be adopted. One or more end conditions can be set. This allows the conditions for terminating the support time-saving state to be made more diverse, the range of playability to be expanded, and the fun of the game to be improved.
[0226] <6. Production 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.
[0227] <7. Game mode transition: Figure 6> Next, referring to Fig. 6, the contents of the "game mode" related to the variable pattern selection mode (Tcode), the transition control between each game mode (between each game state), and the presentation mode related to the game mode will be described. Fig. 6 is a game flow showing an outline of each game mode and the presentation mode related thereto.
[0228] In this embodiment, as shown in Fig. 6, multiple types of game modes are provided, broadly categorized as "normal mode", "time-saving mode", and "probability mode", and the progress of the game is controlled under these game modes. In the following, it is assumed that the player follows an advantageous hitting method according to the game state, and unless otherwise specified, it is assumed that "pattern change display game 1 on the special chart 1 side" is executed when the left hand is advantageous (normal state), and "pattern change display game 2 on the special chart 2 side" is executed when the right hand is advantageous (probability state, time-saving state).
[0229] (7-1. About "Normal Mode") The normal mode is a game mode in which the internal game state is associated with the normal state (YJ=00H), and this normal mode is the initial game mode. For example, in addition to the transition control between game modes due to game progress, the normal mode is also transitioned to when the RAM within the area is cleared by a RAM clear operation or a setting change operation.
[0230] This normal mode includes the "normal mode" with the variable pattern selection mode (Tcode) of "00H". This "normal mode" is the game mode in which the player can stay the longest during gameplay, and basically, when a jackpot or support time-saving win occurs from the normal mode, the player is transferred to another game mode (the probability mode or time-saving mode described below).
[0231] (7-1. About normal mode) During the "normal mode", the game stays in a "normal presentation mode" that performs presentations related to the normal mode. In the normal presentation mode, as a background presentation, for example, a presentation that expresses an air battle with fighter planes flying around, as shown in Fig. 7B (b) (c), is displayed, and the normal presentation mode is also called an "air battle mode".
[0232] (7-2. About "Kakuhen Mode") Next, the "probability mode" will be explained. As shown in the figure, the probability mode is a game mode in which the internal game state is related to the probability state (YJ = 01H), and the probability mode includes "probability modes 1 to 3 (Tcode = "01H" to "03H")" with different variation pattern selection modes. This probability mode can be entered when a 10R probability jackpot or a 4R probability jackpot is won (see Figure 4).
[0233] In the case of this embodiment, when the first hit occurs (for example, when a jackpot is won during the normal mode (normal state)), the mode is shifted to "probability mode 1" belonging to the probability mode, and when the jackpot is won consecutively (consecutive wins) without falling from this probability mode 1 to the normal mode, the mode is shifted stepwise from "probability mode 1 ⇒ probability mode 2 ⇒ probability mode 3" according to the number of wins (consecutive wins). That is, the number of consecutive wins is determined as a change condition (transition condition) of the game mode, and for example, the mode is shifted to probability mode 1 up to the third consecutive win, the mode is shifted to probability mode 2 from the fourth to sixth consecutive wins, and the mode is shifted to probability mode 3 after the seventh consecutive win (see FIG. 7A). By changing the probability mode according to the number of consecutive wins, the presentation and playability during the consecutive wins are made more diverse, and the player's interest in the game is greatly enhanced. In this embodiment, the probability change state is set to infinite probability change (ST number of times is 65535 times, which is practically infinite number of times), so there is no possibility of falling from the probability change state to the normal state (probability change mode to normal mode). However, if a finite probability change state (for example, ST number of times is 50 times, 100 times, etc.) is adopted as the probability change state, there is a possibility that the entire ST number will be consumed without winning a jackpot during the probability change state (probability change mode), and the state will fall to the normal state (normal mode).
[0234] In order to facilitate understanding of the present invention, a method for counting the number of consecutive wins, which is used to trigger a change in game mode, will be described below.
[0235] The above "consecutive wins" will be explained with reference to the "consecutive wins count example" shown in Fig. 7A (A). The count of consecutive wins is basically as shown in Fig. 7A (A), where the number of consecutive wins is counted by counting the number of consecutive wins of the special jackpot (consecutive wins) until the mode shifts to the normal mode (normal state) as follows: "special jackpot (first win) ⇒ special jackpot during special jackpot state (2 consecutive wins) ⇒ special jackpot during special jackpot state (3 consecutive wins) ⇒ special jackpot during special jackpot state (4 consecutive wins) ⇒ special jackpot during special jackpot state (5 consecutive wins) ⇒ special jackpot during special jackpot state (6 consecutive wins) ⇒ special jackpot during special jackpot state (7 consecutive wins)...". Note that "special jackpot 1", "special jackpot 2", and "special jackpot 3" shown in the figure indicate special jackpot mode 1, special jackpot mode 2, and special jackpot mode 3, respectively.
[0236] Here, in this embodiment, since a time-saving jackpot (4R time-saving jackpot) is provided, the question arises as to whether or not the time-saving jackpot should be counted in the number of consecutive wins.
[0237] <(A-1) Cases where time-saving jackpots are not counted (no count)> As shown in the figure (A-1), the time-saving jackpot may not be counted in the consecutive win count. In the illustrated case, the time-saving jackpot won during the second consecutive win in the probability variable mode 1 and the time-saving jackpot won during the third consecutive win in the probability variable mode 1 are not counted (no count). In this case, the actual consecutive win count is 7 times, but the consecutive win count is "5 consecutive wins."
[0238] <(A-2) When you win a time-saving jackpot, the count of consecutive wins is cleared> As shown in the figure (A-2), if you win a time-saving jackpot, the count of consecutive wins may be reset to zero. In the illustrated case, the number of consecutive wins is reset to "zero" due to the time-saving jackpot won during the second consecutive win probability mode 1, and the subsequent probability mode win is treated as the first consecutive win, that is, the same count as the first win.
[0239] When counting special jackpots, players are free to choose either of the counting methods (A-1) or (A-2) described above.
[0240] Also, as shown in FIG. (B), all jackpots may be counted. In this case, as shown in the figure, even if the first jackpot is a time-saving jackpot, it is counted as the first consecutive jackpot, and the number of consecutive jackpots is incremented by +1 for each jackpot won thereafter until the game falls back to normal (normal mode). In the case shown in the figure, the player won a total of seven jackpots, three times in the time-saving jackpot (first jackpot, third consecutive jackpot, fourth consecutive jackpot) and four times in the probability jackpot (second consecutive jackpot, fifth consecutive jackpot, sixth consecutive jackpot, seventh consecutive jackpot), so the number of consecutive jackpots is seven.
[0241] The "consecutive win count" is counted by the "consecutive win counting means" whose functional part is the main control unit 20. The consecutive win counting means works as a functional part that counts the consecutive win count in a specific game period on the condition that a win is won. The "consecutive win count" can be counted, for example, by the number of wins of the jackpot to be counted (+1 for each win of the jackpot), or the number of times that the jackpot game is played (for example, +1 for each play of the jackpot game), or the number of times that the condition device or the continuous role operating device related to the jackpot to be counted is operated (for example, by monitoring the ON (operation) / OFF (non-operation) of the condition device or the continuous role operating device, and by +1 each time it is turned ON). In the case of this embodiment, the number of wins of the jackpot is counted, and for example, in various setting processes (step S475) when the jackpot pattern stops in FIG. 17A described later, if the jackpot is the one to be counted, the current consecutive win count (the consecutive win count is zero at the first win) is increased by +1.
[0242] In addition, support time reduction is not counted because it does not belong to the big win, but support time reduction may also be counted. However, when support time reduction is counted, it is preferable to count "special electric operation type support time reduction" in which the special electric role is activated to obtain prize balls, and not count "special electric non-operation type support time reduction" in which the special electric role is not activated and prize balls cannot be obtained. In addition, "small wins" in which the special electric role is activated may also be counted. Since the condition device and the continuous role activation device do not operate for special electric operation type support time reduction and small wins, when counting them, it is sufficient to count the number of times support time reduction is won, the number of times small wins are won, the number of times support time reduction opening and closing play, the number of times small win play is executed (the number of times the special electric role is operated), etc.
[0243] (7-2-1. Features of the variable mode) Next, the characteristics of the probability change mode (probability change modes 1 to 3) according to this embodiment will be described. As already explained, probability change modes 1 to 3 are game modes with different variation pattern selection modes (Tcode) (see FIG. 43), and a variation pattern allocation table (see FIG. 34 and FIG. 35) corresponding to probability change modes 1 to 3 is selected. By utilizing this, probability change modes 1 to 3 can create their own unique characteristics. For example, in the variation pattern distribution table for the probability variable mode 1, a variation pattern with a variation time of 2 seconds (for example, normal variation) is selected with a high probability, in the variation pattern distribution table for the probability variable mode 2, a variation pattern with a variation time of 3 seconds is selected with a high probability, and in the variation pattern distribution table for the probability variable mode 3, a variation pattern with a variation time of 4 seconds is selected with a high probability (see FH11, FH15, and FH19 in FIG. 35). In this way, it is possible to vary the average variation time of the special symbols related to each probability variable mode, in other words, the average consumption time of the symbol variation display game (the average execution time of the symbol variation display game per game or the number of executions of the symbol variation display game per unit time: hereinafter also referred to as the "average consumption time"). The average consumption time of the symbol variation display game mentioned above is at least the average consumption time at the time of failure, that is, the "average variation time of the failure variation pattern" in each probability variable mode.
[0244] In this embodiment, the relationship of the average consumption time related to the probability change mode is set to satisfy "probability change mode 3<probability change mode 2<probability change mode 1". In other words, in the relationship of the fluctuation state between the probability change modes, probability change mode 1 is controlled under "high-speed fluctuation state", probability change mode 2 is controlled under "medium-speed fluctuation state", and probability change mode 3 is controlled under "low-speed fluctuation state". In other words, the more consecutive wins there are, the longer the average consumption time is controlled. Note that, as long as the average consumption time in each mode satisfies the above-mentioned relationship of "probability change mode 3<probability change mode 2<probability change mode 1", there is no particular limit to the time, but since the probability change mode is a game mode related to the probability change state and the "special pattern time-saving function" operates during the probability change mode, the average consumption time in each fluctuation state is at least shorter than the average consumption time in the normal mode (normal state).
[0245] As described above, the reason for setting the relationship of the average playing time (game playing speed) for the special modes as "special mode 3 < special mode 2 < special mode 1" is as follows.
[0246] In recent years, in order to moderately suppress the incitement of gambling, legal requirements have been put into place to regulate the ball-out performance of gaming machines. For example, the ball-out rate (safe balls / out balls) in the short-term test (1 hour) related to the above-mentioned model test is limited from the upper limit of 300% (old standard) to 220% (new standard) (Regulations on the Certification and Inspection of Models of Gaming Machines, Appendix 4, Technical Standards for Pachinko Gaming Machines (Article 6-related) (1) Performance Standards, etc.). This regulation has a significant effect on the ball-out performance, especially the ball-out performance during consecutive wins, and if it is observed, the ball-out "speed per hour" may drop to about 2 / 3 of the previous ball-out performance. In detail, if the firing time is one hour, the number of out balls is 6000 (firing performance of the firing device 32 is 100 shots / min x 60 min = 6000 shots), and under the old standard, the upper limit ball output rate is "300%", so the number of safe balls is allowed up to 18000 shots per hour (6000 shots x 300% = 18000 shots / h). However, under the new standard, the upper limit ball output rate is limited to "220%, so the upper limit of safe balls is reduced to 13200 shots per hour (6000 shots x 220% = 13200 shots / h). Especially during the time-saving state or the probability change state, the high base state (electric support state) is created, so if the jackpot is hit excessively in succession, the upper limit ball output rate of 220% (13200 shots) can easily be exceeded, resulting in non-compliance in the type test. For example, if the base value under the electric support state is 70 (BA70), the safe balls in normal electric open play will be 4200 balls per hour (BA70 x 100 balls / min x 60 min = 4200 balls). Therefore, under the old standard, it is possible to pay out "13800 balls" (18000 balls - 4200 balls) in a jackpot play, but under the new standard, only "9000 balls" (13200 balls - 4200 balls) can be paid out. Therefore, under the above regulations, it is necessary to devise a way to control the ball-out performance so that it is easier to pass (conform to) the model test without impairing the feeling of ball-out as much as possible.
[0247] Therefore, in this embodiment, the average playing time of the pattern change display game is set to be longer as the number of consecutive wins increases relatively, thereby preventing the ball dispense speed from increasing excessively when consecutive jackpots occur.
[0248] On the other hand, by varying the average time of the symbol variation display game according to each game mode (here, each probability variation mode 1 to 3), the playability and freedom of presentation can be increased, and the game can be made deeper. In detail, the above-mentioned "high-speed variation state" is mainly useful in a game mode (game state) that places emphasis on playability, such as "increasing the average game consumption speed to improve the time efficiency of the game progress." During the probability variation mode (probability variation state), it becomes "electric support state + high probability state (special symbol probability variation function activated) + special symbol time-saving state (special symbol time-saving function activated)", and the average time of the symbol variation display game becomes relatively shorter than at least the normal mode, and it becomes a game state devised to make it easier to win a jackpot, but in such a game state, there are many players who want to get a jackpot quickly rather than enjoying the presentation. Therefore, in this embodiment, in the case of probability variation mode 1, a variation pattern with a relatively short variation time is easily selected, and a "high-speed variation state" is generated. On the other hand, in the "medium speed change state" or "slow speed change state", the average time required for the pattern change display game is longer than in the "fast speed change state", but in return the presentation time can be longer, making this useful for a game mode that places emphasis on playability, such as "enjoying the presentation".
[0249] As described above, in order to provide a relationship of "probability change mode 3 (low speed change state) < probability change mode 2 (medium speed change state) < probability change mode 1 (high speed change state)" with respect to the average consumption time of the pattern change display game, it is preferable to configure as shown in (T1) to (T19) below with respect to the "miss fluctuation pattern allocation table (Fig. 35)" which is referred to at the time of the miss that is most likely to be encountered in the progress of the game. Note that the present invention is not necessarily limited to the relationship of the three probability change modes 1 to 3. That is, the present invention has at least a probability change mode (hereinafter referred to as "probability change mode A") in which the number of consecutive wins is less than a predetermined number, and a probability change mode (hereinafter referred to as "probability change mode B") in which the number of consecutive wins is equal to or more than the predetermined number, and when comparing the average consumption time of the probability change mode A and the probability change mode B, it is sufficient to configure the relationship of "probability change mode A < probability change mode B" (the same applies to the modified example A and modified example B described later). In the following, when it is stated that the order is "Chance mode A ⇒ Chance mode B," it also means that the order is "Chance mode 1 ⇒ Chance mode 2 ⇒ Chance mode 3."
[0250] (T1) The average fluctuation time of the normal fluctuation is increased in the order of "probability fluctuation mode A ⇒ probability fluctuation mode B". Note that one or more normal fluctuations can be set. (T2) The average time of reach fluctuation is increased in the order of "probability change mode A ⇒ probability change mode B". Note that one or more reach fluctuations can be set. (T3) Increase the duration of the normal variation, which has the highest selection rate, in the order of "Chikaga Mode A ⇒ Chikaga Mode B." (T4) Increase the duration of the reach fluctuation with the highest selection rate in the order of "Chikaga Mode A ⇒ Chikaga Mode B." (T5) The selection rate of normal fluctuation is decreased in the order of "probability change mode A ⇒ probability change mode B". Note that one or more normal fluctuations can be provided. (T6) The selection rate of reach fluctuation is increased in the order of "probability change mode A ⇒ probability change mode B." Note that one or more reach fluctuations can be provided. (T7) Increase the duration of the shortest normal fluctuation in each mode in the order of "Chikaga Mode A ⇒ Chikaga Mode B." (T8) Increase the duration of the shortest reach fluctuation in each mode in the order of "Chikaga Mode A ⇒ Chikaga Mode B." (T9) Reduce the number of types of normal fluctuations in the order of "Chikaga Mode A ⇒ Chikaga Mode B." (T10) Increase the number of reach fluctuations in the order of "Chance Happening Mode A ⇒ Chance Happening Mode B." (T11) When "first fluctuation time < second fluctuation time", the number of types of fluctuation patterns for the second fluctuation time or more is increased in the order of "probability fluctuation mode A ⇒ probability fluctuation mode B". The "fluctuation pattern for the second fluctuation time or more" may be a normal fluctuation or a reach fluctuation (same below). (T12) If the "first fluctuation time < second fluctuation time", the number of types of fluctuation patterns after the first fluctuation time is reduced in the order of "probability fluctuation mode A ⇒ probability fluctuation mode B". The "fluctuation pattern after the first fluctuation time" may be a normal fluctuation or a reach fluctuation (same below). (T13) If "the first fluctuation time < the second fluctuation time", the probability variable mode A has no fluctuation pattern beyond the second fluctuation time, and the probability variable mode B has a fluctuation pattern beyond the second fluctuation time. (T14) If "first fluctuation time < second fluctuation time", the probability variable mode A has a fluctuation pattern that is equal to or shorter than the first fluctuation time, and the probability variable mode B has no fluctuation pattern that is equal to or shorter than the first fluctuation time. (T15) If "first fluctuation time < second fluctuation time", there are no fluctuation patterns for the second fluctuation time or longer in the probability variable mode 1 and probability variable mode 2, and there are fluctuation patterns for the second fluctuation time or longer in the probability variable mode 3. (T16) If "first fluctuation time < second fluctuation time", then probability change mode 1 and probability change mode 2 have fluctuation patterns that are shorter than the first fluctuation time, and probability change mode 3 has no fluctuation patterns that are shorter than the first fluctuation time. (T17) In the probability change mode A and the probability change mode B, the fluctuation time of the fluctuation pattern selected when the number of operation reserved balls (the number of existing operation reserved balls excluding the operation reserved balls provided for the current fluctuation display operation) at the start of the fluctuation is 0 is set as a common (may be the same or approximately the same) fluctuation time, and when the number of operation reserved balls is other than 0, a fluctuation pattern with a different fluctuation time can be selected. For example, in the probability change modes 1 to 3, when the number of operation reserved balls is 0, only the normal fluctuation 8s type (in this example, normal fluctuation 8s during small consecutive wins, normal fluctuation 8s during medium consecutive wins, normal fluctuation 8s during large consecutive wins) is selected, and when the number of operation reserved balls is other than 0, a fluctuation pattern with a different fluctuation time can be selected. In this case, the fluctuation time of the fluctuation pattern that is likely to be selected when the number of operation reserved balls is other than 0 is lengthened in the order of "probability change mode A ⇒ probability change mode B". (T18)) The normal fluctuation is common to probability variable mode A and probability variable mode B, and the selection rate of reach fluctuation is set to be high in the order of "probability variable mode A ⇒ probability variable mode B". For example, the normal fluctuation is common to probability variable modes 1 to 3, and the selection rate of reach fluctuation is set to be high in the order of "probability variable mode 1 ⇒ probability variable mode 2 ⇒ probability variable mode 3". (T19) The normal fluctuation is common to probability variable mode A and probability variable mode B, and the selection rate of reach fluctuations with relatively long fluctuation times is set to be high in the order of "probability variable mode A ⇒ probability variable mode B." For example, the normal fluctuation is common to probability variable modes 1 to 3, and the selection rate of reach fluctuations with relatively long fluctuation times is set to be high in the order of "probability variable mode 1 ⇒ probability variable mode 2 ⇒ probability variable mode 3."
[0251] In addition, since the electric support state is a state in which the operating reserved balls are likely to accumulate, it is important to adopt a miss fluctuation pattern distribution table having the above-mentioned configuration of (T1) to (T6) by focusing on the fluctuation pattern that is likely to be selected when the operating reserved balls are relatively large. On the other hand, since the operating reserved balls are unlikely to accumulate during a state without electric support, such as a potential state, in order to realize the above-mentioned "probability mode 3 (low speed fluctuation state) < probability mode 2 (medium speed fluctuation state) < probability mode 1 (high speed fluctuation state)", it is important to focus on the fluctuation pattern that is likely to be selected when the operating reserved balls are relatively small and use a miss fluctuation pattern distribution table having the configuration of (T1) to (T19).
[0252] In addition, the winning-related fluctuation pattern allocation table shown in FIG. 34 can be configured as follows (T20) to (T27).
[0253] (T20) The time period during which the reach fluctuation is likely to be selected in the case of a win is lengthened in the order of "Chikara Mode A ⇒ Chikara Mode B." (T21) When the degree of advantage (degree of profit) is "first winning type < second winning type", the reach fluctuation with a relatively long fluctuation time is more likely to be selected when the second winning type is won than when the first winning type is won. In this case, the fluctuation time of the reach fluctuation can be lengthened in the order of "probability change mode A ⇒ probability change mode B". (T22) When the degree of advantage (degree of profit) is "first winning type < second winning type", the reach fluctuation when the first winning type is won is the same (the fluctuation time of the reach fluctuation is the same), and the reach fluctuation that is likely to be selected when the second winning type is won is different (the fluctuation time of the reach fluctuation is different). In this case, the fluctuation time of the reach fluctuation can be lengthened in the order of "probability change mode A ⇒ probability change mode B". (T23) If the time period of the longest reach variation that can be selected when winning in probability change mode A (the longest reach variation for the first win) is set to "R seconds," and the time period of the longest reach variation that can be selected when winning in probability change mode B (the longest reach variation for the second win) is set to "S seconds," R / S value (variable time extension rate when winning) If the time period for the longest reach variation that can be selected when you miss in probability mode A (longest reach variation for the first miss) is "T seconds," and the time period for the longest reach variation that can be selected when you miss in probability mode B (longest reach variation for the second miss) is "U seconds," The value of T / U (variable time extension rate when losing) is different. In this case, it can be said that "T / U" < "R / S". Also, if the degree of advantage (degree of profit) is "1st winning type < 2nd winning type", the "R / S" value is larger for the 2nd winning type than for the 1st winning type. (T24) In the order of "probable probability mode A ⇒ probable probability mode B", the fluctuation time of the reach fluctuation that can be selected when the highest profitable winning type (in this embodiment, 10R probable probability jackpot) is won is at least lengthened. (T25) In the order of "high probability mode A ⇒ high probability mode B", among the reach fluctuations that can be selected when winning the winning type with the highest profitability (in this embodiment, a 10R high probability jackpot), the fluctuation time of the longest reach fluctuation is at least lengthened. (T26) When comparing probability change mode A and probability change mode B, the variation time of the variation pattern that can be selected in the case of a miss does not change, but the variation time of the variation pattern that can be selected in the case of a win becomes relatively longer. Although not shown, for example, the variation pattern allocation table referred to in each probability change mode 1 to 3 in the case of a miss is the "miss variation pattern allocation table (for medium consecutive wins)" corresponding to probability change mode 2 in Figure 35, and in the case of a win, the "probability change medium win / support time-saving winning variation pattern allocation table" shown in Figure 34 is used according to the number of consecutive wins. Note that "winning" here means "winning a jackpot" and / or "winning a support time-saving win" (the same applies to (T27) described next). When comparing the probability variation mode A and the probability variation mode B, the variation time of the variation pattern that can be selected in the case of a win does not change, but the variation time of the variation pattern that can be selected in the case of a loss becomes relatively long. Although not shown in the figure, for example, when winning, the variation pattern distribution table referred to in each probability variation mode 1 to 3 is the "Probability Variation Win / Short Support Win Variation Pattern Distribution Table (for Medium Continuous Wins)" corresponding to the probability variation mode 2 in FIG. 33, and in the case of a loss, the "Probability Variation Loss Variation Pattern Distribution Table" shown in FIG. 35 is used according to the number of continuous wins.
[0254] In the case of this embodiment, after shifting to the probability variation mode 3, until a big win is won or the number of STs is exhausted, it does not shift from the probability variation mode 3 to other game modes. However, the present invention is not limited to this. When a predetermined number of game times (variation times) are executed during the probability variation mode 3, it may be shifted to other game modes (probability variation mode 1 or probability variation mode 2). This is because if the probability variation mode 3 in the low-speed variation state continues for a long time, it may give the player a sense of boredom or make the game monotonous. The shift of the game mode is not limited to the shift form of "probability variation mode 3 ⇒ probability variation mode 2 or probability variation mode 1", and may also be "probability variation mode 3 (first variation times exhausted) ⇒ probability variation mode 2 (second variation times exhausted) ⇒ probability variation mode 1", or "probability variation mode 3 (first variation times exhausted) ⇒ probability variation mode 1 (second variation times exhausted) ⇒ probability variation mode 2". When the first variation times is set to K times and the second variation times is set to L times, it can be "K times" = "L times", "K times < L times", or "K times > L times".
[0255] (Modification Example A) In this embodiment, as described above, the relationship of "probability change mode 3 (low-speed fluctuation state) < probability change mode 2 (medium-speed fluctuation state) < probability change mode 1 (high-speed fluctuation state)" is realized by using the miss fluctuation pattern distribution table (Fig. 35) corresponding to each of the probability change modes 1 to 3, but the present invention is not limited to this. For example, as shown in Figs. 36 and 37, the relationship of "probability change mode 3 (low-speed fluctuation state) < probability change mode 2 (medium-speed fluctuation state) < probability change mode 1 (high-speed fluctuation state)" and the fluctuation state of the same event can be realized by using the fluctuation pattern distribution table corresponding to one probability change mode (one Tcode). Fig. 36 shows an example of a probability change during hit / support time reduction winning fluctuation pattern distribution table (winning type fluctuation pattern distribution table) related to the modified example A, and Fig. 37 shows an example of a miss fluctuation pattern distribution table related to the modified example A.
[0256] First, the outline of this example will be explained with reference to the failure fluctuation pattern allocation table shown in FIG. 37. In this example, the failure fluctuation pattern allocation table used in the case of a small consecutive win (1st to 3rd consecutive wins) is used as the reference table (see FIG. 37(A)). In the case of a medium consecutive win (4th to 6th consecutive wins), the fluctuation pattern at the start of the current fluctuation is obtained by adding the first addition time (for example, 5 seconds) to the fluctuation time of the fluctuation pattern defined in this reference table (see FIG. 37(B)). In addition, in the case of a large consecutive win (7th or more consecutive wins), the fluctuation pattern at the start of the current fluctuation is obtained by adding the second addition time (for example, 10 seconds) to the fluctuation time of the fluctuation pattern defined in the above reference table (see FIG. 37(C)). That is, this is a fluctuation pattern selection technique in which a fluctuation pattern corresponding to a plurality of game modes is obtained by using a fluctuation pattern allocation table corresponding to one game mode. In this example, the fluctuation pattern selected is obtained by adding a predetermined time, so that the selection rate of the fluctuation pattern does not change as shown in FIG. 37(A) to (B). The same applies to the "Winning / Support Time-saving Winning Variation Pattern Allocation Table" shown in FIG. 36 (a) to (b).
[0257] Figure 37 (a) shows a failure fluctuation pattern allocation table used for consecutive wins 1 to 3. For the sake of convenience, the following fluctuation pattern types are shown as representative examples: normal fluctuation 1 to 4 during probability change (fluctuation time 1 second, 2 seconds, 3 seconds, 3 seconds), N reach during probability change, SP reach A during probability change (low winning expectation), and SP reach B during probability change (high winning expectation).
[0258] As can be seen from Figure 37 (a) to (c), although the selection rate of each fluctuation pattern is the same, the more consecutive wins there are, the longer the fluctuation pattern is selected (similar to Figure 36 (a) to (c)). This makes it possible to realize the above-mentioned "probability change mode 3 (slow fluctuation state) < probability change mode 2 (medium speed fluctuation state) < probability change mode 1 (high speed fluctuation state)" relationship and the same phenomenon fluctuation state, that is, "small consecutive win (high speed fluctuation state) < medium consecutive win (medium speed fluctuation state) < large consecutive win (slow speed fluctuation state)".
[0259] In addition, in Fig. 37(b), 5 seconds (first addition time) is added to each fluctuation pattern in the reference table, and in Fig. 37(c), 10 seconds (second addition time) is added to each fluctuation pattern in the reference table. However, the present invention is not limited to this, and can be configured as follows (S1) to (S7).
[0260] (S1) A predetermined time is not added (hereinafter, simply referred to as "addition") to the normal fluctuation (normal fluctuations 1 to 4 during the probability change), but is added to at least one reach fluctuation (N reach during the probability change, SP reach A during the probability change, SP reach B during the probability change). For example, in the case of a medium consecutive win, 5 seconds (first addition time) is added to the N reach during the probability change in the reference table (Fig. 37 (a)), and in the case of a large consecutive win, 10 seconds (second addition time) is added to the N reach during the probability change. Note that it is preferable to add a reach fluctuation that is relatively easy to select (here, the N reach during the probability change that has the highest selection rate during the reach fluctuation). In addition, the first addition time and the second addition time may be any time that satisfies the relationship of "first addition time < second addition time" (the same applies to (S2) to (S5) described later). (S2) Addition is made to at least one normal fluctuation (normal fluctuations 1-4 during probability variation), and no addition is made to reach fluctuations (N reach during probability variation, SP reach A during probability variation, SP reach B during probability variation). For example, in the case of a medium consecutive win, 5 seconds (first addition time) is added to normal fluctuation 1 during probability variation in the reference table (Fig. 37(a)), and in the case of a large consecutive win, 10 seconds (second addition time) is added to normal fluctuation 1 during probability variation. It is preferable to add a normal fluctuation that is relatively easy to select (here, normal fluctuation 1 during probability variation, which has the highest selection rate among normal fluctuations). (S3) In the case of a loss, no addition is made, but in the case of a win, an addition is made. For example, in the case of a win, 5 seconds (first addition time) and 10 seconds (second addition time) are added as shown in Fig. 37 (b) and (c), but in the case of a loss, no addition is made (in the case of a loss, the reference table: Fig. 37 (a) is used). In other words, the fluctuation time of the fluctuation pattern that can be selected in the case of a loss does not change, but the fluctuation time that can be selected in the case of a win becomes relatively longer. Note that "winning" here means "winning a jackpot" and / or "winning the support time reduction" (the same applies to (S4) described later). (S4) In the case of a loss, an addition is made, and in the case of a win, no addition is made. For example, in the case of a loss, 5 seconds (first addition time) and 10 seconds (second addition time) are added as shown in Fig. 37 (b) and (c), but in the case of a win, no addition is made (in the case of a win, the reference table: Fig. 36 (a) is used). In other words, the fluctuation time of the fluctuation pattern that can be selected in the case of a win does not change, but the fluctuation time that can be selected in the case of a loss becomes relatively longer. (S5) At least the longest fluctuation pattern is not added. For example, SP Reach B during the special rate is excluded from the addition, and at least one of the fluctuation patterns with a shorter fluctuation time than this is added (the addition content can be the above (T7) or (T8)). The longest fluctuation pattern is because the original fluctuation time is long. The "longest fluctuation pattern" may be the longest one among the losing fluctuations (Figure 37) (in this example, SP Reach B during the special rate), or it may be the longest one among the winning fluctuations (Figure 36) in the table (in this example, SP Reach B during the special rate). (S6) A common effect can be performed during the first addition time or the second addition time. For example, "effect A" can be performed during the 5-second addition (during the first addition time), and "effect B" can be performed during the 10-second addition (during the second addition time). Also, during the 10-second addition (during the second addition time), "effect A (the same effect as during the first addition time)" can be performed during the first 5 seconds, and "effect C (a different effect from during the first addition time)" can be performed during the last 5 seconds. Note that "effect A" is preferably a pseudo-consecutive win. Also, "effect B" is preferably a player-participation type effect. (S7) If the number of pending operating balls at the start of the fluctuation (the number of currently existing pending operating balls excluding the pending operating balls used for the current fluctuation display operation) is 0, no addition is made, but if the number of pending operating balls is not 0, addition is made. If the number of pending operating balls is 0, a fluctuation pattern with a relatively long fluctuation time is selected (in this example, only reach fluctuation is selected), so it is not desirable to add indiscriminately. Note that the configuration may be such that the longest fluctuation pattern among the normal fluctuation types (in this example, normal fluctuation 3 during high probability fluctuation or normal fluctuation 4 during high probability fluctuation) is likely to be selected.
[0261] (Variation B) Furthermore, the above-mentioned relationship of "high probability mode 3 (slow fluctuation state) < high probability mode 2 (medium fluctuation state) < high probability mode 1 (fast fluctuation state)" is not limited to the above-mentioned modified example A, and can also be realized, for example, by using a fluctuation pattern allocation table that changes the selection rate (allocation value) of the fluctuation pattern according to the number of consecutive wins, as shown in Figures 38 and 39.
[0262] First, an overview of this example will be explained with reference to Figure 39. In this example, the loss fluctuation pattern allocation table used in a small consecutive win (1st to 3rd consecutive wins) is used as the standard table (see Figure 39 (A)), and in a medium consecutive win (4th to 6th consecutive wins), the "first selection rate fluctuation table (Figure 39 (B)" which changes the selection rate of the fluctuation pattern defined in this standard table is referenced. In addition, when a long consecutive win occurs (after the seventh consecutive win), the selection rate of the variation pattern defined in the above-mentioned standard table is changed, and a "second selection rate variation table (Fig. 39(c)" with a selection rate different from that of the "first selection rate variation table (Fig. 39(b)" is referred to. Here, the standard table (Figure 39 (a)) used for small consecutive games (1st to 3rd consecutive games) The above "First Selection Rate Fluctuation Table (Figure 39 (B))" used during the middle consecutive win (4th to 6th consecutive wins), In the case of a long consecutive win (7 or more consecutive wins), the relationship of the average fluctuation time of the above "Second Selection Rate Fluctuation Table (Figure 39 (c))" used is as follows: The selection rate is changed so as to satisfy at least the relationship of "Second selection rate fluctuation table (slow speed) < First selection rate fluctuation table (medium speed) < Reference table (high speed)". This makes it possible to realize the relationship of "Probability change mode 3 (slow speed fluctuation state) < Probability change mode 2 (medium speed fluctuation state) < Probability change mode 1 (high speed fluctuation state)". In this example, in order to obtain a variation rate of the variation pattern of the reference table that has been changed, the variation time of the variation pattern related to each variation pattern allocation table does not change (the variation pattern designation command (MODE2+EVENT1) does not change either) (the same applies to the "Winning / Support Time Reduction Winning Variation Pattern Allocation Table" in FIG. 38). In this respect, it is significantly different from the above-mentioned modified example A, in which the variation time of the variation pattern related to each variation pattern allocation table changes but the selection rate does not change.
[0263] Figure 39 (A) shows a failure fluctuation pattern distribution table used for consecutive wins 1 to 3 times. Here, for convenience of explanation, as in the above modification A, the following are shown as representative examples of the selectable fluctuation pattern types: normal fluctuation 1 to 4 during probability change (fluctuation time 1 second, 2 seconds, 3 seconds, 3 seconds), N reach during probability change, SP reach A during probability change (low winning expectation), and SP reach B during probability change (high winning expectation).
[0264] As can be seen from Fig. 39 (a) to (c), although the fluctuation time of each fluctuation pattern is the same, the selection rate of the fluctuation pattern changes according to the number of consecutive wins, and as the number of consecutive wins increases, the fluctuation pattern with a relatively long fluctuation time tends to be selected (similar to Fig. 39 (a) to (c)). This makes it possible to realize the above-mentioned "probability change...
Claims
[Claim 1] a main control means having a first ROM area and a second ROM area separate from the first ROM area; A sub-control means capable of executing control related to a game based on a control command transmitted from the main control means; A display means controlled by the sub-control means; A detection means capable of detecting the entry of a game ball; A gaming machine in which an intra-area program for executing an intra-area process is stored in the first ROM area, and an outside-area program for executing an outside-area process is stored in the second ROM area, The program in the area stores a game control program for executing a game process related to game progress, The out-of-area program stores an inspection control program for executing an inspection process related to an inspection of a predetermined object, The main control means When the inspection process is executed, a first inspection command is transmitted to the sub-control means as the control command; When the detection means detects a ball entering the ball during the inspection process, a second inspection command is transmitted to the sub-control means as the control command. The sub-control means is displaying a first display relating to the inspection process on the display means based on the first inspection command; The display means is configured to display a second display regarding the entrance of the game ball based on the second inspection command, The display means The first display and the second display are configured to be displayed in an overlapping manner. A gaming machine characterized by:
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