Game machine

JP2025003194A5Pending Publication Date: 2026-05-13FUJI SHOJI CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
FUJI SHOJI CO LTD
Filing Date
2023-06-23
Publication Date
2026-05-13

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、演出処理の効率化を図ることができる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of improving the efficiency of performance processing.SOLUTION: A game machine includes lottery means for executing a winning lottery and performance control means for controlling a performance related to the result of the winning lottery. The performance control means can determine a performance to be executed by executing lottery processing using predetermined reference information multiple times for a performance content of the performance. The reference information includes first reference information determined before executing the current lottery processing and second reference information determined by the current lottery processing. In the lottery processing from the next time onwards, the performance content can be determined by referring to the second reference information.SELECTED DRAWING: Figure 71A
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Conventionally, gaming machines, such as pinball gaming machines, have been configured such that a lottery regarding a winning result is held when the ball enters the starting hole, and in the pattern change display game, various game effects (preview effects, etc.) related to the lottery results are generated, making the game more enjoyable (for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-108763 Summary of the Invention [Problem to be solved by the invention]

[0004] However, if the presentation is diversified to make the game more enjoyable, the presentation processing becomes more complicated and the control burden increases.

[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a gaming machine that can improve the efficiency of presentation processing. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. (1) a lottery means for executing a winning lottery; a performance control means for controlling performance relating to the result of the winning lottery; A gaming machine comprising: The effect control means is configured to execute a lottery process using predetermined reference information multiple times for the effect content of the effect, and to determine the effect to be executed; the reference information includes first reference information determined before the current lottery process is executed and second reference information determined by the current lottery process; The second reference information is referred to in the next or subsequent lottery process, and the content of the effect can be determined. A gaming machine characterized by: [Effects of the Invention]

[0007] According to the present invention, it is possible to improve the efficiency of the performance processing. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is an external view of a gaming machine according to one embodiment (first embodiment) of the present invention. [Figure 2] FIG. 2 is a diagram showing the game board and effect buttons. [Figure 3] FIG. 2 is a block diagram showing an outline of a control device. [Figure 4A] This is an explanatory diagram for explaining the types of winnings. [Figure 4B] FIG. 10 is an explanatory diagram for explaining V hit types. [Figure 4C] This is an explanatory diagram for explaining the types of misses and special time-saving types. [Figure 4D] FIG. 10 is an explanatory diagram illustrating a slight time-saving state. [Figure 5A] FIG. 2 is an explanatory diagram illustrating a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram for explaining the preview performance. [Figure 6] FIG. 10 is a diagram showing a game flow (game state transition). [Figure 7] FIG. 10 is an explanatory diagram illustrating the game state transition related to the minute time-saving state. [Figure 8A] 10 is a flowchart showing the first half of the main processing on the main control side. [Figure 8B] 10 is a flowchart showing the second half of the main processing on the main control side. [Figure 9] 10 is a flowchart showing main control side timer interrupt processing. [Figure 10] 10 is a flowchart showing a special symbol management process in FIG. 9. [Figure 11] This is a flowchart showing the special diagram 1 starting port check processing in Figure 10. [Figure 12] 11 is a flowchart showing the special symbol variation start processing in FIG. 10. [Figure 13] 11 is a flowchart showing the processing during the special pattern change in FIG. 10. [Figure 14A] 11 is a flowchart showing the first half of the special symbol confirmation time processing in FIG. 10. [Figure 14B] 11 is a flowchart showing the latter half of the special symbol confirmation time processing in FIG. 10. [Figure 15] 10 is a flowchart showing the special electric accessory management process in FIG. 9. [Figure 16] This is a flowchart showing the small hit processing in Figure 15. [Figure 17] 17 is a flowchart showing the process of confirming the number of winnings in the major winning slot in FIG. 16. [Figure 18] 18 is a flowchart showing processing according to the operation status of the special electric accessory in FIG. 17. [Figure 19] 10 is a flowchart showing processing outside the timer interrupt area (performance display monitor processing) in FIG. 9; [Figure 20] 20 is a flowchart showing an out-of-area RAM clear check process in FIG. 19. [Figure 21] 20 is a flowchart showing the operation check process in FIG. 19. [Figure 22] 20 is a flowchart showing a display data update process in FIG. 19. [Figure 23] 10 is a flowchart showing the main processing on the performance control side. [Figure 24] 10 is a flowchart showing the timer interrupt processing on the performance control side. [Figure 25] FIG. 10 is a diagram showing a variation pattern allocation designation number table. [Figure 26] A figure showing a miss fluctuation pattern allocation table (normal). [Figure 27] A diagram showing a miss fluctuation pattern allocation table (during slight time reduction). [Figure 28] A diagram showing a miss fluctuation pattern allocation table (during time reduction). [Figure 29] 10A is a diagram showing an identification display section LED data table, and FIG. 10B is a diagram showing a decimal value LED data table. [Figure 30] FIG. 2 is an explanatory diagram illustrating a storage area in a main control board. [Figure 31] 10A and 10B are explanatory diagrams for explaining in-area error information and out-of-area error information. [Figure 32] FIG. 10 is a block diagram showing a schematic configuration of a control device according to another embodiment (second embodiment) of the present invention. [Figure 33A] 10 is a flowchart showing the first half of the main processing on the main control side according to the second embodiment. [Figure 33B] 10 is a flowchart showing the second half of the main processing on the main control side according to the second embodiment. [Figure 34] 10 is a flowchart showing the main control side main processing (second half) for the ball removal state monitoring configuration of the second embodiment. [Figure 35] This figure shows the source code for part of the main processing on the main control side in Figure 34 (processing of S059, S065, and S037). [Figure 36] 10 is a flowchart showing a 4 ms timer interrupt process according to the second embodiment. [Figure 37] 37 is a flowchart showing the input management process in FIG. 36. [Figure 38A] 38 is a flowchart showing the prize event storage process in FIG. 37. [Figure 38B] 10 is a flowchart showing an example of a prize-winning event storage process of another process. [Figure 39] 38B is a flowchart showing the ring buffer storage process in FIG. 38A. [Figure 40] 10 is a flowchart showing a 108 ms timer interrupt process according to the second embodiment. [Figure 41A]41 is a flowchart showing the first half of the message transmission process in FIG. 40. [Figure 41B] 41 is a flowchart showing the latter half of the message transmission process in FIG. 40. [Figure 42] 41C is a flowchart showing the serial output process in FIGS. 41A and 41B. [Figure 43A] 41C is a flowchart showing the first half of the ring buffer transmission process in FIG. 41B. [Figure 43B] 41C is a flowchart showing the latter half of the ring buffer transmission process in FIG. 41B. [Figure 44] 10 is a flowchart showing the second half of the main processing on the main control side according to another embodiment (third embodiment) of the present invention. [Figure 45] 10 is a flowchart showing a 54 ms timer interrupt process according to the third embodiment. [Figure 46A] 46 is a flowchart showing the first half of the message transmission process in FIG. 45. [Figure 46B] 46 is a flowchart showing the latter half of the message transmission process in FIG. 45. [Figure 47] 46 is a flowchart showing the message reception process in FIG. 45. [Figure 48] 10 is an explanatory diagram illustrating a gaming machine installation information notification message and a gaming machine installation information response message. FIG. [Figure 49] FIG. 10 is an explanatory diagram for explaining a gaming machine information notification message. [Figure 50A] 10 is an explanatory diagram for explaining type information (higher byte side) related to game information (2-byte configuration) of a gaming machine information notification message. FIG. [Figure 50B] 10 is a diagram illustrating count information (lower byte side) related to game information (2-byte configuration) of a gaming machine information notification message, and an example of game information (type information+count information). FIG. [Figure 50C] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50D] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50E]FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50F] FIG. 10 is a diagram showing an example of game information (type information+count information). [Figure 50G] 10 is a flowchart illustrating a frame-side performance information monitoring process. [Figure 50H] FIG. 10 is a diagram illustrating an example of how count information is used in a performance information status notification. [Figure 51] FIG. 10 is an explanatory diagram illustrating a gaming machine information response message. [Figure 52] FIG. 2 is an explanatory diagram illustrating a ring buffer and a shift buffer according to the present invention. [Figure 53] FIG. 38 is a diagram showing a switch count table used in the winning event storage process (FIGS. 38A and 38B) in FIG. 37. [Figure 54] FIG. 43C is a diagram showing a game information (type information+count information) table used in the ring buffer transmission process in FIG. 43B. [Figure 55] 10 is a flowchart showing a sphere display process. [Figure 56] A diagram showing a game ball number display conversion table. [Figure 57] 10A and 10B are time charts for explaining another embodiment (fourth embodiment) of the present invention, in which (a) shows the case of a conventional determination method and (b) shows the case of the determination method of the fourth embodiment. [Figure 58] This is an explanatory diagram explaining the types of jackpots. [Figure 59] A figure showing specific examples of types of jackpots in another embodiment (fifth embodiment) of the present invention. [Figure 60] A figure showing specific examples of types of jackpots in another embodiment (fifth embodiment) of the present invention. [Figure 61] FIG. 10 is a diagram showing an example of a presentation mode (chance presentation) related to the morning state. [Figure 62] FIG. 10 is a diagram showing an example of a presentation mode (chance presentation) related to the morning state. [Figure 63]FIG. 10 is a diagram showing an example of a presentation mode (chance-inducing presentation) related to the morning state. [Figure 64] This is an explanatory diagram illustrating an example of the left-hit instruction display. [Figure 65] 24 is a flowchart showing a lottery command analysis process during the command analysis process in FIG. 23. [Figure 66] 10 is a flowchart showing a lottery process when a command is received during the command analysis process. [Figure 67] 67 is a flowchart showing the lottery processing at the start of fluctuation in FIG. 66. [Figure 68] 68 is a flowchart showing the variable initialization process at the start of the lottery in FIG. 67. [Figure 69] 68 is a flowchart showing the control part creation process (at the start of fluctuation) in FIG. 67. [Figure 70] 68 is a flowchart showing the lottery start process in FIG. 67. [Figure 71A] 71 is a flowchart showing the first half of the lottery execution process in FIG. 70. [Figure 71B] 71 is a flowchart showing the latter half of the lottery execution process in FIG. 70. [Figure 71C] 71 is a flowchart showing a modification of the latter half of the lottery execution process in FIG. 70. [Figure 71D] 71 is a flowchart showing another modified example of the latter half of the lottery execution process in FIG. 70. [Figure 72] 71B is a flowchart showing a lottery flag part setting process during the lottery execution process. FIG. [Figure 73] FIG. 71B is a flowchart showing a lottery reservation setting process during the lottery execution process. [Figure 74] 71 is a flowchart showing the lottery table selection process in FIG. 70. [Figure 75] 68 is a flowchart showing the lottery end variable initialization process in FIG. 67. [Figure 76A] FIG. 10 is a diagram showing a part of an offset part storage area. [Figure 76B]FIG. 10 is a diagram showing a part of an offset part storage area. [Figure 76C] FIG. 10 is a diagram showing a part of an offset part storage area. [Figure 76D] FIG. 10 is a diagram showing a part of an offset part storage area. [Figure 77A] FIG. 10 is a diagram showing a part of a variation lottery reservation information storage area. [Figure 77B] FIG. 10 is a diagram showing a part of a variation lottery reservation information storage area. [Figure 77C] FIG. 10 is a diagram showing a part of a variation lottery reservation information storage area. [Figure 77D] FIG. 10 is a diagram showing a part of a variation lottery reservation information storage area. [Figure 78A] FIG. 10 is a diagram showing a part of a processing result storage area (related to fluctuation patterns). [Figure 78B] FIG. 10 is a diagram showing a part of a processing result storage area (related to fluctuation patterns). [Figure 78C] FIG. 10 is a diagram showing a part of a processing result storage area (related to fluctuation patterns). [Figure 78D] FIG. 10 is a diagram showing a part of a processing result storage area (related to fluctuation patterns). [Figure 78E] FIG. 10 is a diagram showing a part of a processing result storage area (related to fluctuation patterns). [Figure 78F] FIG. 10 is a diagram showing a part of a processing result storage area (related to fluctuation patterns). [Figure 78G] FIG. 10 is a diagram showing a processing result storage area (related to the symbol lottery). [Figure 78H] FIG. 10 is a diagram showing a processing result storage area (related to reunion bonus). [Figure 78I] FIG. 10 is a diagram showing a processing result storage area (related to Ikinari Lucky Patrol). [Figure 79] FIG. 10 is a diagram showing a table for variation numbers. [Figure 80] FIG. 10 is a diagram showing a sheet number storage table. [Figure 81A] FIG. 10 is a diagram showing the first half of a sheet number table. [Figure 81B]FIG. 10 is a diagram showing the first half of a sheet number table. [Figure 82A] FIG. 10 is a diagram showing an offset data table (sub-fluctuation pattern). [Figure 82B] FIG. 10 is a diagram showing an offset data table (for symbol lotteries T1 to T5). [Figure 82C] FIG. 10 is a diagram showing an offset data table (reunion bonus). [Figure 82D] FIG. 10 is a diagram showing an offset data table (Ikinari Lucky Patrol). [Figure 83] FIG. 10 is a diagram showing an offset part number table. [Figure 84A] This figure shows the first half of allocation 000 ([TH_001] sub-variation pattern T1). [Figure 84B] This figure shows the second half of allocation 000 ([TH_001] sub-variation pattern T1). [Figure 85A] This is a diagram showing the first half of Allocation 001 ([TH_004] Pattern Lottery T1). [Figure 85B] This is a diagram showing the second half of allocation 001 ([TH_004] pattern lottery T1). [Figure 86A] This is a diagram showing the first half of allocation 002 ([TH_004] pattern lottery T2). [Figure 86B] This is a diagram showing the second half of allocation 002 ([TH_004] pattern lottery T2). [Figure 87A] This is a diagram showing the first half of allocation 003 ([TH_004] pattern lottery T3). [Figure 87B] This is a diagram showing the second half of allocation 003 ([TH_004] pattern lottery T3). [Figure 88A] This is a diagram showing the first half of allocation 004 ([TH_004] pattern lottery T4). [Figure 88B] This is a diagram showing the second half of allocation 004 ([TH_004] pattern lottery T4). [Figure 89A] This is a diagram showing the first half of allocation 005 ([TH_004] pattern lottery T5). [Figure 89B]This is a diagram showing the second half of allocation 005 ([TH_004] pattern lottery T5). [Figure 90] This is a diagram showing allocation 006 ([TH_272] reunion bonus). [Figure 91] This is a diagram showing allocation 007 ([TH_273] Suddenly Lucky Patrol). [Figure 92] A figure showing the lottery flag parts information table (for [TH_001] sub-variation pattern). [Figure 93] FIG. 10 is a diagram showing a lottery flag parts information table (for [TH_004] symbol lottery). [Figure 94A] This figure shows the first half of the lottery call setting table (for [TH_001] sub-variation pattern). [Figure 94B] This figure shows the second half of the lottery call setting table (for [TH_001] sub-variation pattern). [Figure 95] A figure showing a lottery call setting table (for [TH_004] symbol lottery). [Figure 96] FIG. 10 is a diagram showing a lottery table selection table (for [TH_004] symbol lottery). [Figure 97A] A diagram showing some of the main fluctuation types, sub-fluctuation types, and their relationships. [Figure 97B] A diagram showing some of the main fluctuation types, sub-fluctuation types, and their relationships. [Figure 97C] A diagram showing some of the main fluctuation types, sub-fluctuation types, and their relationships. [Figure 97D] A diagram showing some of the main fluctuation types, sub-fluctuation types, and their relationships. [Figure 97E] A diagram showing some of the main fluctuation types, sub-fluctuation types, and their relationships. [Figure 97F] A diagram showing some of the main fluctuation types, sub-fluctuation types, and their relationships. [Figure 98A] [TH_001] A figure showing a part of an example of setting lottery flag information based on the sub-variation pattern. [Figure 98B][TH_001] A figure showing a part of an example of setting lottery flag information based on the sub-variation pattern. [Figure 98C] [TH_001] A figure showing a part of an example of setting lottery flag information based on the sub-variation pattern. [Figure 98D] [TH_001] A figure showing a part of an example of setting lottery flag information based on the sub-variation pattern. [Figure 98E] [TH_001] A figure showing a part of an example of setting lottery flag information based on the sub-variation pattern. [Figure 98F] [TH_001] A figure showing a part of an example of setting lottery flag information based on the sub-variation pattern. [Figure 99A] This is a part of an explanatory diagram used to explain sub-variation types. [Figure 99B] This is a part of an explanatory diagram used to explain sub-variation types. [Figure 99C] This is a part of an explanatory diagram used to explain sub-variation types. [Figure 99D] This is a part of an explanatory diagram used to explain sub-variation types. [Figure 99E] This is a part of an explanatory diagram used to explain sub-variation types. [Figure 99F] This is a part of an explanatory diagram used to explain sub-variation types. [Figure 100] FIG. 10 is an explanatory diagram for explaining a hit type in another embodiment. [Figure 101] FIG. 10 is an explanatory diagram illustrating an example of customization settings. [Figure 102] [TH_004] An explanatory diagram for explaining the types of lottery objects related to the symbol lotteries T1 to T5. [Figure 103] [TH_001] A diagram showing an example of setting lottery flag information based on symbol lotteries T1 to T5. [Figure 104] [TH_004] A diagram showing an example of setting reservation information based on a design lottery. [Figure 105] FIG. 10 is a diagram showing a distribution table relating to title change notices. [Figure 106] FIG. 10 is a diagram showing an allocation table for the final winning / losing button lottery. [Figure 107] FIG. 10 is an explanatory diagram illustrating count notification. [Figure 108] FIG. 10 is a diagram showing an example of a presentation related to count notification. [Figure 109A] 1 is a front view of a gaming machine having a seat-retaining structure for preventing seating in accordance with one embodiment of the present invention; [Figure 109B] 10 is a front view of a gaming machine having a retaining structure for a seat for leaving a seat according to another embodiment of the present invention. FIG. [Figure 110] 10A and 10B are explanatory diagrams illustrating the relationship between the sound output timing of the earphones and the speaker when the earphones are connected / disconnected. [Figure 111] FIG. 10 is a diagram showing an example of presentation related to game environment setting. [Figure 112] FIG. 10 is a diagram showing an example of a presentation on a volume setting screen. [Figure 113] FIG. 10 is a diagram illustrating an example of a volume switch for hall management. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

[0015] The upper tray unit 8 also includes a push-button effect button 13 (first operation means) that functions as a player-operable operation means, and a cross-shaped directional key 75 (second operation means) consisting of an up button 75a, a right button 75b, a down button 75c, and a left button 75d, which can be operated in the up, down, left, and right directions. These operation means are also used by the player to set their preferred settings (game settings) in the "player participation effects" and "game environment setting screen" described below. When a predetermined operation (e.g., a single press, a long press, or repeated taps) is performed during a predetermined operation acceptance valid period (button valid period), an effect corresponding to that operation is executed. The game environment setting allows multiple game environment settings, such as volume adjustment (adjusting the volume of sound effects (e.g., voice) output from the speaker 46 described below) and light intensity adjustment (adjusting the light intensity of the decorative lamp 45 and effect LEDs described below).

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

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

[0018] In addition, speakers 46 (sound production means (sound output means)) that produce sound production effects (sound effects) through acoustics are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15. In addition, a plurality of decorative lamps 45 (light production means (light emitting means)) that produce light production effects through light decoration are provided in appropriate locations around the periphery of the front frame of the glass door 6 and on the game board (Fig. 2).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0072] (No setting type, 1-step setting type) The present invention can also be applied to a gaming machine of the "no setting type" that does not have a set value. In the case of a gaming machine of the no setting type, since there are no set values ​​in the first place, there is no need to provide a set value storage area.

[0073] The present invention is also applicable to "single-stage setting" gaming machines that do not allow multiple setting changes but only have one setting. This "single-stage setting" refers to a type of gaming machine that, like the "setting function type," allows setting-related operations such as setting changes, but allows only one setting to be selected. This type is primarily used to facilitate the design of new gaming machines by ensuring compatibility and versatility between "setting function type" and "non-setting type" gaming machines. This "single-stage setting" type is essentially the same as a "non-setting gaming machine" in that it only has one setting. Note that with the "single-stage setting" type, even when the setting change switch 95 is operated, the setting indicator 97 displays only one setting, for example, "1 → 1 → 1 → 1 →...," and only one setting can be selected.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0122] For ease of explanation, the first special symbol change display game on the special symbol display device 38a may be referred to as "special symbol change display game 1," and the second special symbol change display game on the special symbol display device 38b may be referred to as "special symbol change display game 2." Unless otherwise necessary, "special symbol 1" and "special symbol 2" may be referred to as "special symbols" (sometimes abbreviated as "special symbols"). Furthermore, "special symbol change display game 1" and "special symbol change display game 2" may be referred to as "special symbol change display games" without distinction. Furthermore, the term "during the pattern change display game" may be abbreviated to "during the game" to distinguish it from "during a winning game." Furthermore, unless otherwise specified, the term "during play" refers to the period of the pattern change display game and / or winning game, i.e., at least the period other than the waiting time for customers (non-playing). However, when referring to "non-playing," unless otherwise specified, this may include the period when the safety device (complete function) described below is in operation.

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

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

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

[0126] When the jackpot game begins, an opening effect is first performed using a start interval time (start INT). After the start INT ends, round play is performed multiple times, up to a predetermined number of rounds (maximum number of rounds). When the current round play ends, a predetermined interval time (inter-round INT) passes, and the next round play begins. Then, after the maximum number of rounds has been reached, an ending effect is performed using an end interval time (end INT), thereby concluding the jackpot game. In other words, a jackpot game is broadly divided into an opening period (start INT period), a round play period up to the maximum number of rounds, and an ending period (end INT period). Furthermore, during a V-type jackpot game (described below), the game is basically the same as a jackpot game, and is composed of an opening period (start INT period), a round play period up to the maximum number of rounds, and an ending period (end INT period). Predetermined effects related to each play period are displayed as the in-game effects (V-type jackpot effects). In this specification, unless otherwise necessary, the jackpot effects and V-hit effects may be referred to as "hit effects" without distinguishing between them.

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

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

[0129] The special symbol variation pattern information can include not only the jackpot lottery result, but also information specifying the execution of a specific preview effect (for example, the reach effect, pseudo consecutive effects, pre-reading preview, setting suggestion effect, etc., which will be described later). It can also include information regarding the type of preview effect (for example, the type of reach effect, the number of pseudo consecutive effects, and other types of effects). In more detail, the variation pattern of the special symbol is roughly divided into a "win variation pattern" in the case of a win and a "loss variation pattern" in the case of a loss, depending on the jackpot lottery result, and these variation patterns can include, for example, various variation patterns such as the following: (1) "Reach fluctuation pattern" that specifies the execution of reach effects (including the specification of the reach type), (2) "Normal fluctuation pattern" that does not specify the execution of reach performance, (3) “Pseudo consecutive reach variation pattern” that specifies the execution of pseudo consecutive performance and the execution of reach performance, (4) "Normal fluctuation pattern with pseudo consecutive wins" that specifies the execution of pseudo consecutive wins and does not specify the execution of reach wins, (5) A "reach fluctuation pattern for advance notice" that specifies the execution of advance notice and the execution of reach performance, (6) A “normal fluctuation pattern for advance notice” that specifies the execution of advance notice but does not specify the execution of reach effects.

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

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

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

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

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

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

[0136] In this embodiment, up to four activation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved and stored in the corresponding memory areas of RAM 203, and are reserved as the number of confirmed variations of the special symbol or normal symbol. The maximum number of activation reserved balls (maximum reserved number) for special symbol 1, special symbol 2, and normal symbol is not particularly limited (it can be set to "0 ≦ maximum reserved number"). Furthermore, all or part of the maximum reserved number for each symbol may be different, and the number can be determined appropriately depending on the gameplay. For ease of explanation, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to as "special symbol 1 activation reserved ball," "special symbol 2 activation reserved ball," and "normal symbol activation reserved ball," respectively, in this specification.

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

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

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

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

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

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

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

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

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

[0146] (1) "Chance state" A gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated is called a "probability change state."

[0147] (2) "Time-saving state" A gaming state in which at least the time-saving function (special symbol time-saving function and / or normal symbol time-saving function) is activated and the special symbol probability variable function is not activated is referred to as a "time-saving state." In this embodiment, a gaming state in which the special symbol probability variable function related to the probability variable state is removed, that is, a gaming state in which the special symbol time-saving function, normal symbol probability variable function, normal symbol time-saving function, and opening extension function are activated is referred to as a "time-saving state."

[0148] (3) "Potential State" A gaming state in which at least the special symbol probability variation function is activated and the extension function is not activated is called a "latent probability state." For example, a gaming state in which only the special symbol probability variation function is activated corresponds to this.

[0149] (4) "Normal state" A gaming state in which all functions are not in operation (non-operation) is called a "normal state."

[0150] (5) "Slight time-saving state" A gaming state in which at least the time-saving function (special symbol time-saving function and / or normal symbol time-saving function) is activated and the special symbol probability variable function is not activated, and in which the average fluctuation time (average execution time of one symbol fluctuation display game) of the symbol side (special symbol and / or normal symbol) in which the time-saving function is activated is at least shorter than that in the normal state, is called a "micro-time-saving state." The micro-time-saving state is a gaming state of the same kind as the above-mentioned "time-saving state" in that the time-saving function is activated. Therefore, when a "time-saving state" and a "micro-time-saving state" are controllable as gaming states, the former "time-saving state" can be called a first time-saving state, and the latter "micro-time-saving state" can be expressed as a second time-saving state (a time-saving state different from the first time-saving state).

[0151] The slight time-shortening state is basically less advantageous than the time-shortening state, and can be controlled to the following game states (Slight 1) to (Slight 3), for example. (Minor 1) At least the electric support state is less advantageous than the time-saving state (low-advantage electric support state). For example, the advantage of the electric support state is lower than the time-saving state because "the occurrence rate of the electric support state is lower than that of the time-saving state" and / or "the opening period of the movable wing piece 47 is shorter than that of the time-saving state." For example, the opening extension function is activated, but its operating state is controlled significantly less advantageously than the time-saving state, and the base value is approximately the same as that of the normal state. (Minor 2) The average fluctuation time of the pattern on which the time-saving function is activated is longer than in the time-saving state. (Minor 3) The average fluctuation time of the pattern on which the time-saving function is activated is the same or almost the same as in the time-saving state, but the electric support state works more unfavorably than the time-saving state.

[0152] (3-3: Regarding the "shortened time state") Here, for the sake of easy understanding of the present invention, the above "shortened time state" will be described in detail.

[0153] The "shortened time state" is such that, as already described, due to the operation of the normal symbol shortened time function and / or the special symbol shortened time function, the average time (average variation time) required for one symbol variation display game (special symbol, normal symbol variation display game) is shortened compared to the case where the shortened time function is not operating. Therefore, the shortened time state can be configured as follows (time α), (time β).

[0154] (3-3A: When at least the special symbol shortened time function operates) (time α) When the average variation time (the average time required for one special symbol variation display game) of the variation pattern of the special symbol (special symbol 1 and / or special symbol 2) during the shortened time state is "X seconds" and the average variation time of the variation pattern of the special symbol during the normal state is "Y seconds", at least "X < Y" is satisfied. That is, the average variation time of the special symbol during the shortened time state is shorter than that in the normal state. In this case, it can be set as "X ≒ Y (substantially the same)" (formula A1). For example, it corresponds to the case where the difference in the average variation time between the shortened time state and the normal state is a slight difference on the order of milliseconds. Regarding the relationship between the average variation times of special symbols 1 and 2 during the shortened time state and / or during the normal state, it can be appropriately determined according to the game properties. In this embodiment, in both the shortened time state and the normal state, the relationship is "special symbol 1 (long) > special symbol 2 (short)" (see FIGS. 26 and 27), but depending on the game properties, for example, any of the relationships "special symbol 1 < special symbol 2", "special symbol 1 ≒ special symbol 2", or "special symbol 1 = special symbol 2" can also be adopted.

[0155] (3-3B: When at least the normal symbol shortened time function operates) (time β) When the average variation time (the average time required for one normal symbol variation display game) of the variation pattern of the normal symbol during the shortened time state is S seconds and the average variation time of the variation pattern of the normal symbol during the normal state is T seconds, It satisfies at least "S < T". That is, the average fluctuation time of the general diagram in the short-time state is shorter than that in the normal state. In this case, it can be set as "S ≒ T (substantially the same)" (Formula B2). For example, it corresponds to the case where the difference in the average fluctuation time between the short-time state and the normal state is on the order of milliseconds (for example, refer to FIGS. 4D(i) and (ii) described later).

[0156] In addition, in the case of "operating the general diagram short-time function and not operating the special diagram short-time function", regarding the relationship between the average fluctuation time of the special diagram in the short-time state and the average fluctuation time of the special diagram in the normal state, any of "X ≤ Y", "X < Y", "X ≒ Y", "X ≥ Y" or "X > Y" may be adopted.

[0157] (Specific example of the short-time state: FIG. 4D) Next, referring to FIG. 4D, a specific example of the short-time state will be described. FIG. 4D shows an example of the short-time state. Here, a specific example of the short-time state will be described while paying attention to the functions on the general diagram side.

[0158] Although details will be described later, the short-time state according to the present embodiment makes the effect or the behavior of the accessory (for example, the operating status of the normal fluctuation winning device 41) substantially the same as that in the normal state (difficult or impossible for the player to distinguish), making it difficult or substantially impossible for the player to determine whether the current game state is the normal state or the short-time state (concealing the short-time state), and is used to actualize game properties such as "concealing the morning state" and "pseudo ceiling function" described later. In order to exhibit such an effect, it is preferable to configure the short-time state as, for example, the following specific examples 1 to 4 shown in FIGS. 4D(i) to (ii).

[0159] (Specific example 1: FIG. 4D(i)) FIG. 4D(A) is an example of a slight time-saving state in which at least the "normal time-saving function" is activated. In this specific example 1, the "normal time-saving function + extended opening function" is activated, but the extended opening state occurs depending on the type of auxiliary win (for example, auxiliary win A, auxiliary win B). In this example, if auxiliary win A, which has a relatively low winning probability (winning probability = "auxiliary win probability 99 / 100 × pattern lottery rate 1 / 256"), the extended opening state occurs, and if auxiliary win B, which has a relatively high winning probability (winning probability = "auxiliary win probability 99 / 100 × pattern lottery rate 255 / 256"), the extended opening state does not occur (see Note 3 in FIG. 4D(A), "Pattern lottery rate" column).

[0160] In addition, the average fluctuation time of the normal map (in the case of a normal map, there may be only one type of fluctuation time depending on the game state) is 2000 ms when the normal map time-saving function is not activated, and 1996 ms when the normal map time-saving function is activated, which is an extremely short time, but the fluctuation time is shortened (see Note 2 in Figure 4D (A), the same applies to specific examples 2 to 4 described below). Regarding the degree of this shortening, it is preferable that the degree of shortening is such that it is difficult or impossible (almost the same) for the player to distinguish whether the normal state or the slight time-saving state is being used, even when looking at the fluctuation display operation of the normal map.

[0161] Furthermore, if the extended opening state does not occur, the opening time of the lower starting opening 35 is an extremely short time of 80 ms, making it virtually impossible to win at the lower starting opening 35. On the other hand, if the extended opening state occurs, the opening time of the lower starting opening 35 becomes 4000 ms, making it easier to win at the lower starting opening 35 (see Note 1 in Figure 4D (A), the same applies to specific examples 2 to 4 described below).

[0162] Therefore, even if a player intentionally "hits right," unless they win the extremely low probability of winning the auxiliary prize A, the operating status of the normal variable winning device 41 remains almost the same as in the normal state (the electric support state is more unfavorable than the time-saving state). By disguising the effects as normal, such as the effect mode (effect state) and the effect during the symbol change display game (variation effect) described below, it becomes difficult or impossible to determine whether the current game state (internal game state) is in the slight time-saving state or the normal state. In other words, it becomes possible to conceal the slight time-saving state and represent a pseudo-normal state (pseudo-normal state). The same phenomenon applies to Examples 2 to 4 described below. In all cases, during the slight time-saving state, a "no electric support state" is essentially generated, and a substantially identical normal state (pseudo-normal state) can be realized.

[0163] In this example, the normal time-saving function is activated, thereby achieving a form of time-saving state. Therefore, the activation state of the special time-saving function is irrelevant (the special time-saving function may be activated or inactive. The same applies to Specific Example 4 described below). However, when the special time-saving function is activated, in order to conceal the slight time-saving state, it is preferable that the average fluctuation time on the special side be set to "X ≒ Y" (X = average fluctuation time of the special chart related to the slight time-saving state, Y = average fluctuation time of the special chart related to the normal state) in the above (Formula 1) (the same applies to the case where the special time-saving function is activated in Specific Examples 2 to 4 described below).

[0164] As mentioned above, if the relationship between the average fluctuation time on the special chart side is "X ≒ Y", the normal state and the slightly time-shortened state can have the following common points. (1) The base values ​​for the normal state and the slight time-saving state can be made common (the same or approximately the same). (2) The effects (variation effects, background effects, etc.) that appear in the normal state and the micro-time-saving state can be made common (identical or substantially identical). In other words, it can be made difficult or impossible to distinguish between the micro-time-saving state and the normal state in terms of effects (appearance).

[0165] (Example 2: Figure 4D(b)) Figure 4D (b) is an example of a slight time-saving state in which at least the "normal time-saving function" is not activated. In this specific example 2, the "normal time-saving function" and the "open extension function" are not activated, and as shown, for the normal game, the slight time-saving state and the normal state are the same. Therefore, even if the player intentionally "hits right," the operating status of the normal variable winning device 41 is no different from the normal state, and by making the presentation appear to be the normal state, it is possible to conceal the slight time-saving state.

[0166] In this example, multiple types of subsidy wins are provided, as in Example 1 above, but there may be only one type of subsidy win. For example, only subsidy win A can be provided, and the pattern lottery rate for the subsidy win A can be set to 100%. In this example, since the normal time-saving function is not activated, the special time-saving function is set to an activated state, thereby forming one form of time-saving state (the same applies to Example 3 described below).

[0167] (Example 3: Figure 4D(c)) FIG. 4D(C) shows an example of a slight time-saving state in which at least the normal time-saving function is not activated and the normal probability variable function is activated. In this specific example 3, the "normal probability variable function + extended opening function" is activated, but as in the above-mentioned specific example 1, the extended opening state occurs depending on the type of auxiliary hit (e.g., auxiliary hit A, auxiliary hit B). Also, in this example, during the slight time-saving state, the "normal probability variable function" is activated and the auxiliary hit probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in FIG. 4D(C)). The relationship between "auxiliary hit A," which causes the extended opening state, and "auxiliary hit B," which does not cause the extended opening state, is the same as in the above-mentioned specific example 1 (see Note 1 in FIG. 4D(C) "Pattern Selection Rate" column). In this example, as in the above-mentioned specific example 2, the normal time-saving function is not activated, so the special time-saving function is set to the activated state, thereby forming one form of time-saving state.

[0168] (Example 4: Figure 4D(ii)) Figure 4D(d) shows an example of a micro-time-saving state in which at least the "normal time-saving function" and the "normal probability variable function" are activated. In this example, the "normal time-saving function + normal probability variable function + extended opening function" are activated. However, as in Examples 1 and 3 above, the extended opening state occurs depending on the type of auxiliary hit (e.g., auxiliary hit A, auxiliary hit B). In this example, the "normal probability variable function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in Figure 4D(d)). However, the relationship between "auxiliary hit A," which causes the extended opening state, and "auxiliary hit B," which does not cause the extended opening state, is the same as in Examples 1 and 3 above. In this example, as in Example 1 above, the normal time-saving function is activated, and the special time-saving function may or may not be activated.

[0169] In this embodiment, the general drawing adopts the above-mentioned "Specific Example 2 (Figure 4D (b))".

[0170] (About the probability of winning the lottery) If we look at the probability of winning a jackpot in each of the above game states, when the game state is the "time-saving state," "slightly time-saving state," or "normal state," the probability of winning a jackpot is a "low probability state (normal probability)," and when the game state is the "potential state" or "probability variable state," the probability of winning a jackpot is a "high probability state." During a jackpot related to the activation of the condition device, a jackpot game occurs in which the jackpot entry port is opened continuously up to the maximum number of rounds, but all of the above functions are inactive, and the game is basically in the same game state as the above normal state.

[0171] (High base game state) In the probability variable state and time-saving state, the above-mentioned three functions related to the normal symbols, namely the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function, are activated by the same trigger. However, when the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function are looked at individually, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 increases, resulting in an activation rate improvement state in which the frequency of winning into the lower starting hole 35 increases (making it easier to win), and as a gaming state, the frequency of the establishment of the start conditions of the special symbol variation display game that derives the jackpot lottery result or the ball payout rate (base) becomes higher than in the normal state, resulting in a "high base gaming state (starting hole ball entry advantageous state)." It should be noted that the "high base game state" referred to here refers to the game state when a function related to a normal symbol (at least one of the normal symbol probability change function, normal symbol time-saving function, and extension function) is activated, and is different from the game state when a function related to a special symbol, i.e., at least one of the special symbol probability change function and special symbol time-saving function, is activated.

[0172] On the other hand, when the functions related to the special symbols (special symbol probability variable function and special symbol time-saving function) are looked at individually, when the special symbol probability variable function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the consumption time of the special symbol variation display game is shorter than in the normal state. In this respect, it is distinguished from the above-mentioned "high base game state" in which the frequency of the start conditions of the special symbol variation display game being met is higher than in the normal state.

[0173] In this embodiment, an electric chute support state in which at least the opening extension function is provided is treated as a "high base game state" as an example of the above-mentioned "high base game state." In this electric chute support state, the operation rate (opening time and number of times) of the movable wing 47 of the normal variable winning device 41 improves, increasing the winning rate at the lower starting slot 35 and increasing the winning frequency per unit time, making it a game state advantageous for the player compared to when the electric chute support state is not in effect (low base game state). Focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "potential state," it is considered "no electric chute support state." If the game state is a "time-saving state" or a "probability state," it is considered "electric chute support state present." In this specification, "no electric chute support state" is referred to as a "no electric support state," and "electric chute support state present" is referred to as a "electric support state present" or "electric support state." Note that, when the gaming state is the "micro-time-saving state," as already explained in FIG. 4D, either a "with electric support" or "without electric support" state can be adopted depending on the adopted form. However, even if the micro-time-saving state of this embodiment is set to the "with electric support" state, the winning probability (winning rate) of the lower starting slot 35 (normal electric device) is substantially the same as the "without electric support" state, and similar to the normal state, winning in the lower starting slot 35 is difficult or impossible. Therefore, from the perspective of the base value or the presence or absence of the electric support state, the normal state and the micro-time-saving state are substantially the same (almost the same), and the advantage to the player is almost the same. However, from the perspective of the lottery state, the normal state is treated as valid when a special time-saving win described below is made, while the micro-time-saving state is treated as invalid when a special time-saving win is made. In this respect, the normal state is relatively more advantageous to the player.

[0174] (3-2-1. Internal game status (game status determination number YJ): Figure 25) The main control unit 20 manages the activation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and release extension function) that determine the game state, by controlling whether the function is activated (5AH) or deactivated (00H) based on the ON / OFF state of the flags corresponding to the functions. The game state focused on the activation status of each function is also referred to as the "internal game state." The current internal game state is managed using an identifier called the "game state determination number YJ." For example, a game state determination number YJ of "00H" specifies a "normal state," a game state of "01H" specifies a "slight time-saving state," a game state of "02H" specifies a "time-saving state (time-saving)," a game state of "03H" specifies a "potential state (potential)," and a game state of "potential variable state." In this specification, the normal state will be abbreviated as "normal," the "slightly time-saving state" as "slightly time-saving," the "time-saving state" as "time-saving," the potential probability state as "potential probability," and the probability variable state as "probability variable," and the time-saving state and / or the slight time-saving state may be referred to as "time-saving game states."

[0175] (3-2-2. Variation Pattern Allocation Designation Number Tcode: Figure 25) In addition, in this embodiment, in order to realize various effects related to the internal game state described above, one internal game state can be divided into multiple categories and managed as multiple game states. For example, if you want to divide the time-saving state into multiple types such as "Time-saving A," "Time-saving B," and "Time-saving C," these can be managed as different time-saving states using an identifier called a "variation pattern allocation designation number Tcode."

[0176] The substance of the "variation pattern allocation designation number Tcode" is an identifier (data specifying a variation pattern selection mode) used when selecting a "variation pattern allocation table" (for example, see Figures 26 to 28 described later) corresponding to the current game state. Details will be described later, but in this "variation pattern allocation table", one or more types of variation patterns (variation patterns of special symbols) are defined in association with at least the current game state (variation pattern allocation designation number Tcode) and the jackpot lottery result (winning type), and are used when determining the variation pattern of special symbols related to the symbol variation display game. Therefore, for example, if the time-saving state (YJ=02H) is divided into "time-saving A," "time-saving B," and "time-saving C," by defining the fluctuation pattern allocation designation number Tcode for the time-saving state (YJ=02H) as three types, "Tcode="02H (time-saving A)," "03H (time-saving B)," and "04H (time-saving C)," it becomes possible to select a different fluctuation pattern allocation table for each of "02H (time-saving A)" to "04H (time-saving C)," and to select a fluctuation pattern according to the game state (see the "Tcode" column in Figure 25 and the "Tcode" columns in Figures 26 to 28 described below). In this embodiment, "Hell Mode A" and "Hell Mode B" related to the slight time-saving state (YJ=02H) have a common fluctuation pattern allocation designation number Tcode (Tcode=01H) (see Figure 25), but if the fluctuation pattern allocation designation number Tcode is different between "Hell Mode A" and "Hell Mode B", different fluctuation pattern allocation tables can be selected for each.

[0177] Therefore, when focusing on the operating status of each function (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) related to determining the probability of winning the jackpot and the presence or absence of electric support, i.e., the "internal game state," it is possible to select a variation pattern of the special symbol corresponding to each game state, "time-saving A" to "time-saving C" (Tcode = "02H" to "04H"), even if it is the same "time-saving state."

[0178] In this way, by managing the "internal game state (YJ)" that focuses on functions related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" that focuses on determining the special symbol variation pattern (effect determination) as separate data, it is possible to dynamically change the variation pattern even under the same internal game state. As a result, even under the same internal game state, it is possible to bring about significant changes in the consumption time of the symbol variation display game (special symbol variation time) and the effects during that game (variation effects). This increases the degree of freedom in gameplay and effects, making the game more interesting.

[0179] In this embodiment, as shown in Fig. 25, the types of the "internal game state (YJ)" include a normal state, a slight time-saving state, a time-saving state, etc. (see the "YJ" column). On the other hand, the game state related to the determination of the variation pattern of the special symbol, that is, the type of game state (game mode) related to the variation pattern allocation designation number Tcode (variation pattern selection mode), can include a plurality of game modes that are greater than the types of internal game states (see the heaven mode to consecutive win mode in the "Tcode" column in Fig. 25).

[0180] As shown in the "Tcode" and "YJ" columns in Figure 25, a specific internal game state may be divided into multiple game states using the variation pattern allocation designation number Tcode, or none of the internal game states may be divided into multiple game states. In either case, the configuration remains the same, allowing the selection of a variation pattern (variation pattern allocation table) according to the game state.

[0181] In this specification, unless otherwise necessary, at least the gaming state associated with the variation pattern allocation designation number Tcode will be referred to as a "gaming mode" (see the "gaming mode type" column in Figure 25). This gaming mode can also be treated as the gaming state associated with the "variation pattern allocation designation number Tcode and gaming state determination number YJ (internal gaming state)" as shown in Figure 25, in other words, as the "gaming state viewed as the gaming machine as a whole." For ease of explanation, the internal gaming state and the gaming mode may not be distinguished and may simply be referred to as the "gaming state." Furthermore, the variation pattern allocation designation number Tcode may be abbreviated to "Tcode."

[0182] <4. About the types of winnings> Next, the "winning type" according to this embodiment will be described with reference to Figures 4A to 4C. Figures 4A to 4C are explanatory diagrams for explaining the winning type related to the big win lottery target, the winning game operation mode, and the destination game state (destination game mode) according to the winning type.

[0183] (4-1. About winning types) First, the types of wins will be described with reference to FIGS. 4A and 4B.

[0184] In this embodiment, wins can be broadly divided into big wins (one type win), small wins, and "special wins (two types win: V win)" that occur when a V is won during the small win game after winning a small win.

[0185] In this embodiment, as shown in FIG. 4, the jackpot has multiple jackpots, "jackpot A to jackpot D," and the "small jackpot" has multiple small jackpots, "small jackpot A, small jackpot B." Of these jackpots, the "jackpot" is a jackpot that triggers the activation of a conditional device, while the "small jackpot" is a jackpot that belongs to a "non-jackpot" category that does not trigger the activation of a conditional device. In this respect, the nature of the jackpot and the small jackpot differs. Here, the "conditional device" refers to a device whose operation is a necessary condition for the operation of a special device continuous operation device (a device that continuously operates special electric devices) for playing rounds of games, and which is activated when a specific combination of special symbols is displayed or when the game ball passes through a specific area within the large prize opening (excluding cases where the special device continuous operation device is operating and the game ball enters the large prize opening). In addition, after the operation of the continuous operation device of the special device has finished, it is possible to activate a time-saving function, an extension function for opening, or a special function (to transition from one internal game state (internal game state at the time of winning) to another internal game state).

[0186] Therefore, when a "small win" is won (excluding V winning during a small win), the condition device does not operate, and the consecutive operation device for the special feature does not operate either, so there is no transition in the internal game state (simply winning a small win does not cause transition control of the internal game state), but transition control of the variable pattern allocation designation number Tcode can be performed. Also, in the win game resulting from that small win (small win game), the consecutive operation device for the special feature does not operate, so a round game like that of a big win is not executed, but depending on how the opening and closing pattern of the big prize opening is determined, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed. Specifically, after a predetermined start interval time (start INT) has elapsed, an "opening and closing action game (pseudo-round game)" is executed to open the large prize entrance, and when the open and closing action game ends, a predetermined end interval time (end INT) is passed and a series of small prize games ends. Such small prizes are different in nature from simple "misses" in that they are a type of winning that triggers (triggers) a win game (special game state) that involves the opening and closing action of the large prize entrance, just like a large prize. Depending on the gameplay, one or more types of large prizes or small prizes can be provided on either the special chart 1 side or the special chart 2 side.

[0187] (4-2. About winning games) Next, the winning games (big win games, small win games) based on the above-mentioned winnings will be explained.

[0188] (Jackpot game) If a player wins "Jackpot A," "Jackpot B," or "Jackpot C," the maximum number of rounds is three (3R); if a player wins "Jackpot D," the maximum number of rounds is seven (7R); and the maximum opening time of the jackpot entry port during one round of play is set to a long opening pattern (long opening time: e.g., 29.8 seconds) that ensures that the number of prizes in the jackpot entry port reaches the maximum number of prizes (e.g., 10). The profit status (profitability, advantage) during jackpot play is generally higher the relatively higher the maximum number of rounds, and the longer the maximum opening time of the jackpot entry port. In this embodiment, the maximum opening time for each jackpot is the same, so the greater the maximum number of rounds for a jackpot, the higher the profit status during jackpot play, which is more advantageous to the player (the same applies to V-type jackpot play, described below). Furthermore, since the "Jackpot D" is more likely to be won on the Special Chart 2 side (the side of the lower starting gate 35) than on the Special Chart 1 side (the side of the upper starting gate 34), it is more advantageous for the player to enter the jackpot lottery on the Special Chart 2 side than on the Special Chart 1 side. The maximum number of rounds and the opening pattern of the jackpot entry gate for round play can vary depending on the type of jackpot. For example, in the case of jackpot A, the maximum number of rounds is 3R, but some rounds (e.g., the first and second rounds) can be long opening patterns, and the other rounds (e.g., the third round) can be short opening patterns (short opening time: e.g., 0.8 seconds). In this case, the advantage of jackpot play is in the relationship of "Jackpot A < Jackpot B or Jackpot C < Jackpot D."

[0189] (4-3. Small hit game, V hit game) Next, we will explain about small hit games and V hit games.

[0190] (Small win game) As described above, a "small win" hit game (small win game) does not involve a round game like a "jackpot." However, by opening and closing the large prize opening 50 in a predetermined pattern using the opening door 52b, a pseudo-round game (opening and closing action game) is created, making it appear as if a round game is being played. In this embodiment, the small win game involves an opening and closing action game in which the large prize opening 50 is opened once and for a maximum opening time of 1.8 seconds. When the small win game starts, an opening effect is performed to notify the start of the small win game using the interval time (small win start INT) before the opening and closing action game begins. After the opening effect ends (after the small win start INT has elapsed), an opening and closing action game is performed to open and close the large prize opening 50. This opening effect is used to produce an effect encouraging a V win (V win instruction effect).

[0191] (V hit game) When a game ball enters the large prize opening 50 during the opening and closing operation game, the game ball (winning ball) is guided to the V prize opening (specific area) by the V guidance device in the large prize opening 50, and when the game ball enters the V prize (when the specific area sensor 51a detects the game ball), a "V win (two-type win)" occurs. In this embodiment, as long as a small prize is won, as long as the player does not intentionally delay or stop the shot or take irregular actions such as continuing to hit with the left during the small prize game (during the opening and closing operation), and hits correctly with the right, the V prize can be easily won (almost certainly won).

[0192] When a V win occurs, the condition device is activated, and after a series of small win games are completed, the accessory continuous operation device is activated, starting the "V win game" that involves round play. When the V win game begins, a V win start interval time (V win INT (V win effect time)) is set, during which a "V win effect (opening effect)" appears to notify that a V win has occurred. Then, once the V win INT has elapsed, round play begins up to the maximum number of rounds. Once the maximum number of rounds is completed, an ending effect is performed using the V win end interval time (V win end INT), and the V win game ends. In other words, like the jackpot game described above, the V win game is composed of each play period: an opening effect period, a round play execution period up to the maximum number of rounds, and an ending effect period.

[0193] In addition, if a V wins, this small win game is counted as the first round of the round game (deemed to be 1R) (the opening and closing action game of this small win game is treated as the actual 1R round game), and the first round game in the V win game is counted as the 2nd R. V win game is essentially the same as big win game in that it can be played multiple times, but because it goes through a small win game, the small win game (opening and closing action game) related to the V win is treated as the game equivalent to the first round.

[0194] Therefore, the number of rounds (the number of consecutive operations of the special electric device during the operation of the device continuous operation device) is, to be precise, "the specified number of rounds minus 1." For example, in a V-type game with a maximum number of rounds of 7R, after the small win game ends, a round of "2R to 7R" is executed as a V-type game, and the total number of prize balls that a player can actually win (the number of balls paid out during a V-type win) is "the number of prize balls won by the winning balls during the opening and closing action game (the assumed 1R during the opening and closing action game) + the number of prize balls won by the winning balls during the 6R round play." For example, if the number of prize balls in the large prize slot 50 is 15, and the winning balls during the opening and closing action game are approximately 1 to 3 (15 to 45 prize balls), and the maximum number of prize balls that can be won in one round is 10 (150 prize balls), then approximately 915 to 945 prize balls can be won.

[0195] In this embodiment, the V hit game differs depending on the type of small hit won. Specifically, if small hit A is won, a V hit game with a maximum number of rounds of 7R (effectively 7RV hits) is played, and if small hit B is won, a V hit game with a maximum number of rounds of 3R (effectively 3RV hits) is played. The round game mode for the V hit game may be the same as or different from the jackpot game. In this specification, unless otherwise necessary, the term "jackpot" is used to include a "V hit", and the term "jackpot game" is used to include a "V hit game".

[0196] (If you don't win a V prize) In addition, if V is not won during the small win game (in the case of non-V winning), the V win game will not be executed and the series of small win games will end. In addition, when non-V is won, only a simple small win game is executed, and the internal game state does not transition (see Note 8 in Figure 4A).

[0197] (4-4. Regarding the game state to which you will transition after winning) Next, using Figures 4A and 4B, we will explain the game state to which the game is transitioned after the end of each winning game. Figures 4A and 4B show the relationship between the game state at the time of winning and the game state to which the game is transitioned after the winning game, depending on the type of winning (the game state to which the game is transitioned after the winning game, based on the "game state at the time of winning" and / or the "type of jackpot won"). Figure 4A shows jackpots and small jackpots, and Figure 4C shows V-winning (when a V wins). The "Winning" column in the figure indicates the game state type at the time of winning (the game mode type described below), and the "Destination Game State" indicates the game state type (game mode type) to which the game is transitioned. Also, the "Micro Time-Shortening A" and "Micro Time-Shortening B" shown in the figure belong to the "micro time-shortening state" internal game state, while "Time-Shortening A" and "Time-Shortening B" belong to the "time-shortening state" internal game state (see the "YJ" column in Figure 25).

[0198] First, with reference to FIG. 4, the game state to which the game is transitioned after a big win game will be described.

[0199] (For jackpot A and jackpot B) In the case of "Big Win A" or "Big Win B", the game state to which the player transitions differs depending on the game state at the time of the winning, as shown in FIG. 4A.

[0200] In the case of jackpot A, if the game state at the time of winning is "normal state", it will transition to "normal state", and if the game state at the time of winning is "micro-time-saving state" or "time-saving state", it will transition to "micro-time-saving A". Also, in the case of jackpot B, if the game state at the time of winning is "normal state", it will transition to "normal state", and if the game state at the time of winning is "micro-time-saving state" or "time-saving state", it will transition to "micro-time-saving B". In other words, jackpot A and jackpot B are defined as jackpots that can trigger a transition to the micro-time-saving state.

[0201] When transitioning to the above-mentioned "short-time state (short-time A or short-time B)", the execution count of the special symbol variable display game continues until a predetermined specified count (maximum short-time count) is reached. When the special symbol variable display game ends within that specified count without a big win or V-win occurring (when the short-time count ends), the short-time state ends and the game transitions to the normal state (see Note 5 in Figure 4A). Note that when not winning a V, only a small win game is executed, and since there is no transition in the internal game state, the short-time state does not end. Also, whether the specified count (maximum short-time count) has been reached is determined by counting the execution count (number of variations) of the special symbol variable display game 1 and / or the special symbol variable display game 2 (the same applies to the short-time state described later). That is, when the execution count (number of variations of Special Figures 1 and 2) of the special symbol variable display game 1 and / or the special symbol variable display game 2 ends for the specified count without a big win, the short-time state ends.

[0202] The above-mentioned specified count (end condition) for such a short-time state or short-time state can be determined as follows in (Rule 1) or (Rule 2). (Rule 1) When the total execution count of the special symbol variable display game 1 (on the side of Special Figure 1) and the special symbol variable display game 2 (on the side of Special Figure 2) reaches a predetermined count. (Rule 2) When either the special symbol variable display game 1 is executed N times (0 < N) or the special symbol variable display game 2 is executed M times (0 < M) is satisfied. The relationship between N times and M times can be "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as gaming performance and payout rate).

[0203] In this embodiment, the above-mentioned (Rule 1) is adopted (the same for the short-time state), and the maximum short-time count for short-time A is 150 times, and the maximum short-time count for short-time B is 250 times (see Note 1 and Note 2 in Figure 4A).

[0204] (In the case of Big Win C) In the case of Big Win C, regardless of the game state at the time of winning, after the big win game, it transitions to the "normal state".

[0205] (In the case of jackpot D) In the case of jackpot D, just like "jackpot A" or "jackpot B", the game state to which you transition will differ depending on the game state at the time of the win. In the case of jackpot D, if the game state at the time of the win is "normal state", you will transition to "time-saving B", and if the game state at the time of the win is "slight time-saving state" or "time-saving state", you will transition to "time-saving A".

[0206] When the game is transitioned to the "time-saving state," the number of times the special symbol variation display game is executed continues until a predetermined number of times (maximum number of time-saving times) is completed, and when the special symbol variation display game ends without a jackpot or V-win occurring within the specified number of times (time-saving times completed), the time-saving state ends and the game transitions to the normal state (see Note 5 in Figure 4A). Note that when a non-V win occurs, only a small win game is executed, and no transition to the internal game state occurs, so the time-saving state does not end. In this embodiment, the maximum number of time-saving times for time-saving A is 7, and the maximum number of time-saving times for time-saving B is 100 (see Note 3 and Note 4 in Figure 4A).

[0207] In the following, the end of the small time-saving count and the transition from that small time-saving state to another game state will be referred to as a "small time-saving exit." Examples of "small time-saving exit" include a case where the small time-saving state is promoted to a normal state (small time-saving exit to normal transition). Also, the end of the small time-saving count and the transition from that time-saving state to another game state will be referred to as a "time-saving exit." Examples of "time-saving exit" include a case where the time-saving state falls back to a normal state or a small time-saving state (small time-saving exit to normal transition, time-saving exit to small time-saving transition). Note that when there is no need to particularly distinguish between small time-saving exit and time-saving exit, both may be referred to as a "time-saving exit." Also, for convenience of explanation, the small time-saving count may be referred to as a "time-saving count."

[0208] (If you win V) Next, with reference to FIG. 4B, the game state to which the game is shifted after a V-win game will be described.

[0209] As already explained, V-winning games are triggered by V-winning during small-winning games. After the V-winning game ends, the game state to which you transition will differ depending on the type of small-winning game you won and the game state at the time of winning.

[0210] For both small win A and small win B, if the game state at the time of winning is "normal state", the game will be transferred to "time-shortened B" after the V hit game, and if the game state at the time of winning is "slight time-shortened state" or "time-shortened state", the game will be transferred to "time-shortened A" after the V hit game.

[0211] (Variations of the jackpot) In this embodiment, the jackpot (including the V jackpot) does not include a jackpot that triggers a transition to time-saving mode C (one time reduction). However, the present invention is not limited to this. One or more jackpots that can transition to time-saving mode C can be provided. For example, in the case of jackpot A and jackpot B, if the game state at the time of the win is "normal mode," the game can be configured to transition to "time-saving mode C." If the game state is "slightly time-saving mode" or "time-saving mode," the game can be configured to transition to "slightly time-saving mode A." Furthermore, in the case of jackpot D, if the game state at the time of the win is "normal mode," the game can be configured to transition to "time-saving mode C." If the game state at the time of the win is "slightly time-saving mode" or "time-saving mode," the game can be configured to transition to "time-saving mode A." Various variations regarding jackpots will be described later in the fifth embodiment (FIGS. 58 to 60).

[0212] <4-5. About losing tickets> Next, with reference to FIG. 4C, the types of misses according to this embodiment will be explained. In this embodiment, as shown in the figure, the special chart 1 side is provided with multiple types of misses, namely misses A, B, and C, each with a different pattern lottery rate. In this embodiment, the pattern lottery probability satisfies the relationship "miss A > miss B > miss C", and for example, miss A is drawn at 95%, miss B at 4%, and miss C at 1%. Also, only one miss D is provided on the special chart 2 side. Note that, in consideration of gameplay, one or more types of misses can be provided as the subject of lottery on either the special chart 1 side or the special chart 2 side.

[0213] <4-6. Special working hours reduction> Next, with reference to FIG. 4C, the special time-saving type according to this embodiment will be described.

[0214] In this embodiment, a "special time reduction" is provided as a type of winning in the jackpot lottery, which can transition to a time-shortened game state ("time-shortened state" or "micro-time-shortened state") without being triggered by a win (jackpot, V-win, or small win). This "special time reduction" has a major feature in that it grants a time-shortened game state without going through a jackpot win (conditional device activation, accessory continuous operation device activation) (without going through a jackpot game). Note that the above-mentioned "without being triggered by a win" can include any of the following meanings (Contract 1) to (Contract 3).

[0215] (Tokei 1) Means "without taking advantage of the fact that a prize has been won." (This Agreement 2) means "without going through a winning game (jackpot game, V-win game, or small-win game)." (This Agreement 3) "At least without the condition of the operation of the conditional device and the operation of the consecutive operation device of the accessory" or "At least without the condition of the operation of the conditional device and the end of the operation of the consecutive operation device of the accessory." In other words, it means "at least without the condition of the execution of the jackpot game or the V-win game."

[0216] In a broad sense, the special time-saving is a "winning type (lottery type) that can grant a time-saving game state (a time-saving state or a minute time-saving state) without being controlled by a winning state (a winning game) (without opening or closing the large prize entrance)." Also, the time-saving state or minute time-saving state granted by the special time-saving is one aspect of "a specific state that can be transitioned to without passing through a winning state."

[0217] (Conditions for occurrence of time-saving game states due to special time-saving) In this embodiment, if neither a big win nor a small win is won, it is possible to win a special time-saving. If a special time-saving is won, after the winning game ends, the game will be controlled to a time-saving state or a small time-saving state. If neither a big win, a small win, nor a special time-saving is won, the result of the big win lottery will be a "miss," and one of the misses A to C will be won.

[0218] However, the occurrence of a time-saving game state due to the special time-saving feature is permitted (the special time-saving feature winning is treated as valid) only in a specific game state (for example, a game state in which the probability of winning a jackpot is low; in this embodiment, the normal state). In other words, in a specific game state, the special time-saving feature winning is treated as valid, and in a game state other than the specific game state, the special time-saving feature winning is treated as invalid (the lottery is not held, or even if a win is won, it is treated as a loss: a state in which the special time-saving feature is prohibited (restricted)) (see Note 1 in Figure 4C). Note that if a special time-saving feature winning is treated as a loss, the same game processing (such as the selection processing of the variation pattern and the presentation processing) as in the case of a loss winning (which may be any of Loss A to C) can be executed.

[0219] (Special time-saving performance) In this embodiment, as shown in Figure 4C, multiple types of special time-saving A, B, and C are provided on the special chart 1 side, and when a special time-saving is won by lottery, one of the special time-savings is determined by a pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in Figure 4C). Also, the special time-savings A to C each have different time-saving performance (advantage of the special time-saving). Specifically, it is as follows. (A) If you win the "Special Time-saving A", you will be granted the Micro Time-saving A (150 Micro Time-saving times) (transition to Micro Time-saving A). (B) If you win the "Special Time-saving B", you will be granted the Micro Time-saving B (250 Micro Time-saving times) (transition to Micro Time-saving B). (C) If you win the "Special Time-saving C", you will be granted Time-saving C (1 time of time-saving) (transition to Time-saving C). The relationship of the performance (advantage) of the special time-saving in this embodiment is "special time-saving B<special time-saving B<special time-saving C".

[0220] In addition, whether one or more types of special time reduction will be adopted on the Special Chart 1 side and / or the Special Chart 2 side can be determined appropriately depending on the gameplay.

[0221] (Special time-saving variation 1) In addition, it is also possible to appropriately determine what kind of performance (time-saving performance, minute time-saving performance) a special time-saving function has. For example, the following performance may be set.

[0222] The time-saving state of special time-saving can be any of the following: finite time-saving (finite number of times), finite minute time-saving (finite number of minute time-saving), infinite time-saving (no limit on the number of times), and infinite minute time-saving (no limit on the number of minute time-saving). Note that "infinite" systems such as infinite time-saving and infinite minute time-saving strictly mean "no limit on the number of times (infinite)." However, even "finite" systems such as finite time-saving and finite minute time-saving can be treated as belonging to the "infinite" system if they essentially guarantee the time-saving or minute time-saving state until the next jackpot (for example, 10,000 times or 65,535 times), or if they grant a number of times that cannot be consumed within the pachinko hall's business hours (for example, 4,000 to 5,000 times or more).

[0223] As an example, it is possible to provide special time-saving features such as the following (Special Time 1) to (Special Time 3). (Special Time 1) At least one special time-saving mode can be provided that grants the same "time-saving count P" as the time-saving state (jackpot time-saving state) granted (transitioned) by a jackpot. If there are multiple types of jackpots that grant a time-saving state, the "time-saving count P" may be the same as the number of time-saving counts for at least one of the multiple types of jackpots. For example, if there is a jackpot with a time-saving count of 50 and a jackpot with a time-saving count of 100, the above "time-saving count P" may be 50 or 100. (Special Time 2) At least one special time-saving state can be provided that grants "Q times of time-saving" different from the time-saving state granted by a jackpot. In addition, if there are multiple types of jackpots that grant a time-saving state, if the most number of time-saving times among all the jackpots is "α times" and the least number of time-saving times is "β times", the relationship can be "Q times of time-saving > α times" or "Q times of time-saving < β times". (Special Time 3) The above-mentioned "time reduction number Q times" may be "finite (a finite number of minute time reductions)" or "infinite (an infinite number of minute time reductions)".

[0224] (Special time-saving variation 2) In addition, special time-saving features with slight time-saving capabilities such as the following (Special Time 4) to (Special Time 6) can be established. (Special Time 4) At least one special time shortening can be provided that grants the same "number of micro-time shortening times p" as the micro-time shortening state granted by a jackpot (jackpot micro-time shortening state). If there are multiple types of jackpots that grant a micro-time shortening state, the "number of micro-time shortening times p" can be the same number of micro-time shortening times as at least one of the multiple types of jackpots. For example, if there is a jackpot with a micro-time shortening time of 50 and a jackpot with a micro-time shortening time of 100, the number of micro-time shortening times p can be 50 or 100. Furthermore, if multiple special time shortenings are provided, at least one of the special time shortening times can be a different number of micro-time shortening times. (Special Time 5) At least one special time shortening can be provided that grants a "number of micro-time shortening times q" different from the micro-time shortening state granted by a jackpot. If there are multiple types of jackpots that grant a micro-time shortening state, if the most number of micro-time shortening times among all the jackpots is "γ times" and the least number of micro-time shortening times is "δ times", the relationship can be "number of micro-time shortening times q times > γ times" or "number of micro-time shortening times q times < δ times". (Special Case 6) The above "q number of times of slight time reduction" may be "finite (a finite number of times of slight time reduction)" or "infinite (an infinite number of times of slight time reduction)".

[0225] (Special time-saving variation 2) In addition, in this embodiment, the probability of winning the special time-saving is set to "about 1 / 10", which is higher than the probability of winning the jackpot, but there is no particular limit to the probability of winning the special time-saving. For example, it can be configured as follows. (Lottery A) If you do not win (big win and / or small win), you can make the lottery format so that you are guaranteed to win the special time-saving lottery. In this case, the probability of winning a losing lottery should be set to 0%. (Lottery B) It is possible to make it a lottery format in which if you do not win (a big win and / or a small win), you will almost certainly win the special time-saving lottery. For example, the probability of winning a losing lottery is set to an ultra-low probability of 1 / 65536, or at least lower than the probability of winning a big win (in this embodiment, about 1 / 251). In this case, the lottery format is similar to the above-mentioned (Lottery A), but it differs in that there is a possibility of winning a losing lottery.

[0226] In the case of the above-mentioned (Lottery A) or (Lottery B), if the gaming state is normal, the special time-saving feature is almost always won (for example, in the case of (Lottery A), the first game in normal state has a nearly 100% chance of winning), and it is possible to transition to a time-saving feature or a slight time-saving feature, creating a special gaming experience. In this way, a lottery format in which the special time-saving feature is almost 100% likely to be won under a specific gaming state is referred to as a "special time-saving ultra-high probability lottery format." Note that the special time-saving ultra-high probability lottery format is applicable not only to this embodiment (first embodiment) but also to any of the embodiments described in this specification.

[0227] <5. About the production> (5-1. Production Mode) Next, the presentation mode (presentation state) will be explained. In this embodiment, a plurality of presentation modes are provided to perform presentations related to each game state, and the transition between each presentation mode can be controlled in response to the transition (update) of the game state.

[0228] The presentation modes include a "normal presentation mode" associated with the "normal state," a "subtle time-saving presentation mode" associated with the "subtle time-saving state," a "time-saving presentation mode" associated with the "time-saving state," a "latent probability presentation mode" associated with the latent probability state, a "probability variable presentation mode" associated with the probability variable state, and a "winning presentation mode" associated with a winning game. A plurality of presentation modes corresponding to the internal game state YJ or the variation pattern allocation designation number Tcode can be provided. In this embodiment, even if the internal game state is the same, if the variation pattern allocation designation number Tcode is different, transition to a different presentation mode corresponding to the respective variation pattern allocation designation number Tcode can be controlled. For example, as the time-saving presentation mode associated with the time-saving state (YJ=02H), transition to a different presentation mode corresponding to each of time-saving A to time-saving C (Tcode=02H to 04H) is possible, such as a "time-saving A presentation mode (consecutive win A presentation mode)," a "time-saving B presentation mode (consecutive win B presentation mode)," or a "time-saving C presentation mode (consecutive win C presentation mode)." In this embodiment, "Hell Mode A" and "Hell Mode B" related to the slight time-saving state (YJ=02H) have a common fluctuation pattern allocation designation number Tcode (Tcode=01H) (see Figure 25), but even if the fluctuation pattern allocation designation number Tcode is different between "Hell Mode A" and "Hell Mode B", they can each have a different presentation mode (for example, Hell A presentation mode, Hell B presentation mode, etc.).

[0229] The same presentation mode may be used in multiple game states depending on the purpose and gameplay. For example, the normal state and the minute time-saving state (the same presentation mode is used in at least two different internal game states), or the same presentation mode may be used in time-saving A and time-saving B (the same presentation mode is used in at least two different game modes). Simply put, if there are multiple variation pattern allocation designation numbers Tcodes, the same presentation mode may be used in at least two or more Tcodes. If there are multiple internal game states YJ, the same presentation mode may be used in at least two or more YJs. It is preferable to use the same presentation mode in at least two or more similar game states. For example, the same presentation mode may be used in time-saving A and time-saving B, which belong to the time-saving state, or in the normal state and the minute time-saving state (where the base value is approximately the same (the minute time-saving state functions as a pseudo-normal state)).

[0230] In each presentation mode, the background display (background effect) that serves as the background for the decorative symbol variable display screen is changed to a presentation style corresponding to the presentation mode. For example, in the "normal presentation mode," a background effect reminiscent of the season "spring" (e.g., a background image of cherry blossom trees) is displayed, and in the "time-saving presentation mode," a background effect reminiscent of the season "summer" (e.g., a background image of the ocean) is displayed. This suggests the gaming state during the stay. In addition to changing the background display, background music and decorative symbols (pictures) may also be changed according to each presentation mode. Furthermore, at least one of the background display, background music, and decorative symbols may be common between one presentation mode and another presentation mode. For example, the normal presentation mode and the slight time-saving presentation mode may share a common background effect (both displaying a background image of cherry blossom trees).

[0231] Furthermore, multiple presentation states belonging to the same variation pattern allocation designation number Tcode (same game mode) can be provided. For example, multiple presentation states with different presentations can be provided as presentation modes corresponding to the variation pattern allocation designation number Tcode "00H." Such presentation states are also called "presentation stages" to distinguish them from one another because the Tcodes are the same (common) presentation modes. Even in different presentation stages, the variation pattern allocation designation number Tcodes themselves are the same for each presentation stage, so the variation patterns to be selected are the same (the selected variation pattern allocation table is common to each presentation stage). However, even when the same variation pattern is selected, different presentations can be produced depending on the current presentation stage. This increases the degree of freedom in presentation, allowing for a variety of presentations even in the same game state. Different backgrounds can also be displayed depending on the presentation stage. For example, in the above-mentioned "normal presentation mode," the background presentation is reminiscent of the season "spring" (displaying a background image of cherry blossom trees), but depending on each presentation stage related to the normal presentation mode, it can be changed to a "cherry blossom stage" with a cherry blossom tree background, a "rapeseed flower stage" with a rapeseed flower background, or a "dandelion stage" with a dandelion background.

[0232] The presentation control unit 24 (CPU 241) is configured to be able to control transitions between presentation modes in accordance with transitions (updates) of the game state, and has a functional unit (presentation state transition control means (presentation mode transition control means)) that controls transitions between multiple types of presentation modes. The presentation control unit 24 has a functional unit (presentation control side game state management means) that can manage the game state (internal game state YJ and / or variation pattern allocation designation number Tcode) based on the presentation control commands sent from the main control unit 20 (CPU 201) that contain information about the game state, specifically, information contained in specific presentation control commands that specify the current game state or that specify that the game state will be transitioned, and controls the presentation 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 transitions from one presentation mode to another in accordance with the processing state (for example, a configuration that can control transitions between multiple types of presentation modes in accordance with the variation pattern allocation designation number Tcode). The above-mentioned "specific effect control command" includes, for example, a variation pattern designation command, a game state designation command, a specific command sent during a win (for example, a jackpot start command, a jackpot end command), etc. If the effect control unit 24 can independently determine the game state, it can control the transition of the effect mode without relying on a specific effect control command.

[0233] (5-2. Preview performance) Next, the preview effects will be explained. The effect control unit 24 is configured to be able to produce various "preview effects" related to the jackpot lottery results (win / lose lottery results and / or symbol lottery results) based on the contents of the effect control command from the main control unit 20 (information included in the variable pattern designation command, decorative symbol designation command, and winning command described below). Specifically, it is possible to produce (execute) "preview effects" related to the effect mode (including the effect stage described below) and the jackpot lottery results.

[0234] The preview effects are basically effects that are executed as part of the variable effects (part of the scenario), and various preview effects appear during the variable effects. The main role of the preview effects is to predict (suggest) the probability of winning whether or not a win type and / or special time-saving type has been won, and to predict the probability of a specific preview effect occurring. Many of the preview effects act as "hype effects" to increase the player's anticipation of winning.

[0235] Typical examples of preview effects include "reach effect," "pseudo consecutive effect," "player participation effect," "step-up effect," "stage change effect," "predictive preview effect," etc. These effects will be explained below.

[0236] (5-2-1. Reach performance) The "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result can be derived and displayed via the reach state.

[0237] The "reach state" is a display mode in which, before the result of the decorative pattern change display game is derived, some of the decorative patterns that are derived and displayed during the decorative pattern change display game constitute part of the display mode indicating the occurrence of a jackpot (winning a jackpot), and the changing display of decorative patterns that have not yet been derived and displayed is being carried out; this is a changing display mode that uses the changing display mode of decorative patterns for dramatic effect to suggest (predict) that a display mode indicating a specific type of win (such as a jackpot, small win, or special time-saving win) is likely to be derived (that there is a possibility of winning a specific type of win), and that stimulates the player's anticipation of winning. For example, if the combination of decorative symbols (jackpot symbols) indicating a jackpot (occurrence of a jackpot) is a pattern such as "7 (left symbol)," "7 (middle symbol)," and "7 (right symbol)," then on the designated valid winning line, the left and right symbols, which are part of the pattern combination, will display "7" (a ready state), and the remaining middle symbols (the remaining symbols that do not constitute a ready state) will be fluctuating and displaying changes such as rapidly changing, frame-by-frame, swinging, enlarging and reducing, and deforming.

[0238] Therefore, even if a reach state is formed, the result of the decorative symbol variation display game does not necessarily become a "jackpot," and if the final result is not a stop display mode (jackpot symbol) that indicates a jackpot, the result of this game will be a "miss." In the above example, the left and right symbols that make up the ready state (reach symbol) are symbols that make up the reach state, and in this sense they are also called "reach component symbols."

[0239] Reach effects (reach fluctuations) are broadly divided into stages, such as a "pre-reach" stage (before the game is ready, during the game is about to start)," a "reach" stage (during the game is ready, during the game is about to start)," and a "post-reach" stage. The "post-reach" stage is the period during which the final game result (reach effect result: win / loss result) is announced, and includes a period during which promotion effects and revival effects may occur. A "promotion" effect is an effect mode that announces a win with a lower profit status after announcing a win with a higher profit status. For example, a decorative symbol indicating a time-saving jackpot (a jackpot triggering a transition to the time-saving status) is displayed, followed by a decorative symbol indicating a probability variable jackpot (a jackpot triggering a transition to the probability variable), thereby announcing that the game result (jackpot lottery result) was a probability variable jackpot. A "revival" effect is an effect mode that announces a win definitively after announcing a loss. For example, after displaying a decorative pattern (missing symbol) indicating a miss, a decorative pattern (jackpot symbol: for example, a matching symbol) indicating a jackpot is displayed, or a presentation (confirmed win presentation) is shown to definitively notify the player that they have won the jackpot.

[0240] The above-mentioned "reach effects" include multiple reach effects associated with the probability of winning. For example, when a specific reach effect appears, the probability of winning increases relatively compared to when a normal reach effect (normal reach = N reach) appears. Such specific reach effects are called "super reaches (SP reaches)." Many of these "SP reaches" have a relatively longer performance time (variation time) than N reaches, in order to increase the expectation of winning a jackpot. Furthermore, SP reaches include not only normal SP reaches (normal SP reaches) but also various other SP reaches. The content of each reach effect (reach variation mode) is explained below.

[0241] (r1) "N Reach" "N Reach" is a variation mode in which, after a normal variation, the game simply passes through the normal reach state and ends by announcing the game result (win or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest probability of winning. There are two types of N Reach: N Reach 1 and N Reach 2, which have different probability of winning. Furthermore, among the reach types, N Reach is the reach variation type with the shortest variation time (for example, N1 Reach = 20 seconds, N Reach 2 = 25 seconds).

[0242] (r2) "SP Reach (Normal SP Reach)" "SP reach" is a reach variation mode in which a first reach effect (SP reach) occurs via a normal reach, and then the game result is notified and the mode ends.

[0243] (r3) "SP Reach + SPSP Reach" (Advanced SPSP Reach) "SP reach + SPSP reach" is a reach variation mode in which, after a normal variation, the first reach effect (SP reach) occurs via the normal reach state, a miss is announced, and then a second reach effect (SPSP reach) with a higher chance of winning than the first reach effect occurs (developing into another SP reach type), and the game ends with the announcement of the game result. "SP reach + SPSP reach" is also called an "advanced SPSP reach" because it develops into another SP reach via an SP reach. Furthermore, "SP reach + SPSP reach" is the reach variation type with the longest variation time among reach types, since it passes through various reaches (for example, 200 to 260 seconds with pseudo-consecutive wins (1 to 3 times), 180 seconds without pseudo-consecutive wins, etc.). The developed reach itself is sometimes called an "SPSP reach."

[0244] (r4) "SPSP Reach" (Direct Hit SPSP Reach) "SPSP reach" is a reach fluctuation mode in which, after a normal fluctuation, the game passes through a normal reach state, but the first reach effect (SP reach) is not passed through, i.e., is omitted, and the second reach effect (SPSP reach) immediately occurs (develops directly into an SPSP reach), and the game ends with the game result being announced. SPSP reach is also called a "direct hit type SPSP reach" because it develops directly into an SPSP reach without passing through an SP reach. Note that both the direct hit type SPSP reach and the above-mentioned developed type SPSP reach are treated as belonging to the SPSP reach.

[0245] (r5) "Full rotation reach" A "full rotation reach" is a premium reach fluctuation in which, with or without passing through a reach state, a fluctuation display is made while maintaining the pattern display mode indicating a win (for example, a pattern alignment) for a predetermined fluctuation time, and this fluctuation display predicts a confirmed win (a sure win).

[0246] (r6) "Direct hit reach (sudden hit)" "Direct win reach" is a variation pattern that surprises players. It appears to be a non-reach effect (normal variation) that does not go through the reach state, giving the player an impression similar to a losing variation, but the finally derived game result is a winning symbol. For example, it is a variation pattern where the symbols are stopped sequentially as "left symbol, middle symbol, right symbol", that is, without going through the reach state, and when the final right symbol stops, the symbols align (winning symbol). From the point that the winning symbol suddenly stops and is displayed, it is also called "sudden win". Also, a reach variation pattern where the winning symbol stops and is displayed without developing into an SP-based reach while remaining in an N-reach (low-expectation reach effect) also belongs to this direct win reach. This direct win reach is also one of the premium reach variations like the aforementioned full-rotation reach. However, exceptionally, it may be treated as a non-reach type (normal variation type) in that it includes those that stop and display the winning symbol without going through the reach state.

[0247] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, in the case of normal reaches, the selection rate is determined in relation to the jackpot lottery result so that the relationship of winning expectation is "N-reach 1 < N-reach 2 < SP reach < developed type SPSP reach < direct-hit type SPSP reach". Also, in the case of reaches during time-saving mode (refer to Figure 28), the selection rate is determined in relation to the jackpot lottery result so that the relationship of winning expectation is "reach during time-saving mode 1 < reach during time-saving mode 2". Note that since the direct win reach and the full-rotation reach are reaches that can directly inform the determination of winning, they are positioned as reach effects with the highest expectation (in this embodiment, at least the winning expectation of the direct-hit type SPSP reach or higher).

[0248] Note that the actual winning expectation changes according to whether there is one or more other preview effects. For example, even when a developed type SPSP reach appears, if it is associated with a preview effect with a high winning expectation, it can have a winning expectation equal to or higher than that of the direct-hit type SPSP reach.

[0249] Thus, the occurrence of a reach can provide a player with a clue as to the probability of winning a certain type of win (e.g., a jackpot). Therefore, various preview effects are provided that suggest the possibility of a reach occurring, in other words, that can clarify the probability of winning. During a symbol-changing display game, one or more types of preview effects may occur in combination (occurring at different times or simultaneously), and the occurrence of these preview effects in combination more clearly indicates the probability of winning. For example, compared to when a reach effect occurs alone, the occurrence of one or more preview effects makes the probability of winning more clear and increases the probability of winning. Such preview effects can be broadly categorized into "pre-preview effects" that can occur before a reach (before a winning combination is reached) and "post-preview effects" that can occur after a reach (during a reach). Preview effects also include those that predict the possibility or confirmation of the occurrence of preview effects other than a reach effect (e.g., pseudo-consecutive wins, stage change effects, etc.).

[0250] In this specification, reach types belonging to N reach may be referred to as "N reach type," reaches belonging to SP reach types (including SPSP reach type) may be referred to as "SP reach type," and reach types belonging to premium reach may be referred to as "sure win reach type." Also, reaches that develop from one reach to another are also referred to as "development type reach type."

[0251] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the preview effects is a "pseudo consecutive effect (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a display mode that involves a pseudo continuous variable display state of decorative symbols (so-called "pseudo variation"). This "pseudo variation" refers to a variable display mode in which, during one decorative symbol variable display game, some or all of the decorative symbols are temporarily stopped (one or more symbols dedicated to pseudo consecutive displays may be used instead of normal decorative symbols), and then the decorative symbols are re-varied and displayed from that temporary stopped state, repeating this display action one or more times. For example, the decorative symbols are temporarily stopped and displayed at "775" (pseudo variation), and then the decorative symbols are variably displayed again, and then the final decorative symbol is stopped. In this respect, it differs from the "predictive preview effect" described below, which can be executed across multiple symbol variable display games.

[0252] The occurrence rate of "pseudo consecutive wins" is basically determined so that the more pseudo fluctuations there are, the higher the probability of winning. For example, two pseudo fluctuations will result in a higher probability of a preview effect (e.g., SP reach) with a higher probability of winning than one. Therefore, if the current fluctuation effect is composed of an effect scenario including a reach effect, "pseudo consecutive wins" often occur mainly in the stage before the reach state is formed (the stage before the reach effect). After one or more pseudo fluctuations are performed, a reach effect is executed in the main fluctuation, and the final game result is derived and displayed. In this specification, "pseudo N" refers to the total number of pseudo fluctuations M and the main fluctuation. For example, "pseudo 2" means "one pseudo fluctuation + main fluctuation," and "pseudo 3" means "two pseudo fluctuations + main fluctuation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in Figure 26). Also, if pseudo 2 or 3 is not attached, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur.

[0253] (5-2-3. Player participation type performance) In this embodiment, one of the preview effects is a preview effect that belongs to "player participation type effects." A "player participation type effect" is a preview effect mode in which, when a predetermined operation (for example, a single press, a long press, or repeated presses) is performed on the operation means (effect button 13 and / or directional key 75), the content of the effect can change based on the operation content (operation result). Player participation type effects are also called "button preview effects" or "button operation effects" because they use the operation means.

[0254] In the player participation type effect, when a predetermined button valid period arrives, a predetermined effect (pre-operation effect) occurs, including an "operation instruction effect" that prompts the player to perform a predetermined operation on the operating means. During the button valid period, if the player operates the operating means or the button valid period elapses, the currently displayed effect changes to another effect (post-operation effect) based on the operation content. Depending on the effect mode (effect content) before and after this operation, information such as the expected probability of winning, the result of the jackpot lottery (win / lose result, symbol lottery result), or setting suggestion can be announced. The effect control unit 24 includes an operation valid period setting means for setting an operation acceptance valid period during which operation of the operating means is valid based on predetermined conditions (for example, a predetermined timing during the player participation type effect), a pre-operation effect control means for controlling the predetermined pre-operation effect during the button valid period, and a post-operation effect control means for controlling the predetermined post-operation effect based on the operation of the effect button during the operation valid period.

[0255] It should be noted that player participation effects are basically executed as part of advance notice effects (part of advance notice effect scenarios). Representative examples include "reach effects," "pseudo consecutive wins," "step-up advance notices," and "prediction advance notices," which incorporate player participation effects. In the case of player participation reach effects, for example, a button advance notice effect is generated at a predetermined timing before or after a reach, and the expected probability of development to a specific reach or the expected probability of winning is announced according to the results of the player participation effect.

[0256] (5-2-4. Step-up Notice) In this embodiment, as one of the preview effects, there is a "step-up preview (SU preview)" in which the effect can develop step by step. In the "step-up preview", an effect corresponding to the number of steps (stages) is executed, and this is a preview effect mode in which the winning expectancy increases when developing to a larger number of steps. Therefore, when the effect ends at the first step, the winning expectancy is the lowest, and when it develops to the final step, the winning expectancy is the highest. For example, in the case of a step-up preview that can develop in three steps consisting of steps 1 to 3, the relationship of the winning expectancy is "step 1 < step 2 < step 3". When stepping up, there is not only a "normal step preview (N-step preview)" that sequentially develops like "step 1 → step 2 → step 3", but also a "super step-up preview (SP step-up preview)" that jumps to multiple steps ahead like "step 1 → step 3". The relationship of the winning expectancy is "N-step preview < SP step preview".

[0257] (5-2-5. Stage change effect) In this embodiment, as one of the preview effects, there is a "stage change effect". The "stage change effect" is a preview effect mode in which, during a symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game), the current effect stage is shifted to another effect stage (for example, changing the background display), and the winning expectancy and the like can be suggested. Note that the stage change effect is an effect mode in which the effect stage changes as a preview effect, and just because the stage change effect has occurred, it does not mean that the game state (YJ, Tcode) has shifted (changed) and the effect mode such as the background display has changed. The "stage change effect" has the following preview modes.

[0258] (C1) A preview mode that suggests the winning expectancy and the like according to the destination effect stage. For example, when shifting to effect stage A, it suggests a low expectancy, and when shifting to effect stage B, it suggests a high expectancy. (C2) A preview mode that suggests the probability of winning, etc., based on the difference in the cut-in effect that occurs when the stage transition occurs. For example, if the stage transition occurs with the appearance of character A, it suggests a low probability of winning, and if the stage transition occurs with the appearance of character B, it suggests a high probability of winning.

[0259] The stage change effect may be a performance mode that simply changes the stage without indicating the probability of winning. In this case, it is used mainly to prevent the effect from becoming monotonous.

[0260] (5-2-6. Interruption notice performance)

[0261] (5-2-6. Interruption notice performance) In this embodiment, one of the preview effects is an "interrupt preview effect" (hereinafter abbreviated as "interrupt preview"). This "interrupt preview" is a performance mode that occurs by interrupting the execution of a specific preview effect, and after the interrupt preview, the performance mode transitions to a preview effect that is different from the specific preview effect. The interrupt preview is mainly executed as part of a reach performance scenario.

[0262] The presentation scenario including this interrupt notice differs from other reach presentations in the following respects. Here, we will explain the reach presentation as a representative example, in which the presentation unfolds as follows: "First reach presentation (N reach) → Second reach presentation (SP reach)", as in the above-mentioned "SP reach". For ease of explanation, we will refer to the reach presentation in which an interrupt notice is interposed as an "interrupt reach presentation", and the reach presentation in which an interrupt notice is not interposed as an "uninterrupted reach presentation" (here, SP reach).

[0263] In the "non-interrupt reach effect," a "first reach effect (N reach)" and a "second reach effect (SP reach)" are executed in sequence, and the result of the current game is announced in the second reach effect that is finally executed. Specifically, for example, if the result of the current game is a jackpot, the non-interrupt reach effect announces a miss as the result of the first reach effect (a miss is initially announced), and then develops into the second reach effect, and the result of the second reach effect announces a jackpot, which is the result of the current game (the result of the current game is announced as the final result of the non-interrupt reach effect).

[0264] In contrast, the "interrupt reach effect" is a special effect mode in which "at a predetermined timing during the execution of the first reach effect, a specific notice (interrupt notice) occurs, and it develops into the second reach effect." In other words, after a normal fluctuation, it develops into the first reach effect, but before the result of the first reach effect is seen, an interrupt notice occurs (the interrupt notice is executed in a way that interrupts the first reach effect), and after that interrupt notice, the second reach effect is executed. Therefore, from the player's perspective, the reach effect develops in a way that takes them by surprise, and a notice effect with a high effect is realized.

[0265] When such an interruption notice occurs, just like in the case of an advanced notice performance, the game will basically transition to another performance (here, the second reach performance) that has a higher chance of winning than the reach performance (here, the first reach performance) in which the interruption notice occurred.

[0266] In the above, "SP Reach + SPSP Reach" has been explained as a representative example, but it is possible to configure it so that an interrupt preview can be executed while various preview effects are being executed.

[0267] The timing of the occurrence of an interrupt notice is determined for each reach effect. For example, it can occur at a predetermined timing in the "before reach (before tenpai, during tenpai provocation)" stage of the first reach effect, "during reach (during tenpai, during hit / miss provocation)" stage, and "after reach" stage. There may be multiple occurrence timings, and the timing at which it will occur is determined by a predetermined effect lottery. When an interrupt notice occurs, it can occur at the following timings.

[0268] (Preliminary 1) While an audio performance such as dialogue sounds (hereinafter referred to as "audio performance A") is being performed (while a specified audio part is being performed). (Pre-1α) The moment when more than half of the execution time of audio performance A has elapsed. (Pre-1β) The moment when more than half of the lines in the voice-over have been spoken (for example, if the lines are 30 characters, the moment when more than 15 characters have been spoken).

[0269] (Pre-2) When a specified light effect is executed during a certain preview performance (while a specified light effect part is being executed), if the light effect is capable of executing a performance involving multiple light colors, a specified timing after switching from one specific light color (for example, white light) to another specific light color (for example, blue light).

[0270] (Prediction 3) When a specified performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the time when more than half of the execution time of a specific cut at which the preview can be executed has elapsed.

[0271] (Pre-4) When a specified performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when more than half of the lines of the sound performance (audio performance) to be executed in a specific cut in which the preview can be executed have been spoken.

[0272] (Pre-5) When a specified effect relating to a certain preview effect is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the execution time of the light effect of a specific cut in which the preview can be executed has elapsed.

[0273] (Pre-6) When a specified performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is when a cut in which an interrupt preview cannot be executed switches to another cut in which an interrupt preview can be executed, and before half of the execution time of that other cut has elapsed.

[0274] (Pre-7) When a predetermined performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is before half of the execution time of the sound performance related to that other cut has elapsed when switching from one cut in which the preview cannot be executed to another cut in which the preview can be executed.

[0275] (Pre-8) When a predetermined effect relating to a certain preview effect is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is before half of the execution time of the light effect relating to that other cut has elapsed when switching from one cut in which the preview cannot be executed to another cut in which the preview can be executed.

[0276] The presentation mode of the interrupt notice may be, for example, a blackout presentation (a dim display), a lights-out presentation, a silent presentation, a loud sound presentation, a soft sound presentation, or a flashing light presentation. When an interrupt notice is generated, the execution of the predetermined presentation that had been running up until that point is stopped (stopped midway) and a transition is made to another presentation. By executing the presentation modes described above, it is possible to attract the player's attention or take the player by surprise. To maximize the effect of the interrupt notice, it is preferable that the predetermined presentation being executed at the time the interrupt notice is generated is a "flashy presentation" or a "subtle presentation." If, during the execution of a "flashy presentation," the lights suddenly go out, there is no sound, or the screen goes dark (in cases where a lights-out presentation, a silent presentation, or a blackout presentation is used as the interrupt notice), the impact on the player will be enormous. Similarly, if a loud noise or flashing light suddenly occurs during the execution of a "modest effect" (a case where a loud noise or flashing light effect is used as an interrupt notice), the impact on the player will be enormous. The predetermined effect being executed when an interrupt notice occurs is preferably of the following type.

[0277] (Interrupt 1) When an interrupt notice occurs, there are multiple types of effects being executed. The types of effects are at least two of the following: light effects, sound effects, image display effects, and moving object effects. (2) The number of types of effects that can be performed in one cut where an interrupt notice can occur is greater than the number of types of effects that can be performed in one cut where an interrupt notice cannot occur. (3) The brightness of the light effect (light effect using at least one light effect means) executed in one shot in which an interruption notice can occur is greater than the brightness of the light effect executed in one shot in which an interruption notice cannot occur. (4) The volume of the sound effect (which may be a specific sound effect or the entire sound effect) executed in a cut in which an interruption notice can occur is louder than the volume of the sound effect executed in a cut in which an interruption notice cannot occur (a form in which an interruption notice is generated while a relatively flashy sound effect is being executed). (5) The volume of the sound effect executed in one cut where an interruption notice can occur is smaller than the volume of the sound effect executed in one cut where an interruption notice cannot occur (a form in which an interruption notice is generated during the execution of a relatively quiet effect).

[0278] In the above, it was explained that when an interrupt notice occurs, the notice effect that was being executed before the interrupt notice is switched to another notice effect, but this does not necessarily mean that the notice effect is switched to another notice effect, and it may also include cases where the notice effect that was being executed before the interrupt notice continues to be executed even when an interrupt notice occurs. For example, it may be a performance mode in which an interrupt notice is generated (a reach effect in progress is interrupted to generate an interrupt notice) at a predetermined timing of a specific reach effect (which may be a specific normal variation), and the interrupted reach effect is resumed after the interrupt notice. In this case, it may be configured so that the effect with an interrupt notice has a higher probability of winning than the effect without an interrupt notice.

[0279] (5-2-7. Predictive preview: Figure 5A, Figure 5B) "Prediction notice effect (prediction notice)" is an effect that can notify in advance the expected winning probability for an activated reserved ball (unconsumed activated reserved ball) that has not yet been used to execute the pattern change display game (special pattern change display operation) by utilizing the reserved display mode or an effect during the pattern change display game that is executed first in the chronological order.

[0280] 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.

[0281] In a part of the screen of the liquid crystal display device 36 (below the display area of ​​the decorative pattern in the illustration), there is provided a reserve display area 76 which displays the number of activated reserved balls for special chart 1, and a reserve display area 77 which displays the number of activated reserved balls for special chart 2, and information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by either a lit state (activated reserved ball present: "○ (white circle)" as shown in the illustration) or an unlit state (no activated reserved balls present: dashed circle as shown in the illustration).

[0282] The display of the presence or absence of activated reserved balls (hereinafter referred to as "reserved display") is displayed in order of occurrence (winning order), and in each reserved display area 76, 77, the leftmost activated reserved ball is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in that reserved display. In this embodiment, as shown in the figure, reserved display sections a1-d1 (corresponding to the special symbol 1 side) and a2-d2 (corresponding to the special symbol 2 side) consisting of reserved icons (icon images) provided in the same number (four) as the maximum number of reserved memories are provided in a portion of the screen of the liquid crystal display device 36. The display mode of these reserved display sections a1-d1 and a2-d2 is usually switched to the activated state (lit state) for only the number of activated reserved balls present when the pre-reading judgment is made, for example, three. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the below-described advance notice, the hold display mode of the corresponding hold display unit among the hold display units a1 to d1 and a2 to d2 is changed to a predetermined advance notice display mode (special hold display mode), thereby functioning as a means for generating the advance notice.

[0283] Also, to the left of the reserved display areas 76, 77, there is provided a changing display area 78 for showing the operating reserved ball currently being used in the special symbol change display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved ball K icon currently being used in the game appears on top of the receiver J icon. That is, when the variable display of special symbol 1 or special symbol 2 starts, the oldest reserved ball a1 or a2 icon (icon image) displayed in the reserved display areas 76, 77 moves onto the receiver J icon in the changing display area 78 as the game running reserved ball K icon, and this state is maintained for a predetermined display time.

[0284] In addition, a sub-display area 79 is provided in the lower right corner of the LCD screen shown in FIG. 5A. This sub-display area is a display area for secondary effects (sub-effects) separate from the main effects, such as decorative symbols and preview effects. It can display the pending activation balls for special symbols 1 and 2, the number of pending activation balls for regular symbols, information regarding the variable display operation of special symbols 1 and 2 (mini decorative symbols), and information regarding the variable display operation of regular symbols (mini regular symbols). The information in this sub-display area 79 remains visible even when the decorative symbols and / or the pending display are hidden to display the preview effects. Therefore, the information in the sub-display area 79 makes it possible to determine whether a symbol variable display game is currently in progress and how many pending activation balls there are. For example, even if a blackout occurs and the decorative symbols (left, center, and right symbols) are temporarily hidden from the screen, the mini decorative symbols continue to be displayed in the sub-display area 79. Because the sub-display area 79 serves the purpose of displaying secondary effects, it is positioned in an area that does not interfere with the main effects.

[0285] Depending on the game state (game mode or internal game state), the display area of ​​the reserve display area 76 can be displayed more emphatically than the reserve display area 77 (for example, by displaying it preferentially or displaying it larger), or conversely, the display area of ​​the reserve display area 77 can be displayed more emphatically than the reserve display area 76. For example, during a first game state (for example, a game state favoring left-handed hits: normal state or slight time-saving state), the reserve display area 76 can be displayed emphasized, and during a second game state (for example, a game state favoring right-handed hits: time-saving state), the reserve display area 76 can be displayed emphasized. Also, during the first game state, both the reserve display areas 76 and 77 can be displayed, and during the second game state, the reserve display area 77 can be displayed preferentially (for example, only the reserve display area 77 can be displayed).

[0286] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control for this pre-reading notice, first, in the main control unit 20, when an activation reserved ball occurs (when the start condition is established), before the activation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), a "pre-reading winning judgment (pre-reading winning judgment, pre-reading pattern judgment)" is performed to determine in advance the jackpot lottery result (winning / losing lottery result, pattern lottery result) related to the activation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in Fig. 11, which will be described later, and steps S410 to S411 (random number judgment process for special electric role device activation judgment to special stop pattern creation process) in Fig. 12).

[0287] Furthermore, by using the result of the above-mentioned "pre-reading winning judgment", a "pre-reading fluctuation pattern judgment" is performed to determine in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activation reserved ball is used in the execution of the symbol fluctuation display game in the future (see step S320 (random number judgment process at the time of winning the starting hole) in Figure 11). This fluctuation pattern of the special symbol determined in advance is called the "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, the fluctuation pattern at the start of fluctuation is determined in advance, such as what kind of reach fluctuation pattern will be passed through, or whether it will be a normal fluctuation pattern that does not pass through a reach state.

[0288] Since the above-mentioned predictive fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the pre-determination result of the winning / losing lottery and the pattern lottery), the predictive fluctuation pattern information can include not only information on whether it is a "winning fluctuation pattern" when a winning prize is won or a "losing fluctuation pattern" when a losing prize is won (information on the winning / losing lottery result), but also information on the execution of specific preview effects, such as information on the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-consecutive prize (if there is a pseudo-consecutive prize, the number of times). In this way, the series of processes for determining the predictive fluctuation pattern through the predictive winning judgment is called "predictive judgment".

[0289] When this information on the look-ahead fluctuation pattern is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs a performance control process related to the look-ahead notice. More specifically, when a look-ahead judgment is executed, a "hold addition command" that can identify the number of activated reserved balls at the time of the look-ahead judgment (the number of currently activated reserved balls including the currently activated reserved ball) and a "winning command" that can identify the look-ahead fluctuation pattern information (at least information obtained by looking ahead and judging the result of the lottery at the start of the fluctuation) are transmitted from the main control unit 20 to the performance control unit 24. When the performance control unit 24 receives these commands, it performs a performance control process related to the hold display and the look-ahead notice based on the information contained in the commands. Specifically, when the performance control unit 24 receives the hold addition command and the winning command, it performs a "look-ahead notice lottery (winning notice lottery process)" regarding whether to execute (display) the look-ahead notice based on the look-ahead fluctuation pattern information. If the look-ahead notice is executed, it determines a performance scenario related to the look-ahead notice and displays the look-ahead notice according to that performance scenario (see Figures 5A and 5B described below). The probability of the above-mentioned pre-reading notice being executed is higher for a "jackpot" than for a "miss," and also for a pre-reading variation pattern type 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 at the timing when the activated reserved ball appears, or at the same time as the start of a pattern variation display game that is played chronologically first, or at a predetermined timing during that game.

[0290] The reserved addition command is composed of two bytes: upper byte data that can identify the special chart type information (special chart 1 or 2), and lower byte data that can identify the number of active reserved balls at the time of pre-reading judgment (when winning). Also, the winning command is composed of two bytes: upper byte data that specifies the winning result, and lower byte data that can identify the contents of the pre-reading fluctuation pattern as pre-reading judgment information (see, for example, Figures 26 and 27).

[0291] The probability of executing the above-mentioned pre-reading notice lottery is higher for a "jackpot" than for a "miss," and also for pre-reading variation pattern types with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not a pre-reading notice occurs. Note that the pre-reading notice can be executed at the timing when the activated reserved ball appears, or at the same time as the start of a pattern variation display game that is played chronologically first, or at a predetermined timing during that game, with the pre-reading notice targeting the current activated reserved ball.

[0292] (Winning time prediction: Hold change prediction) In this embodiment, when a pre-reading notice is executed (when the pre-reading notice lottery is won), among the reserved icons of the reserve display sections a1 to d1, a2 to d2, the reserved icon that is the target of the pre-reading notice is changed from the white of the normal reserve display (normal reserve display mode) to a reserve display (special reserve display mode) with a special reserve color or color, such as flashing white, blue, yellow, green, red, or rainbow color, as the pre-reading notice. This reserve change notice can be triggered by winning (the reservation display of a new operating reserve ball), so it is also called a "winning time-based pre-reading notice."

[0293] As an example of this hold change notice, Figure 5A shows an example in which the operating hold ball in the hatched hold display section b1 has changed to a special hold display. Here, the white flashing, blue, yellow, green, red, and rainbow-colored display of the hold icon indicate increasing odds of winning, in that order. The rainbow-colored hold icon display is a premium hold icon (guaranteed win notice) that indicates a confirmed jackpot (win). The white flashing icon display is a hold icon that suggests the possibility of a "step-up hold change notice," described below, and creates anticipation about what the final hold color will be (although the hold color may remain flashing white without changing). In the case of white flashing, if the hold display remains the same, the win expectation is the lowest among the special hold displays, but if it changes to another hold color, the win expectation increases to the same level as that hold color.

[0294] In this embodiment, with regard to the preview performance, if the result of the jackpot lottery is a miss, it is selected with a relatively low probability (low appearance rate), and if the result is a jackpot, it is selected with a relatively high probability (high appearance rate), so as a preview performance with a high expectation of winning, a preview performance with a winning expectation rate of a predetermined expected value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more) is considered to be a "high expectation (high winning expectation) preview performance," and the rest are treated as preview performances with a low expectation. In the case of the hold change preview mentioned above, white flashing, blue, yellow, green, red If the winning expectation rates for green, red, and rainbow colors are 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectation preview effects, and the rest (white flashing, blue, and yellow) belong to low expectation preview effects. When a pre-reading preview occurs, if a high expectation preview (such as a high number of pseudo consecutive wins or SP reach) with a relatively high winning expectation occurs during the pattern change display game targeting that activated reserved ball, combined with the content of the pre-reading preview effect, the expectation of winning will increase even more.

[0295] The existing activation reserved balls are consumed sequentially when the symbol change display game is executed. At this time, to indicate that one activation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing activation reserved ball is moved up (sequentially shifted to the left), and the number of displayed balls is reduced (shift display), and display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice is different from the notice effect that is performed during a single symbol change operation, such as a pseudo-consecutive, in that a dedicated notice effect can appear across multiple symbol change display games (multiple symbol change display operations).

[0296] In this embodiment, the hold change notices such as those in (A) to (C) below can be configured to be executable. (A) A case where a special hold display appears when a prize is won (the above-mentioned prize-winning hold change notice). For example, a case where a new operation hold ball is displayed at the timing of executing the hold display. (B) A case where the normal hold display is changed to the special hold display at a predetermined timing. For example, when a prize is won, the normal hold display (white) is displayed, but at a predetermined timing, the normal hold display is changed to the special hold display (white → blue, white → red, etc.). (C) At a predetermined timing, the display changes to a special hold display that has a relatively higher winning expectation than the current hold display (normal hold display or special hold display). For example, the display changes from white flashing or blue to a step-up hold color (a hold color with one or more levels of expectation higher) to yellow or higher.

[0297] In addition, the "predetermined timing" in the above cases (B) or (C) includes, for example, a predetermined timing during reserved subtraction (shift display execution) or a predetermined timing during a pattern change display game (changing effect) related to another activated reserved ball (for example, a predetermined timing during a specific notice effect), and refers to a case where a reserved display related to a new activated reserved ball is displayed and then a reserved change notice related to the activated reserved ball is executed at a predetermined timing. Also, as in the above cases (B) or (C), a reserved change notice that changes from one reserved display to another reserved display at a predetermined timing after the reserved display is displayed is also referred to as a "step-up reserved change notice." This step-up reserved change notice can be treated as one aspect of the "pattern change period-based pre-reading notice" described below.

[0298] Furthermore, when the game-in-progress reserved ball K is placed on the receiving seat J, the same display mode as the reserved display mode in the reserve display areas 76, 77 is basically maintained, and a pre-reading notice (special reserve display) targeting the activated reserved ball related to the current symbol change display game can be notified to the player even during the game, but when the game-in-progress reserved ball K is placed on the receiving seat J, or at a predetermined timing after it is placed on the receiving seat J, the display of the game-in-progress reserved ball may change to another display mode (such as a reserve color or item image with a high probability of winning). From this point of view, the display change of the game-in-progress reserved ball can also be treated as belonging to the above-mentioned "step-up reserve change notice".

[0299] As a general rule, there is no "special reserve display downgrade" in which the current reserve color changes to a reserve color with a relatively low winning expectation, but if a downgrade occurs exceptionally, it indicates that the activated reserve ball is a sure win (even if it has a high expectation), and serves as a premium reserve change notice. An example of a downgrade is when the reserve color changes to a reserve display with a lower winning expectation than the current reserve display, such as "blue to white" or "red to blue." Furthermore, the reserve display mode is not limited to a still image reserve icon display (static display mode), but may also be a video (animated) reserve icon display (dynamic display mode: for example, the reserve icon is displayed by rotating, vibrating, shaking, or flashing (fast flashing or slow flashing)).

[0300] (Pattern change mid-system predictive forecast (predictive forecast during change)) In this embodiment, a "prediction notice" can be executed when the symbol change display game starts or at a predetermined timing during the game. This prediction notice can appear during the symbol change, so it is a prediction notice of the change at the start of the change or during the symbol change, and is referred to as a "prediction notice during the change" in this specification.

[0301] This "prediction during variation" includes, for example, the above-mentioned "step-up reserve change notice" and "continuous notice." "Continuous notice" is a prediction notice in which a prediction-only notice image is displayed on the screen of the liquid crystal display device 36 and is executed in one or more symbol variation display games (displayed singly or continuously).

[0302] In other words, in the case of the in-change pre-reading notice, when a game ball enters the start hole during a certain pattern change display game and the start condition is met, the right to execute the pattern change display game related to the fulfillment of the start condition is temporarily reserved and stored, and a pre-reading notice lottery is held as to whether or not to execute the pre-reading notice performance, and when this pre-reading notice lottery is held, if there are multiple operating reserved balls (reserved memories) currently in existence at that time, the pattern change display games for all or some of these reserved memories can be expressed in some way as being related to each other.

[0303] For example, during all or some of the symbol change display games relating to the currently existing reserved activation balls, from the oldest reserved activation ball in memory order to the reserved activation ball targeted for the pre-reading notice, a pre-reading notice image (e.g., the lightning image shown in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or some of the pre-reading notices may be different in each symbol change display game. For example, if the pre-reading notices are displayed over three symbol change display games, a thundercloud image may be displayed in the first symbol change display game, a rain image (image display depicting rain falling from a thundercloud) or a thundercloud image may be displayed in the second symbol change display game, and a lightning image may be displayed in the third symbol change display game. Furthermore, a step-up type pre-reading notice may be used, in which the expectation level gradually increases (expectation level increases) with each symbol change display game, from "thundercloud image → rain image → lightning image." Furthermore, the expectation level of winning may differ depending on the pre-reading notice image. In the above example, a thundercloud image may be associated with a low expectation level, a rain image with a medium expectation level, and a lightning image with a high expectation level. In this case, if only a thundercloud image is displayed, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically, which is a dramatic effect.

[0304] In this embodiment, the in-change pre-reading notice and the reserved change pre-reading notice can be displayed independently of each other. Specifically, whether or not the reserved change pre-reading notice can be executed and whether or not the in-change pre-reading notice can be executed are determined by independent lotteries. Therefore, there are cases where the reserved change pre-reading notice occurs alone, cases where the in-change pre-reading notice occurs alone, and cases where the reserved change pre-reading notice and the in-change pre-reading notice occur simultaneously (overlap). Note that the pre-reading notice is not limited to an image display means, and various presentation means such as a movable device, a light presentation means, and a sound presentation means can be used.

[0305] (Example of preview presentation: Figure 5B) Next, with reference to FIG. 5B, an example of the foreseeing advance notice effect created by the gaming machine 1 of this embodiment will be described.

[0306] In the figure (1), during the pattern change display game (the "↓" in the figure indicates that the decorative pattern is changing), a ball enters the upper start slot 34, bringing the number of activated reserved balls on the special pattern 1 side to three, and of the third, the activated reserved ball that is the second to execute the change start operation is the target of the pre-reading notice performance, and here, a case is shown in which the pre-reading notice and the pre-reading notice during change overlap. Also, here, the first activated reserved ball that was previously held and the third activated reserved ball that was held later were activated reserved balls that did not execute the pre-reading notice (did not win the pre-reading lottery).

[0307] As shown in FIG. 1(1), the performance control unit 24 changes the reserved display of the second activated reserved ball that is the subject of the pre-reading notice to a special reserved display. At this time, the reserved displays corresponding to the first and third activated reserved balls that are not the subject of the pre-reading notice remain as normal reserved displays (white). The illustration shows the case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed from the normal reserved display (white circle (○) mark) to the special reserved display (hatched circle mark). This notifies the player that the pre-reading notice performance has begun. Note that FIG. 1(1) shows the currently running symbol change display game ending, with the decorative symbol stopped and displayed as "246," which corresponds to a miss.

[0308] The game progresses to (2) in the same figure, where the main control unit 20 starts a special symbol change display game based on the first (oldest) activated reserved ball on the special symbol 1 side and consumes that activated reserved ball (one). The effect control unit 24 shifts the reserved display mode corresponding to each activated reserved ball to the left as the special symbol change display game starts, changing it to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol change display game based on the first activated reserved ball. At this time, a special background effect (lightning effect using a lightning image display) is displayed on the screen of the liquid crystal display device 36 as a preview of the change. As a result, the screen of the liquid crystal display device 36 changes to the display mode shown in (2) in the same figure.

[0309] Then, the game progresses to (3) in the same figure, the currently running symbol change display game ends, and the decorative symbol is stopped and displayed as "351" corresponding to a miss.

[0310] Next, the game progresses to (4) in the same figure, where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, i.e., the reserved activation ball that was the target of the pre-reading preview effect, and consumes that reserved activation ball. The effect control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left as the special symbol change display game starts, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display for the reserved change notification disappears from the screen upon the shift and ends with the start of the current symbol change display game (when the reserved activation ball is consumed), and is then displayed as a game-in-progress reserved display K. The pre-reading preview during change (here, the lightning bolt effect) also ends with the occurrence of the current symbol change display game. This (4) in the same figure illustrates the screen display of the LCD display 36 immediately after the start of the symbol change display game. In the same figure (4), it has been explained that the lightning effect of the in-change pre-reading notice (in-change pre-reading notice) ends when it occurs in the current pattern change display game (the pattern change display game related to the activated pending ball (second) that is the target of the pre-reading notice), but this is not limited to this, and it may end in the previous pattern change display game.

[0311] (5-2-8. Setting suggestion) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information about the "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion effect" that suggests a low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4 to 6, 4 to 5, 5 to 6, etc.). (k) "Even number setting suggestion effect" that suggests an even number setting (settings 2, 4, 6). (Yu) "Odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5). (M) A "specific setting confirmation effect" that definitively notifies a specific setting value (which may be any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively notifies "setting N." However, it is not desirable to simply definitively notify an internal setting value. This is because definitively suggesting a low setting range, such as setting 1 or setting 2 confirmation, reduces a player's motivation to play. Therefore, it is preferable to definitively notify one of settings 4 to 6 in the high setting range. In particular, the appearance of a specific setting confirmation effect that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, can increase a player's motivation to play. (M) "Specific setting negation effect" that definitively notifies that the specific setting value (any of settings 1 to 6) is not set. (c) "Specific range suggestion effect" that suggests a specific range of setting values. For example, it suggests settings 3 to 5 (α≦setting value≦β), suggests settings 4 or higher (α≦setting value), or suggests multiple specific values ​​such as "settings 1, 3, 5, and 6." It is also possible to vary the appearance rate depending on the setting value, suggesting whether a certain setting value is highly likely or low, for example, unlikely to appear at setting 1, moderately likely at setting 4, and likely at setting 6.

[0312] The appearance rate (execution probability) of the setting suggestion effect can be determined appropriately according to the setting value. For example, the lower the setting value, the lower the appearance rate of the setting suggestion effect. There are no particular restrictions on the presentation style of the setting suggestion effect, and one or more of sound presentation, light presentation, image display presentation, and movable object presentation can be used.

[0313] The setting suggestion effect can be displayed at a predetermined timing during the symbol change display game, for example, in combination with the preview effect or independently. It can also be displayed not only during the game, but also during a jackpot game, while waiting for customers (non-play period), etc.

[0314] Furthermore, by specifying the appearance rate of a specific preview effect according to a setting value, the preview effect itself can function as a "setting suggestion effect." For example, by varying the appearance rate of one or more specific preview effects according to a setting value, the preview effect itself can function as a "setting suggestion effect." For example, if a specific SP reach is likely to appear when a miss occurs, it indicates a "high setting," if three pseudo consecutive wins (three pseudo fluctuations + a main fluctuation) are likely to appear when a miss occurs, it indicates a "high setting," and if a specific button operation effect appears, it indicates a "confirmed setting of 6." Furthermore, by utilizing the preview effect, a preview mode specifically for the setting suggestion effect can be displayed. For example, if the reserved icon flashes rapidly, it indicates a high setting, and if one or all of the reserved icons change to a dedicated reserved icon (a dedicated character or item image), it indicates a "high setting."

[0315] (Decorative design) In addition, decorative pattern effects (decorative pattern change display effects) are used as part of the effects during the pattern change display game, and are used to announce reach effects (reach state), the occurrence of pseudo-consecutive wins, and the final game results (jackpot lottery results), as well as to liven up the preview effects (predictions during change), and also function as important identification information to announce the start and end of the game, and can be said to be the core of decorative pattern change display games.

[0316] The decorative symbol variable display effect (decorative symbol effect) basically executes the following variable display operation. With the start of the special symbol variable display game, multiple decorative symbols (in this embodiment, three symbols: left, center, and right) begin variable display simultaneously or separately from a stopped display state (determined display state), and each decorative symbol begins a high-speed variable display state. During this high-speed variable display state, each decorative symbol is displayed in a display state that is difficult or impossible to distinguish, and the transparency of the decorative symbols is higher than when they are stopped. For example, the background image becomes distinguishable through the decorative symbols during high-speed variable display. Then, after a predetermined time has elapsed since the start of variable display, each decorative symbol begins to stop, either simultaneously or separately, and begins to decelerate from the high-speed variable display state, entering a "low-speed variable display state." During this low-speed variable display state, each decorative symbol gradually slows down and stops during a "slow-down display period (deceleration period)." Immediately after the start of the variable display (the timing of the start of the variable display), the transparency is reduced, and the decorative symbols are redisplayed in a distinguishable state. In addition, when an effect using decorative symbols, such as a reach effect or a pseudo consecutive effect, is executed during the high-speed fluctuation state, at least one decorative symbol will be in a low-speed fluctuation state or displayed as a temporary stop, and the reach effect or pseudo consecutive effect will be executed.

[0317] <5-7. Direction means> Various effects in the gaming machine 1 are produced by the effect means provided in the gaming machine. Such effect means may be any stimulus transmission means capable of producing effects by appealing to human senses, such as sight, hearing, or touch. Representative examples include light-generating means (light effect means) such as decorative lamps 45 and LED devices, sound-generating devices (sound effect means) such as speakers 46, effect display devices (display means) such as LCD displays 36, pressure devices that transmit contact pressure to the operator's body, vibration devices (vibration means) that apply vibrations to the player, wind pressure devices that apply wind pressure to the player's body, and movable gadgets that produce visual effects through their movement. Here, effect display devices, like image display devices (image display means), are visually appealing displays, but differ from image display devices in that they also include devices that do not rely on images (e.g., 7-segment displays). The term "image display device" primarily refers to a type that produces effects (image display effects) through image display. Devices that produce effects through means other than images, such as 7-segment displays, are included within the concept of effect display devices.

[0318] <6. Basic game format: Figure 6> To facilitate understanding of the present invention, we will first explain the basic game format (gameplay, characteristics of each game state, transition between game states, and presentation modes related to game states) of the pachinko game machine 1 using Figure 6. Figure 6 is a game flow showing an outline of the game format.

[0319] The type of hitting technique that will give the player an advantage varies depending on the game state. Basically, game states that favor left-handed hits are game states related to a state without electric support (including game states that are essentially treated as a state without electric support, such as a normal state, a slight time-saving state, or a potential probability state), while game states that favor right-handed hits are game states related to a state with electric support (for example, a time-saving state or a probability variable state). In this embodiment, in the normal state or the slight time-saving state, a "left-handed hit" (subject to the lottery on the special chart 1 side), which aims to make the game ball pass through the left flow path 3b, is considered advantageous, and in the time-saving state, a "right-handed hit" (subject to the lottery on the special chart 2 side), which aims to make the game ball pass through the right flow path 3c, is considered advantageous. In the following, it will be explained that the player follows an advantageous playing style according to the game status (the player will not play in a way that puts the player at a disadvantage), and that if left-handed play is advantageous, "Pattern change display game 1 on the special chart 1 side" will be executed, and if right-handed play is advantageous, "Pattern change display game 2 on the special chart 2 side" will be executed.

[0320] (Internal game status type (YJ type), game mode type (Tcode type)) First, the game status types according to this embodiment will be described.

[0321] In this embodiment, the game is controlled mainly under a plurality of states such as "winning game (special game state)", "normal state (YJ=00H)", "slight time-saving state (YJ=01H)", and "time-saving state (YJ=02H)". As shown in Figures 6 and 25, these game states (excluding winning game) are provided with a plurality of game modes classified using the variation pattern allocation designation number Tcode and associated presentation modes. The specific contents are shown in "Play 1" to "Play 3" below.

[0322] <Play 1: "Heaven Mode (Tcode=00H)"> Heaven mode is a game mode in which the internal game state is in the "normal state." This Heaven mode is the initial game mode (default game mode) that is started when the gaming machine is shipped or when a RAM clear operation is performed. RAM clear operations include RAM clearing using the RAM clear switch 98, and in the case of gaming machines with a setting function (a type with setting function, a one-stage setting type), RAM clearing by a setting change operation (see the processing route in which step S030 in Figure 8 described below is executed).

[0323] In this embodiment, when a special time-saving is won during the normal state (heaven mode), the win is treated as valid (special time-saving activation permitted state) (see note 1 in FIG. 4C).

[0324] The probability of winning the special time-saving effect in Heaven Mode (normal state) is high at about 1 / 10, but if you win Special Time-saving A or Special Time-saving B among the special time-saving types, you will be transferred to Hell Mode A (slight time-saving A) or Hell Mode B (slight time-saving B) described below, and the game will be placed in a state where the special time-saving effect is invalid (the special time-saving effect cannot be activated) (see line L1 in Figure 6 and Figure 4C).

[0325] On the other hand, if the player wins the special time-saving C, the game will be shifted to the consecutive win mode C (time-saving C) described later, which will be advantageous for the player (see line L4 in Figure 6 and Figure 4C). If the player wins any of the jackpots A to C during the heaven mode, the game will be shifted to the heaven mode again after the jackpot game (see lines L8 and L9 in Figure 6, the "win" box, Figure 4A).

[0326] <Play 2: "Hell Mode A, B (Tcode=01H)"> The hell mode is a game mode in which the internal game state is related to the “slight time-shortening state.” This hell mode includes a plurality of game modes, and in this embodiment, there are the following two types of hell mode. (A) "Hell Mode A" related to the micro-time reduction A (150 micro-time reductions), (B) "Hell Mode B" related to Micro Time Reduction B (250 Micro Time Reductions).

[0327] However, in this embodiment, although "Hell Mode A" and "Hell Mode B" differ in the number of micro-time-saving times, they are managed by a common fluctuation pattern allocation designation number Tcode "01H," and a common fluctuation pattern allocation table is selected (see the Hell Mode box in FIG. 6 and Note 3 in FIG. 27). Therefore, for example, even if you observe the fluctuation effect while staying in Hell Mode A, you will be placed in a state where it is impossible to determine whether you are currently in Hell Mode A or Hell Mode B. Note that different fluctuation pattern allocation designation number Tcodes may be used for "Hell Mode A" and "Hell Mode B." In this case, it is preferable to configure the system so that at least some of the fluctuation pattern allocation tables are selectable (see Note 5 in FIG. 27). The different fluctuation pattern allocation tables can be "win fluctuation pattern allocation tables" and / or "loss fluctuation pattern allocation tables." Preferably, for the loss fluctuation pattern allocation table related to "losses" that players frequently encounter, at least some of the loss fluctuation pattern allocation tables are selectable between "Hell Mode A" and "Hell Mode B."

[0328] Hell mode (slight time reduction) is mainly entered when you win special time reduction A or special time reduction B in heaven mode (normal) (see line L1 in Figure 6, Figure 4C). This hell mode has the following characteristics (ground 1) to (ground 5).

[0329] (Area 1) The special time-saving activation is prohibited, and any special time-saving winnings are treated as invalid (see the "Hell Mode" box in Figure 6 and Figure 4C).

[0330] (Ground 2) There is a low probability of transition to Heaven mode (normal). In this embodiment, the winning type that triggers transition to normal is limited to "Big Hit C" (see the "Hit" box in FIG. 6 and FIG. 4A).

[0331] (Earth 3) Hell Mode A (Slight Time-Saving A) lasts for 150 games, and Hell Mode B (Slight Time-Saving B) lasts for 250 games. Once you fall into Hell Mode, it is difficult to advance to Heaven Mode (normal) (see Notes 1 and 2 in Figure 4A).

[0332] (Ground 4) Hell Mode B (Micro Time Shortening B) is a game state with a relatively low degree of advantage because it has a greater number of micro time shorts than Hell Mode A (Micro Time Shortening A). In other words, the more micro time shorts the micro time short state has, the more disadvantageous it can be for the player. In this respect, it differs in nature from game states (such as time short state and probability variable state) in which the more time shorts there are, the more advantageous it can be for the player (the micro time short state in this embodiment has the opposite nature to the time short state).

[0333] (Earth 5) This is the game mode in which the player can stay the longest in terms of game progression, and acts as the most disadvantageous game state for the player. Since most players stop playing in Hell mode, there is a high probability that the game will start in Hell mode, and it is rare for the game to start in Heaven mode.

[0334] Therefore, the standard route for a player to increase his or her profits is basically the following game route (see Figures 4A, 4C, L1, lines L2, and L4 in Figure 6, etc.): "Hell mode (slight time reduction) → End of Hell mode due to completion of the number of slight time reductions → Heaven mode (normal) → Win special time reduction C → Consecutive win mode (shortened time)" (see Figures 4A, 4C, L1, lines L2, and L4 in Figure 6, etc.).

[0335] <Yu-3: "Consecutive Mode A~C (Tcode=02H, 03H, 04H)> The consecutive win mode is a game mode in which the internal game state is in the “time-shortened state.” The consecutive win mode includes a plurality of game modes, and in this embodiment, there are the following three consecutive win modes. (A) "Continuous Mode A" related to time reduction A (7 time reductions), (B) "Continuous Mode B" related to time reduction B (time reduction 100 times), (C) "Continuous mode C" related to time reduction C (time reduction 1 time).

[0336] "Continuous Winning Mode" is a game mode related to the time-saving mode, and is equipped with an electric chute support function, making it a game mode in which the player can actively participate in the jackpot lottery on the special chart 2 side. This allows for a high probability of winning a small win (in this embodiment, the probability of winning a small win = 1 / 7). In other words, a high chance of winning a V-win (V-win winning chance) is created, making it possible to enter a consecutive win mode (a state in which a large number of prize balls can be won in a short period of time) in which the time-saving mode and V-win are repeatedly looped (see lines L6 and L7 in Figure 6, the boxes for "Continuous Winning Mode" and "Win", and Figure 4C).

[0337] In this embodiment, the probability of winning a small jackpot, that is, the probability of winning a V jackpot, can change depending on the consecutive win modes A to C (depending on the number of time-saving modes). Specifically, with regard to winning a small jackpot, if time-saving mode B (100 time-saving modes) is selected, the probability of winning a small jackpot is almost 100% during the time-saving mode (the next time, a V jackpot is almost 100% guaranteed), if time-saving mode A (7 time-saving modes) is selected, the probability is about 66%, and if time-saving mode C (1 time-saving mode) is selected, the probability is about 14%. Therefore, "time-saving mode B" acts as the time-saving mode with the highest advantage among the time-saving modes.

[0338] However, in this embodiment, at the final spin when the time-saving mode ends, a long fluctuation pattern with a fluctuation time of approximately 60 seconds (for example, see "Exciting Fluctuation During Time-Saving Mode" and "Final Fluctuation During Time-Saving Mode" in Figure 28) is selected, and as long as the player continues to hit the right button during this fluctuation, a sufficient time span is ensured to reserve up to the maximum number of four special chart 2 activation reserved balls. In other words, before the time-saving mode ends, it is possible to reserve up to the maximum number of four special chart 2 activation reserved balls. The special chart 2 activation reserved balls reserved at this time will be consumed after the time-saving mode ends. Hereinafter, these activation reserved balls will also be referred to as "remaining special chart 2 reserves."

[0339] When the time-saving state ends with the remaining reserved balls of the special chart 2 reserved (here, the maximum number of reserved balls is 4), the state will be transitioned to the normal state. In this embodiment, in the normal state, if a big hit D or a small hit (small hit A, B) is won by the big hit lottery on the special chart 2 side and a V hit (V prize) is won, the state will be transitioned to the time-saving B (time-saving number 100 times) of the consecutive mode B, and the next V hit is essentially guaranteed (see Figure 4B).

[0340] Therefore, when switching to any of the time-saving modes A to C, the player will actually receive a special jackpot lottery on the special 2 side for the number of times equivalent to "the number of time-saving modes + 4 remaining special 2 reserves", and will have a chance of winning a small jackpot (a chance to win a V prize). In this embodiment, if the time-saving mode is B (100 times of time-saving modes + 4 remaining reserves = 104 special 2 lotteries), the chance is almost 100%, if the time-saving mode is A (7 times of time-saving modes + 4 remaining reserves = 11 special 2 lotteries), the chance is about 82%, and if the time-saving mode is C (1 time of time-saving modes + 4 remaining reserves = 5 special 2 lotteries), the chance is about 54%. In this embodiment, if a player wins a first win (a special time-saving C win) in normal mode, the game transitions to time-saving C (one time-saving win). If the player wins a small win during time-saving C and obtains a V win, the game can transition to time-saving B (100 times) or time-saving A (7 times). This creates a high probability of a consecutive win state, where the time-saving state and V win are looped. While "consecutive wins" primarily refers to a loop of game states favorable to the player, in this embodiment, a consecutive win is considered to occur when a lottery type that triggers a transition to time-saving mode is won in a "game related to the time-saving mode (consecutive win mode)" or a "game related to the special chart 2 remaining reserve (special chart 2 side lottery during normal mode)." The lottery types that trigger a transition to time-saving mode include small wins A and B. In this embodiment, a small win makes it easy to win a V prize (V win), and in this respect, a small win can be treated in the same way as a lottery type that triggers a transition to time-saving mode. In addition, there is a so-called "first hit" in addition to the above-mentioned "consecutive wins." This "first hit" occurs when a win is made in a game state other than the game state treated as a consecutive win as described above. In this embodiment, the game state at the time of winning is the normal state, and the jackpot on the special chart 1 side is treated as the "first hit," but the case in which the special time-saving C is won in the normal state may also be treated as the "first hit."

[0341] In addition, the normal state during the consumption of the remaining reserved special chart 2 may be a dedicated game state. For example, a game mode for the remaining reserved special chart 2 and a dedicated presentation mode related to this (a presentation mode for the remaining reserved special chart 2) can be provided. This makes it possible to select a variation pattern for the consumption of the remaining reserved special chart 2 in a game during the consumption of the remaining reserved special chart 2, and to display a dedicated presentation. In addition, one or more variation patterns for the consumption of the remaining reserved special chart 2 can be provided.

[0342] (Case of special drawing 2 reserved 0 configuration (configuration in which the state "special drawing 2 remaining reserved" does not occur)) Incidentally, if the maximum number of reserved items on the special chart 2 side is set to 0 (hereinafter referred to as the "special chart 2 reserved 0 configuration"), the following unique gameplay can be created. For example, if the special chart 2 reserved 0 configuration and the above-mentioned "special time-saving ultra-high probability lottery format" are adopted, the first game (the first game lottery on the special chart 1 side after the time-saving mode ends) after the transition from the time-saving mode to the normal mode (time-saving mode ending) is almost guaranteed to result in a special time-saving win (in this embodiment, either a time-saving mode transition or a slight time-saving mode transition). Therefore, the first game immediately after the time-saving mode ends can create an extremely tense gameplay for the player. The same phenomenon also occurs in the first game in the morning mode described below (because, as in the time-saving mode ending, the special time-saving mode is almost guaranteed to be won in that first game). Furthermore, in the case of the special chart 2 reserved 0 configuration, it is preferable to provide a game mode and / or presentation mode dedicated to the first game after the time-saving mode ends. For example, when a time-saving runout occurs, a dedicated background display (for example, a message such as "Chance in progress!" is displayed as in the band image 976 shown in FIG. 64(A)) can be switched, a variation pattern dedicated to the first game can be selected, or a variation effect dedicated to the first game (for example, a chance-inducing effect (FIG. 63) or a chance effect (FIGS. 62 to 63) described later) can be displayed. Note that the special chart 2 reserve 0 configuration can be applied not only to this embodiment (first embodiment) but also to any of the embodiments described in this specification.

[0343] As mentioned above, the real thrill of the game is how to transition to consecutive win mode (time-saving mode). To transition to consecutive win mode, you need to win special time-saving C in heaven mode (normal mode), but as already explained, the basic game route is "hell mode (slight time-saving) → end of hell mode due to completion of the number of slight time-saving wins → heaven mode (normal) → win special time-saving C → consecutive win mode (time-saving) described below," and many players are forced to play under unfavorable conditions from the start of the game.

[0344] <Morning function> Therefore, in this embodiment, in order to give the player a particularly advantageous gaming state, the RAM clear operation is used to forcibly transition the gaming state to the default normal state (heaven mode), thereby forcibly creating a state in which it is possible to win the special time-saving bonus, and giving the player a chance (benefit) to win the special time-saving bonus C (see line M1 (morning function) in Figure 6).

[0345] The RAM clearing operation itself is an operation that is performed by hall staff as appropriate before the start of business for the day, based on the business strategy of the pachinko hall (game parlor) (for example, when they do not want to carry over the previous day's game status, or when they want to change the settings), but in this embodiment, a feature is that RAM clearing can forcibly create a game status that is advantageous to the player.

[0346] In this way, the RAM clearing operation acts as a "first thing in the morning bonus grant" before business hours begin, so the normal state (heaven mode) achieved by RAM clearing is referred to in this specification as the "morning function" or "morning state."

[0347] There are cases where the RAM clearing operation is performed during business hours, such as when a specific error occurs that cannot be resolved unless the RAM is cleared, or when a player has stopped playing without completing the time-saving mode or winning game for some reason, and the state needs to be reset. However, here we will explain a typical example where the RAM is used to "grant the first bonus in the morning" (a case where the RAM is cleared before the start of business to create a morning state as part of a pachinko hall's business strategy).

[0348] (Morning state concealment) When functioning as a "first thing in the morning bonus grant," it is preferable to conceal the fact that the RAM has been cleared from the player and conceal the fact that the morning state has been activated (morning non-notification mode). This is because if the morning state were made public (for example, by announcing the morning state through special effects), problems such as (Mo1) and (Mo2) below could arise. Note that the above phrase "not announcing this fact from the player" means that the morning state can be concealed from the player through special effects and / or device operation (making it difficult or impossible to distinguish). For example, external notifications by external end signals (security signals) for preventing fraud, such as a RAM clear signal sent to an external device, can be excluded. This is because such external notifications are not intended to notify the player in the first place.

[0349] (Problems with not keeping morning status secret) (Mo 1) If the machine has entered Hell mode or is still in Hell mode, it will be discovered early on, which will lead to a decline in the operating rate of the gaming machine. For example, if a player predicts that the machine will enter Hell mode, they may stop playing, or they may not play unless they are in the Morning mode, which will lead to a decline in the operating rate of the gaming machine. (Mo2) In addition, there is a risk that the gambling urges of players will be unnecessarily stimulated, leading to trouble between customers, such as players fighting over gaming machines.

[0350] Therefore, by making the morning state confidential, the above problem can be solved (prevented).

[0351] (Morning state concealment method (morning state concealment form)) In order to conceal whether or not the game is in the morning state, it is necessary to conceal the fact that the game is in "Heaven mode (normal)" (at least conceal the Heaven mode after RAM is cleared). As already explained, since the game progresses mainly between Heaven mode (normal) and Hell mode (slight time-saving), it is conceivable to use approximately the same or the same presentation mode for Heaven mode (normal) and Hell mode (slight time-saving), so that the game mode currently in use is indistinguishable (substantially indistinguishable) or difficult to distinguish from the presentation. One such method is to configure a "normal presentation mode" related to Heaven mode (normal) and a "slight time-saving presentation mode" related to Hell mode (slight time-saving) to be controllable, and during the slight time-saving presentation mode, the presentation mode is set to be approximately the same or the same as the normal presentation mode (morning state concealment form). For example, a "slight time-saving concealed presentation mode" is provided, which is a presentation mode separate from the normal presentation mode but conceals the slight time-saving from the presentation perspective. Alternatively, instead of providing separate presentation modes, the normal presentation mode and the slight time-saving presentation mode may be a common presentation mode. By adopting such a presentation mode, it is possible to make the normal state appear as if it were in the minute time-saving state, and to conceal the morning state. Although the details will be described later, in this embodiment, a common variation pattern can be selected between the normal state and the minute time-saving state, and it is possible to provide the above-mentioned minute time-saving concealment presentation mode or to share the presentation mode.

[0352] However, even if it is concealed in a dramatic way, the game mode currently in use may be easily discovered by closely observing the operating state of the mechanical devices (for example, the operating state of the movable wing pieces 47). If the micro-time-saving state is made the same as the time-saving state, and the movable wing pieces 47 of the normal variable winning device 41 operate more frequently than in the normal state, or if the operating state of the movable wing pieces 47 exhibits advantageous behavior, it will be easy to discover that the micro-time-saving state is currently in effect.

[0353] Therefore, in this embodiment, the micro-time-saving state is designed to function as a gaming state in which the operation of the accessory (here, the operating state of the movable wing piece 47 in the normal variable winning device 41) behaves approximately the same as the normal state. The micro-time-saving state is a gaming state that belongs to the "time-saving state," but as already explained using FIG. 4D, the micro-time-saving state according to this embodiment is either a state without electric support like the normal state, or, even if there is electric support, it is a gaming state in which the electric support is rarely actually activated. Furthermore, since the normal symbol fluctuation time is the same or approximately the same as the normal state, it is virtually impossible to distinguish the difference even by closely observing the normal symbol fluctuation display operation of the normal symbol display device 39a.

[0354] Furthermore, in this embodiment, in order to further strengthen the secrecy, attention is paid to the miss winning that players often encounter, and at least for the miss effect (the effect during the fluctuation at the time of the miss), the same or substantially the same effect mode can be displayed in the heaven mode (normal) and the hell mode (slight time reduction). Specifically, the miss fluctuation pattern allocation table for the heaven mode and the miss fluctuation pattern allocation table for the hell mode have substantially the same configuration, and a common fluctuation pattern can be selected (see Figures 26 and 27 described later). This allows the same or substantially the same effect during the fluctuation to be displayed in the heaven mode (normal) and the hell mode (slight time reduction).

[0355] If it is difficult or impossible to distinguish between Heaven mode (normal) and Hell mode (slight time reduction), it can give players a sense of expectation when they are enjoying the game, such as "If we are in Heaven mode now, there is a chance we will move to consecutive win mode!!!" (expectation of moving to an advantageous state) or "It may still be Heaven mode, so let's hang in there a little longer..." (expectation of staying in an advantageous state). As a result, it is possible to increase players' motivation to play and improve the operating rate of the gaming machine.

[0356] (Morning Semi-Confidential) It is also possible to configure the system so that the player is notified whether the current game state is Heaven mode (normal) or Hell mode (slight time reduction) without necessarily concealing the morning state. However, it is preferable that the morning state is not definitively notified (disclosed) but is notified to the extent that it gives the player an element of guesswork (morning semi-concealed mode). For example, as a variation effect, a "game state suggestion effect" that can suggest the current game state can be configured to appear, and giving the player an element of guesswork about the current game state can be one of the attractions of the game.

[0357] In addition, the above-mentioned "game status suggestion effect" may be a presentation mode that suggests the current internal game status (hereinafter referred to as "internal game status suggestion effect"), or a presentation mode that suggests the current game mode (hereinafter referred to as "game mode suggestion effect")....

Claims

[Claim 1] A lottery method for conducting the winning draw, A performance control means for controlling the performance related to the result of the aforementioned lottery, A gaming machine equipped with, The aforementioned performance control means is A means for conducting a lottery for the performance to be performed, The aforementioned performance lottery means includes a distribution data storage means used when performing a lottery, The aforementioned distribution data storage means is Multiple performance variations relating to the aforementioned performance, The distribution values ​​corresponding to each of the aforementioned multiple performance variations, The number of variations, which specifies the number of types of the aforementioned performance variations, includes, The aforementioned performance lottery means is A counting means capable of updating the count value for identifying the aforementioned performance variations, Includes a winning determination means that determines whether or not a winning performance variation has been selected based on the current count value and the corresponding distribution value and random value, If a malfunction causes the count value to exceed the number of variations, the performance variation corresponding to the final count value can be treated as a winning result. A gaming machine characterized by the following features.