Game machine
The gaming machine addresses the complexity of diverse game effects by implementing a lottery mechanism with multiple targets and performance control, improving efficiency in processing.
Patent Information
- Application Number
- JP2023103815
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-24
- Publication Date
- 2025-01-10
- Estimated Expiration
- 2043-06-24
AI Technical Summary
The complexity of effect processing in gaming machines, such as pinball gaming machines, increases when diverse game effects are introduced, leading to a higher control burden.
A gaming machine with a lottery mechanism that executes multiple lottery processes with different targets, utilizing performance control means for decorative pattern games, and reference information setting processing to improve efficiency.
Enhances the efficiency of performance processing by simplifying the control burden associated with diverse game effects.
Smart Images

Figure 2025003902000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, gaming machines, such as pinball gaming machines, are configured to hold a lottery for a win when the ball enters the starting hole, and in the pattern changing display game, various game effects (preview effects, etc.) related to the lottery results are generated, making the game enjoyable (for example, Patent Document 1 listed below). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-108763 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, diversifying the presentation to make the game more enjoyable results in more complicated presentation processing and increased control burden.
[0005] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a gaming machine capable of improving 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 presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern; A gaming machine comprising: The performance control means performs a performance process related to the decorative symbol game, A performance determination process that executes a plurality of lottery processes to determine a performance to be executed; A reference information setting process for setting predetermined reference information required for the lottery process, The lottery process includes a plurality of lottery processes with different lottery objects, The reference information can be referenced in the plurality of lottery processes. A gaming machine characterized by: Effect of the Invention
[0007] According to the present invention, it is possible to improve the efficiency of the rendering process. [Brief description of the drawings]
[0008] [Figure 1] 1 is an external view of a gaming machine according to one embodiment (first embodiment) of the present invention. [Diagram 2] A diagram showing the game board and effect buttons. [Diagram 3] FIG. 2 is a block diagram showing an outline of a control device. [Figure 4A] FIG. 13 is an explanatory diagram for explaining the types of winning. [Figure 4B] FIG. 13 is an explanatory diagram for explaining V hit types. [Figure 4C] This is an explanatory diagram explaining types of misses and types of special time-saving features. [Figure 4D] FIG. 13 is an explanatory diagram for explaining a slight time-saving state. [Figure 5A] FIG. 2 is an explanatory diagram for explaining a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram explaining the preview performance. [Figure 6] A diagram showing a game flow (game state transition). [Figure 7] FIG. 13 is an explanatory diagram for explaining the game state transition related to the micro-time-saving state. [Figure 8A] 13 is a flowchart showing the first half of the main processing on the main control side. [Figure 8B] 13 is a flowchart showing the second half of the main processing on the main control side. [Figure 9] 13 is a flowchart showing timer interrupt processing on the main control side. [Figure 10] 10 is a flowchart showing a special symbol management process in FIG. 9 . [Figure 11] This is a flowchart showing the starting port check processing of Special Drawing 1 in Figure 10. [Figure 12] 11 is a flowchart showing the special pattern variation start processing in FIG. 10. [Figure 13] 11 is a flowchart showing the processing during the special pattern change in FIG. 10 . [Figure 14A] 11 is a flowchart showing the first half of the special symbol confirmation time process in FIG. 10 . [Figure 14B] 11 is a flowchart showing the latter half of the special symbol confirmation time process in FIG. 10 . [Figure 15] 10 is a flowchart showing the special electric accessory management process in FIG. 9 . [Figure 16] This is a flowchart showing the small hit processing in Figure 15. [Figure 17] 17 is a flowchart showing the process of confirming the number of winnings at the big winning port in FIG. 16. [Figure 18] 18 is a flowchart showing processing according to the operation status of the special electric role in FIG. 17. [Figure 19] 10 is a flowchart showing a timer interrupt area outside process (performance display monitor process) in FIG. 9; [Figure 20] 20 is a flowchart showing an outside RAM clear check process in FIG. 19; [Figure 21] 20 is a flowchart showing an operation check process in FIG. 19. [Figure 22] 20 is a flowchart showing a display data update process in FIG. 19. [Diagram 23] 13 is a flowchart showing the main processing on the performance control side. [Figure 24] 13 is a flowchart showing the performance control side timer interrupt processing. [Diagram 25] FIG. 1 is a diagram showing a variation pattern allocation designation number table. [Figure 26] A figure showing a miss fluctuation pattern allocation table (normal). [Figure 27] A figure showing a miss fluctuation pattern allocation table (during slight time reduction). [Figure 28] A figure showing a miss fluctuation pattern allocation table (during time reduction). [Figure 29] 13A is a diagram showing an identification display unit LED data table, and FIG. 13B is a diagram showing a decimal value LED data table. [Diagram 30] FIG. 4 is an explanatory diagram for explaining a storage area in a main control board. [Diagram 31] FIG. 11 is an explanatory diagram for explaining in-area error information and out-of-area error information. [Diagram 32] FIG. 11 is a block diagram showing a schematic configuration of a control device according to another embodiment (second embodiment) of the present invention. [Figure 33A] 13 is a flowchart showing the first half of the main processing on the main control side according to the second embodiment. [Figure 33B] 13 is a flowchart showing the second half of the main processing on the main control side according to the second embodiment. [Diagram 34] 13 is a flowchart showing the main processing (second half) on the main control side for the ball removal state monitoring configuration of the second embodiment. [Diagram 35] This figure shows the source code for part of the main processing on the main control side in Figure 34 (processing of S059, S065, and S037). [Diagram 36] 10 is a flowchart showing a 4 ms timer interrupt process according to the second embodiment. [Figure 37] 37 is a flowchart showing the input management process in FIG. 36. [Figure 38A] 38 is a flowchart showing the winning event storage process in FIG. 37. [Figure 38B] 13 is a flowchart showing an example of a prize-winning event storage process of another process. [Figure 39] 38B is a flowchart showing the ring buffer storage process in FIG. 38A. [Diagram 40] 13 is a flowchart showing a 108 ms timer interrupt process according to the second embodiment. [Figure 41A]41 is a flowchart showing the first half of the message transmission process in FIG. 40. [Figure 41B] 41 is a flowchart showing the latter half of the message transmission process in FIG. 40. [Diagram 42] 41C is a flowchart showing the serial output process in FIGS. 41A and 41B. [Figure 43A] 41C is a flowchart showing the first half of the ring buffer transmission process in FIG. 41B. [Figure 43B] 41C is a flowchart showing the latter half of the ring buffer transmission process in FIG. 41B. [Diagram 44] 13 is a flowchart showing the second half of the main processing on the main control side according to another embodiment (third embodiment) of the present invention. [Diagram 45] 13 is a flowchart showing a 54 ms timer interrupt process according to the third embodiment. [Figure 46A] 46 is a flowchart showing the first half of the message transmission process in FIG. 45. [Figure 46B] 46 is a flowchart showing the latter half of the message transmission process in FIG. 45. [Figure 47] 46 is a flowchart showing the message receiving process in FIG. 45. [Figure 48] An explanatory diagram for explaining a gaming machine installation information notification message and a gaming machine installation information response message. [Figure 49] An explanatory diagram for explaining the gaming machine information notification message. [Figure 50A] 13 is an explanatory diagram for explaining type information (higher byte side) related to game information (2 bytes) of a gaming machine information notification message. FIG. [Figure 50B] 13 is a diagram illustrating the count information (lower byte side) related to the gaming information (2-byte structure) of the gaming machine information notification message, and a diagram showing an example of the gaming information (type information+count information). FIG. [Figure 50C] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50D] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50E]FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50F] FIG. 13 is a diagram showing an example of game information (type information+count information). [Figure 50G] 13 is a flowchart showing a frame-side performance information monitor process. [Figure 50H] 13 is a diagram illustrating an example of use of count information related to a performance information status notification. [Figure 51] FIG. 13 is an explanatory diagram for explaining a gaming machine information response message. [Figure 52] FIG. 2 is an explanatory diagram 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] 13 is a flowchart showing a sphere display process. [Figure 56] A diagram showing a game ball number display conversion table. [Figure 57] FIG. 11 is a time chart for explaining another embodiment (fourth embodiment) of the present invention, in which (a) shows the case of a conventional determination method, and (b) shows the case of the determination method of the fourth embodiment. [Figure 58] This is an explanatory diagram explaining the types of jackpots. [Figure 59] A figure showing specific examples of jackpot types in another embodiment (fifth embodiment) of the present invention. [Figure 60] A figure showing specific examples of jackpot types in another embodiment (fifth embodiment) of the present invention. [Figure 61] FIG. 13 is a diagram showing an example of a presentation mode (chance presentation) related to the morning state. [Figure 62] FIG. 13 is a diagram showing an example of a presentation mode (chance presentation) related to the morning state. [Figure 63]A figure showing an example of a presentation mode (chance encouraging presentation) related to the morning state. [Figure 64] This is an explanatory diagram for explaining an example of the left-hit instruction display. [Figure 65] 24 is a flowchart showing a lottery command analysis process in the command analysis process in FIG. 23. [Figure 66] 13 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 a 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. [Fig. 71D] 71 is a flowchart showing another modified example of the latter half of the lottery running 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] 71B is a flowchart showing a lottery reservation setting process during the lottery execution process. FIG. [Figure 74] 71 is a flowchart showing a 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. 13 is a diagram showing a portion of an offset part storage area. [Figure 76B]FIG. 13 is a diagram showing a portion of an offset part storage area. [Figure 76C] FIG. 13 is a diagram showing a portion of an offset part storage area. [Fig. 76D] FIG. 13 is a diagram showing a portion of an offset part storage area. [Figure 77A] FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. [Fig. 77B] FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. [Fig. 77C] FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. [Fig. 77D] FIG. 13 is a diagram showing a portion of a variation lottery reservation information storage area. [Fig. 78A] A figure showing a part of the processing result storage area (related to fluctuation patterns). [Fig. 78B] A figure showing a part of the processing result storage area (related to fluctuation patterns). [Fig. 78C] A figure showing a part of the processing result storage area (related to fluctuation patterns). [Fig. 78D] A figure showing a part of the processing result storage area (related to fluctuation patterns). [Fig. 78E] A figure showing a part of the processing result storage area (related to fluctuation patterns). [Fig. 78F] A figure showing a part of the processing result storage area (related to fluctuation patterns). [Fig. 78G] FIG. 13 is a diagram showing a processing result storage area (related to the design lottery). [Fig. 78H] FIG. 13 is a diagram showing a processing result storage area (related to reunion bonus). [Fig. 78I] FIG. 13 is a diagram showing a processing result storage area (related to Ikinari Lucky Patrol). [Figure 79] FIG. 13 is a diagram showing a table for variation numbers. [Figure 80] FIG. 13 is a diagram showing a sheet number storage table. [Figure 81A] FIG. 13 is a diagram showing the first half of a sheet number table. [Fig. 81B]FIG. 13 is a diagram showing the first half of a sheet number table. [Fig. 82A] A figure showing an offset data table (sub-fluctuation pattern). [Fig. 82B] FIG. 13 is a diagram showing an offset data table (for pattern lotteries T1 to T5). [Fig. 82C] FIG. 13 is a diagram showing an offset data table (reunion bonus). [Fig. 82D] FIG. 13 is a diagram showing an offset data table (Ikinari Lucky Patrol). [Figure 83] FIG. 13 is a diagram showing an offset part number table. [Fig. 84A] A figure showing the first half of allocation 000 ([TH_001] sub-fluctuation pattern T1). [Fig. 84B] A figure showing the second half of allocation 000 ([TH_001] sub-variation pattern T1). [Fig. 85A] This is a diagram showing the first half of Allocation 001 ([TH_004] Pattern Lottery T1). [Fig. 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). [Fig. 87B] This is a diagram showing the second half of Allocation 003 ([TH_004] Pattern Lottery T3). [Fig. 88A] This is a diagram showing the first half of Allocation 004 ([TH_004] Pattern Lottery T4). [Fig. 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] 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] A figure showing a lottery flag parts information table (for [TH_004] pattern lottery). [Figure 94A] A figure showing the first half of the lottery call setting table (for [TH_001] sub-variation pattern). [Figure 94B] A figure showing 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] pattern lottery). [Figure 96] FIG. 13 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 and sub-fluctuation types and their relationships. [Figure 97B] A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. [Figure 97C] A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. [Fig. 97D] A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. [Figure 97E] A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. [Fig. 97F] A diagram showing some of the main fluctuation types and sub-fluctuation types and their relationships. [Figure 98A] [TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. [Figure 98B][TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. [Figure 98C] [TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. [Figure 98D] [TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. [Figure 98E] [TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. [Fig. 98F] [TH_001] A figure showing a portion of an example of setting lottery flag information based on a sub-variation pattern. [Figure 99A] This is a portion of an explanatory diagram used to explain sub-variation types. [Figure 99B] This is a portion of an explanatory diagram used to explain sub-variation types. [Figure 99C] This is a portion of an explanatory diagram used to explain sub-variation types. [Figure 99D] This is a portion of an explanatory diagram used to explain sub-variation types. [Figure 99E] This is a portion of an explanatory diagram used to explain sub-variation types. [Fig. 99F] This is a portion of an explanatory diagram used to explain sub-variation types. [Figure 100] FIG. 11 is an explanatory diagram for explaining a hit type according to another embodiment. [Figure 101] FIG. 11 is an explanatory diagram illustrating an example of customization settings. [Figure 102] [TH_004] FIG. 11 is 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 figure showing an example of setting reservation information based on a design lottery. [Figure 105] FIG. 13 is a diagram showing a distribution table relating to title change notice. [Figure 106] FIG. 13 is a diagram showing an allocation table for the final winning / losing button lottery. [Figure 107] FIG. 13 is an explanatory diagram for explaining count notification. [Figure 108] A figure showing an example of a presentation related to counting notification. [Figure 109A] 1 is a front view of an amusement machine having a leaving seat retaining structure according to one embodiment of the present invention; [Figure 109B] 13 is a front view of a gaming machine having a leaving seat retaining structure according to another embodiment of the present invention. FIG. [Figure 110] FIG. 11 is an explanatory diagram for explaining the relationship between the sound output timing of the earphone and the speaker when the earphone is connected / disconnected. [Figure 111] A figure showing an example of presentation related to game environment setting. [Figure 112] FIG. 13 is a diagram showing an example of a sound volume setting screen. [Figure 113] FIG. 13 is a diagram showing an example of a volume switch for hall management. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] [First embodiment] Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. Note that in the following embodiments, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.
[0010] <1. Overview of configuration: Figures 1 and 2> An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention (first embodiment) will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the exterior of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of a game board.
[0011] The pachinko game machine 1 (hereinafter, abbreviated as "game machine 1") shown in Fig. 1 has a picture frame-like front frame 2 attached to the front of a wooden outer frame 4 so as to be able to open and close, a game board 3 (see Fig. 2) mounted in a game board storage frame (not shown) attached to the back surface of the front frame 2, and a game area 3a formed on the surface of this game board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this game area 3a. Various control boards (see Fig. 3) for controlling game operations are provided on the back surface of the game board 3.
[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it to one side, the locked state of the glass door 6 relative to the front frame 2 can be released and the glass door 6 can be opened to the front. By operating it to the other side, the locked state of the front frame 2 relative to the outer frame 4 can be released and the glass door 6 can be opened to the front.
[0013] A front operation panel 7 that is integral with the front frame 2 is disposed below the glass door 6. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 that stores the discharged game balls is formed in the upper tray unit 8. The glass door 6 and the front operation panel 7 do not have to have a door structure that can be opened to the front as an integral unit, and each may have a door structure that can be opened and closed independently.
[0014] The upper tray unit 8 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downward from the gaming machine 1, a ball lending button 11 for requesting the payment of game balls from the game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of any valuable medium inserted into the game ball lending device.
[0015] The upper tray unit 8 is also provided with a push button-type effect button 13 (first operation means) that functions as an operation means that can be operated by the player, and a cross-shaped directional key 75 (second operation means) that is composed of an up button 75a, a right button 75b, a down button 75c, and a left button 75d and can be operated to input in the up, down, left and right directions. These operation means are also used when the player sets his / her preferred settings (game settings) in the "player participation type effect" and "game environment setting screen" described later, and when a predetermined operation (for example, 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. In addition, in the game environment setting, multiple game environment settings are possible, such as volume adjustment (adjustment of the volume of sound effects (such as voice) output from a speaker 46 described later) and light adjustment (light intensity of a decorative lamp 45 and a performance LED described later).
[0016] In addition, the performance button 13 and the directional key 75 are provided with built-in lamps (button LED 13b) therein, and are configured to be able to notify the operation acceptance valid period (flashing, lit) and the operation acceptance invalid period (off) by differences in the light emission mode of the button LED 13b (for example, lit, flashing, off, etc.).
[0017] A launching operation handle 15 for operating the launching device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. The launching device 32 functions as a launching means capable of launching game balls toward the game area 3a, and in this embodiment, has a launching performance of about 100 balls per minute.
[0018] In addition, speakers 46 (sound production means (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 on the upper side of the launch 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 places on the periphery of the front frame of the glass door 6 and on the game board (Fig. 2).
[0019] (Game board: Figure 2) Next, the configuration of the game board 3 will be described with reference to Fig. 2. As shown in the figure, a ball guide rail 5 for guiding a launched game ball is attached in a ring shape as a board surface partition member on the game board 3, and the approximately circular area surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.
[0020] A liquid crystal display device (LCD) 36 is provided in the approximate center of this game area 3a. Under the control of the performance control unit 24 described later, this liquid crystal display device 36 displays various performances by images, including the variable display operation (variable display and stop display) of multiple types of decorative patterns (for example, the "left pattern", "middle pattern", and "right pattern" shown in FIG. 5A) that are independently made up of numbers, characters, symbols, etc., in a predetermined display area (pattern variable display area).
[0021] In addition, a center ornament body 48 is provided in the game area 3a so as to surround the display surface of the liquid crystal display device 36 at a distance. The center ornament body 48 is provided along the front side of the game board 3, and is integrally provided with a front mounting plate 48a fixed to the game board 3 and an armor frame portion 48b that forms the outer periphery of the center ornament body 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from surrounding game balls, and acts as a flow path distribution means that allows the flow path of the game ball to be distributed to the left and right depending on the strength or stroke length of the game ball. In this embodiment, a free movement area through which the game ball can pass is formed between the upper surface of the center ornament body 48 and the ball guide rail 5, and the game ball shot into the upper side of the game area 3a by the launch device 32 is distributed to the left and right at the upper side of the armor frame portion 48b, and flows down either the left flow path 3b on the left side of the center ornament body 48 or the right flow path 3c on the right side.
[0022] The non-play area near the upper right edge (upper right corner) of the game board 3 is a display area for various functions, and a special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means) are provided, which are arranged side by side with 7-segment displays (with dots) corresponding to the upper starting hole 34 (for the first special symbol) and the lower starting hole 35 (for the second special symbol). The special symbol display devices 38a and 38b are adapted to execute a 'special symbol variable display game' by a variable display operation (variable display and stop display) of the 'special symbol' represented by the 7-segment. The liquid crystal display device 36 displays decorative symbols by images in a variable manner in time with the variable display of the special symbols by the special symbol display devices 38a and 38b, and executes a 'decorative symbol variable display game' together with various advance notice effects (effect images). The special symbol changing display game and the decorative symbol changing display game will be explained in detail later.
[0023] In addition, in the various function display section, a composite display device (LED display device for reserved composite display) 38c consisting of multiple LED displays including a 7-segment display (with dots) is arranged next to the special pattern display devices 38a and 38b. It is called "composite" because it is a reserved, time-saving, and high probability composite display device that has the display function of multiple status information such as displaying the number of reserved balls in operation for special pattern 1, displaying the number of reserved balls in operation for special pattern 2, displaying the number of reserved balls in operation for normal patterns, notifying the status of right-handed hits, and notifying the status of when the variable time-saving function is in operation (during time-saving) and when in a high probability state (during high probability).
[0024] In addition, the various function display section is provided with a normal symbol display device 39a (normal symbol display means) consisting of a plurality of LEDs arranged next to the composite display device 38c. In the normal symbol display device 39a according to this embodiment, a 'normal symbol variable display game' is executed by the variable display operation of the "normal symbol" represented by each LED. For example, as the variable display operation, the normal symbol by the LED is repeatedly turned on and off, and when the variable time has elapsed, the lottery result of the normal symbol variable display game is announced by the combination of the on / off states of the plurality of LEDs. The normal symbol variable display game will be described in detail later.
[0025] In addition, a right-hand hit display device 39b is provided adjacent to the normal symbol display device 39a. This right-hand hit display device 39b notifies the player whether a "right hit" in which the ball is aimed to pass (flow down) through the right flow path 3c is advantageous, or whether a "left hit" in which the ball is aimed to pass (flow down) through the left flow path 3b is advantageous, by a combination of the on and off states of the LED. For example, if the LED is on, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.
[0026] In addition, adjacent to the right-hand hit display device 39b, a round number display device 39c is provided, which is made up of a number of LEDs (round display LEDs). This round number display device 39c notifies the player of the specified number of rounds (maximum number of rounds) related to the jackpot or V-win, which will be described later, by a combination of the on / off states of the number of LEDs.
[0027] Below the center decorative body 48, there are provided above and below a normal variable winning device 41 (normal electric device) equipped with an upper starting hole 34 (first special pattern starting hole: first starting means) and a lower starting hole 35 (second special pattern starting hole: second starting means), and inside each are formed detection sensors 34a, 35a (upper starting hole sensor 34a, lower starting hole sensor 35a: see Figure 3) that detect the passage of the game ball.
[0028] The upper starting port 34, which is the first special symbol starting port, is a winning port related to the starting condition of the variable display operation of the first special symbol (hereinafter, the first special symbol is referred to as "special symbol 1" and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "winning device with fixed winning rate" that does not have a "starting port opening / closing means" that makes the starting port open or expandable. In this embodiment, due to the action of a game ball falling direction changing member (for example, a game nail (not shown), a windmill 44, a center ornament 48, etc.) in the game area 3a, the upper starting port 34 is configured to be easily configured to enter (win) a game ball that has flowed down the left flow path 3b, while it is configured to be difficult or impossible to enter a game ball that has flowed down the right flow path 3c.
[0029] The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can vary the winning rate of the game ball in the starting hole by the starting hole opening and closing means. In this embodiment, the starting hole opening and closing means includes a pair of left and right movable wing pieces (movable members) 47, and the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged by the opening and closing operation of the movable wing pieces 47.
[0030] The lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting condition of the variable display operation of the second special pattern (hereinafter, the second special pattern is referred to as "special pattern 2" and sometimes abbreviated as "special pattern 2") in the special pattern display device 38b (second special pattern display device), and the winning area of this lower starting opening 35 is configured to be changeable between an open state (easy winning state) that makes winning easier and a closed state (difficult winning state) that makes winning more difficult than the open state or makes winning impossible, depending on the operating state (operation or non-operation) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is not operated, it holds a closed state (unable to win) that makes it impossible to win at the lower starting opening 35.
[0031] In addition, five general winning ports 43 are provided on both sides of the normal variable winning device 41, four on the left side (43a to 43d) and one on the right side (43e), and each of them has a general winning port sensor 43h (see Figure 3) formed inside it that detects the passage of the game ball.
[0032] In addition, a normal symbol start port 37 (third start means) consisting of a passage gate through which game balls can pass is provided diagonally above the right of the normal variable winning device 41, that is, above the middle part of the right flow-down path 3c. This normal symbol start port 37 is a winning port related to the start condition of the variable display operation of the normal symbol (hereinafter, the normal symbol may be abbreviated to "normal symbol") in the normal symbol display device 39a, and inside it is formed a normal symbol start port sensor 37a (see FIG. 3) that detects the game ball passing through. In this embodiment, the normal symbol start port 37 is formed only on the right flow-down path 3c side and not on the left flow-down path 3b side, but it may be formed on both flow-down paths.
[0033] On the path from the normal pattern starting port 37 to the normal variable winning device 41 in the right flow path 3c, there is provided a special variable winning device 52 (special electric device) which is configured to be able to open or expand the large winning port 50 by a recessed opening door 52b, and inside it is formed a large winning port sensor 52a (see Figure 3) which detects a game ball that has entered the large winning port 50.
[0034] In addition, in the large prize opening 50, a V prize opening (specific area (not shown)) into which the game ball can enter, and a specific area sensor 51a (see FIG. 3) that detects the game ball that has entered the V prize opening are formed. The 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, depending on its operating state, and when the V guidance device is not operating, it holds a closed state (V prize entry impossible state) that makes prize entry into the V prize opening impossible. In this embodiment, when a predetermined condition is satisfied, the V guidance device is controlled to an operating state, and V prize entry is enabled. When the game ball enters the V winning hole during this V winning valid period (when the specific area sensor 51a detects the game ball), a "V hit" described below occurs.
[0035] The periphery of the large prize opening 50 is a bulging portion (decorative member) 55 that bulges out from the surface of the game board 3, and the upper side 55a of this bulging portion 55 forms the downstream guide portion of the right flow path 3c. When the large prize opening 50 is closed by the opening door 52b (large prize opening closed state), a surface that is continuous with the upper side 55a of this bulging portion 55 is formed to form a part of the downstream guide portion (upper side 55a) of the right flow path 3c. In addition, in the downstream area of the right flow path 3c, in the area above the upper side 55a of the bulging portion 55, more precisely, in the game area above the large prize opening 50, a flow path correction plate 51d is protruded almost parallel to the flow direction of the game balls, and acts to move the flowing game balls toward the large prize opening 50.
[0036] (The process of the game ball entering the big prize hole 50) The process of the game ball entering the big prize opening 50 is as follows. The game ball that has passed through the free movement area between the top surface of the center decoration 48 and the ball guide rail 5 flows down along the top surface (upper side) 55a of the bulge 55 that protrudes from the game board 3 and functions as a guide for the game ball. Then, the game ball comes into contact with the right end of the flow path correction plate 51d protruding from the game board 3 surface, and the flow direction of the game ball is corrected to the direction (downward) of the big prize opening 50. At this time, if the big prize opening 50 is covered by the plunge-in type opening door 52b (big prize opening closed state), the game ball rolls on it and is further guided in the direction of the tulip-type normal variable prize opening device 41 (lower starting opening 35) by the gauge configuration (arrangement of game nails) not shown. At this time, if the lower starting opening 35 is in a state where a prize can be won (starting opening open state), the game ball can win into the lower starting opening 35, but if the opening door 52b is retracted into the game board surface and the large prize opening 50 is open (large prize opening open state), the game ball will be guided into the large prize opening 50.
[0037] In this embodiment, when the player aims the launch position toward the special variable winning device 52 (when aiming so that the game ball passes through the right flow path 3c), the game ball is difficult to guide or cannot be guided toward the upper starting port 34. Therefore, if the "big winning port closed state", it is difficult or impossible for the game ball to win at each starting port 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is operated.
[0038] If the winning means are classified according to whether they belong to the left or right flow path, that is, whether the game ball flowing down the left flow path 3b or the right flow path 3c can win a prize, the winning means belonging to the left flow path 3b include the upper start opening 34, the lower start opening 35, and the general winning openings 43a to 43d on the left side, and the winning means belonging to the right flow path 3c include the upper start opening 34, the lower start opening 35, the normal pattern start opening 37, the big winning opening 50, and the general winning opening 43e on the right side. Note that the lower start opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is in an open state (start opening open state), and winning is possible from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is operated when the game ball passes through the normal symbol starting opening 37 located on the right side of the game area 3a (winning), so it can be said that it is a winning means that belongs only to the right flow path 3c. Also, the big winning opening 50 belongs only to the right flow path 3c, and only game balls from the right flow path 3c can win.
[0039] (Right-handed advantage under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming at the gaming ball passing through the right flow path 3c, the gaming ball is likely to enter the normal pattern start hole 37, but is difficult or not guided to the upper start hole 34 side. Therefore, in the "large winning hole closed state", it is difficult or impossible to enter each start hole 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is operated. However, when the "electric support state (start hole winning easy state)" described later occurs, this movable wing piece 47 operates in an opening and closing pattern that is at least more advantageous than the normal gaming state (normal state). Therefore, in this electric support state (electric support state), it is advantageous to "right hit" aiming at the gaming ball passing through the right flow path 3c, rather than "left hit" aiming at the gaming ball passing through the left flow path 3b. On the other hand, in the "no electric support state (difficult to win at the starting hole state)" which is a non-electric support state, it is considered advantageous to "hit left" aiming the game ball to pass through the left flow path 3b, rather than "hit right" aiming to pass the right flow path 3c. In other words, whether the player should hit left or right may be advantageous depending on the game state. The game state related to the electric support state includes "time-saving state" and "probable state", and the game state related to the no electric support state includes "normal state" and "potential state".
[0040] Each winning port, such as the upper start port 34, the lower start port 35, the normal pattern start port 37, the big winning port 50, or the general winning ports 43a to 43e, functions as a winning means arranged in the game area 3a. In addition, a detection sensor or detection switch, such as the upper start port sensor 34a, the lower start port sensor 35a, the normal pattern start port sensor 37a, the big winning port sensor 52a, or the general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e), provided corresponding to each winning port, functions as a "winning detection means" that detects a game ball that has entered the winning means. Note that the number, shape, and formation position of each of the above-mentioned winning means can be appropriately changed according to the game characteristics. In addition, for each winning means, whether the game ball flowing down the left flow path 3b or the right flow path 3c is difficult to win, impossible to win, or possible to win can also be appropriately changed according to the game characteristics.
[0041] When a game ball wins at each winning hole, the number of prize balls per winning ball that is promised for each winning hole is paid out from the game ball payout device 19 (see FIG. 3). For example, 3 balls are paid out from the upper starting hole 34, 1 ball from the lower starting hole 35, 0 balls (no prize balls) from the normal pattern starting hole 37, 15 balls from the large winning hole 50, and 3 balls from the general winning holes 43a-e. Game balls that do not win at each of the above winning holes are discharged from the game area 3a through the outlet 49. Here, "winning" refers to the winning hole taking in the game ball, or, in the case of a winning hole that does not have a structure that takes in the game ball but is a passing-type gate (for example, the normal pattern starting hole 37), the game ball passing through the gate. In fact, when a game ball is detected by a detection sensor formed at each winning hole, it is treated as if a "winning" has occurred at that winning hole. In addition, the game ball related to this winning is also called a "winning ball."
[0042] <Movable parts> In addition, within the game area 3a, movable parts (movable performance means) that exhibit dynamic performance effects depending on their operating modes are disposed at positions that do not interfere with the flow of game balls.
[0043] In this embodiment, the first movable body accessory 80 is disposed on the upper right side of the center ornament 48 as the movable body accessory, and the second movable body accessory 90 is disposed diagonally below to the right. The first movable body accessory 80 has a clock face part 81 consisting of a number display part divided into 12 number sectors with the numbers "I" to "XII" attached, and a clock hand 82 consisting of an hour hand and a minute hand formed to be rotatable on the clock face part 81, and as a whole forms a "wall clock part". In this sense, the first movable body accessory 80 is also called a "clock-type accessory 80". The clock face part 81 has a full-color LED on the back side or inside for each sector division location indicated by the hour hand, or the number sector itself is composed of a full-color LED, and each number sector can be independently configured to emit light in a different color. This clock-type accessory 80 functions as at least two performance means, a movable performance means (clock hand 82) and a light performance means (number sector).
[0044] The second movable accessory 90 has a flower-shaped part 91 (first movable body 91) in the shape of a flower, with a corolla consisting of multiple petals arranged around the center of the flower and a calyx arranged around the outside of the corolla to make the perianth double, and the flower-shaped part 91 is attached to the tip of an arm 92 (second movable body 92) capable of swinging, and is configured as a flower-shaped accessory 90 as a whole. The multiple petals of the flower-shaped part 91 can rotate around the center of the flower.
[0045] This flower-shaped role object 90 is usually stationary at an original position (shown by a solid line in FIG. 2) set on the edge of the liquid crystal screen or to the side outside the liquid crystal screen, and when a certain operating condition is met, the arm 92 tilts and moves together with the arm 92 to a position (shown by a broken line in FIG. 2) where the flower-shaped part 91 covers the liquid crystal screen. When it moves to the performance position shown by the broken line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the semi-transparent flower center and petal parts are illuminated from behind by a lamp or full-color LED, so that they can be beautifully lit. When the flower-shaped role object 90 finishes its operation, it returns to the original position shown by the solid line from the performance position shown by the broken line. The flower-shaped part 91 can have multiple types of operation patterns such as high-speed rotation, low-speed rotation, and reverse rotation as the rotation of the petals, and the arm 92 can have multiple types of operation patterns such as a fully opened tilting operation in which it tilts to the broken line part, a semi-tilting operation in which it tilts to a predetermined tilting angle, a vibration operation in which the arm vibrates rattle, and an inching operation. The clock-shaped device 80 (clock hands 82) and the flower-shaped device 90 (first movable body 91, second movable body 92) can be used for various effects such as preview effects, setting suggestion effects, and demo effects, which will be described later.
[0046] <2. Control device: Figure 3> Next, a control device that controls game operations of the gaming machine 1 according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a control block diagram showing an overview of the control device.
[0047] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") which generally controls the control of the overall gaming operation (gaming operation control), a performance control board (performance control means) 24 (hereinafter referred to as the "performance control unit 24") which receives a performance control command from the main control unit 20 and generally controls the execution (appearance) control of the performance by the performance means, a payout control board (payout control means) 29 which controls the payout of prize balls by the game ball payout device 19, and a power supply board (power supply control means (not shown)) which generates and supplies the necessary power (including backup power) from an external power supply to each board of the gaming machine. A liquid crystal display device 36 is connected to the performance control unit 24 as an image display device. Note that the power supply route is omitted in FIG. 3.
[0048] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor incorporating a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program describing the game operation control procedures, as well as various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer (equivalent to a Z80 system).
[0049] Although not shown, the main control unit 20 also includes a CTC (Counter Timer Circuit) that provides the Z80 system with periodic interrupts, a constant periodic pulse output creation function (bit rate generator), and time measurement functions, an interrupt controller circuit that performs interrupt enable / disable functions such as a timer interrupt that provides an interrupt signal to the CPU, a reset circuit that detects power-on / off and power abnormalities and can output a system reset signal to reset the CPU, a watchdog timer (WDT) circuit that monitors for abnormal operation of the control program, an IAT (Inhibit Running Outside Designated Area) circuit that monitors whether the program is being executed correctly within a preset address range, and a counter circuit for generating random numbers within a certain range (hard random numbers) in hardware.
[0050] At least the main control unit (main control board) 20 and the payout control board 29 start backup processing before the power is cut off by receiving a voltage drop signal (power supply abnormality signal) from a power supply board (not shown), and are able to resume the gaming operation before the power cut off after the power is restored (backup function). This gaming machine 1 is capable of retaining the contents of each memory in the RAM for at least several days.
[0051] The counter circuit includes a random number generating circuit that generates random numbers, and a sampling circuit that samples random numbers from the random number generating circuit at a predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends an instruction to the sampling circuit according to the processing state, thereby obtaining the number indicated by the random number generating circuit as a random number for internal lottery (random number for jackpot determination (size of random number: 65536)), and uses the random number for the jackpot lottery. The random number for internal lottery is obtained by adding a soft random number generated by appropriate software processing and a hard random number to prevent cheating such as aiming for a jackpot.
[0052] Here, the memory space (RAM 203, ROM 202) of the main control unit 20 will be briefly described with reference to FIG.
[0053] The "program / data area" of the ROM 202 includes an "in-area program" that stores a control program required for executing game operation processing related to game progress, such as a symbol variation display game and a winning game, an "out-area program" that stores a control program not directly related to the game progress, such as processing related to performance display and processing related to a type test signal, and a data storage area that stores various fixed data related to the program. The RAM 203 also includes work areas (for example, an in-area RAM area from address 0000H to 00FFH and an out-area RAM area from address 0100H to 01FFH) that correspond to the in-area program and the out-area program, respectively. That is, the storage area accessible by the CPU 201 includes an in-area ROM and an in-area RAM that are provided so as to be within a predetermined upper limit capacity, and an out-area ROM and an out-area RAM that are separate from them, and the in-area ROM and the out-area ROM are each provided with a control area in which a program is stored and a data area in which data is stored, respectively.
[0054] An "internal area program" stored in the control area of an internal ROM references the data area of the same internal ROM, and can reference and update internal RAM, but can only reference external RAM and cannot directly update it. Similarly, an "outside area program" stored in the control area of an external ROM references the data area of the same external ROM, and can reference and update external RAM, but can only reference the other internal RAM and cannot directly update it. Therefore, if you want to update data in external RAM during internal processing by an internal program (while the internal program is running), you need to call (invoke) the external program from the internal program, and update the data in external RAM through external processing by that external program (execution of the external program).
[0055] Returning to the explanation of Figure 3, the main control unit 20 is connected to an upper starting port sensor 34a which detects entry into the upper starting port 34, a lower starting port sensor 35a which detects entry into the lower starting port 35, a normal pattern starting port sensor 37a which detects the passage of the game ball into the normal pattern starting port 37, a large prize port sensor 52a which detects entry into the large prize port 50, a general prize port sensor 43h which detects entry into the general prize port 43, and a specific area sensor 51a which detects entry into the V prize port (specific area), and the main control unit 20 receives detection signals from these sensors and determines which prize port the game ball has entered (won).
[0056] The main control unit 20 is also connected to an OUT monitoring sensor 49a that detects game balls (out balls) discharged from the gaming machine through the OUT port 49 and each winning port, and the main control unit 20 is capable of receiving the detection signal. The main control unit 20 is provided with a function unit (out ball counting means) that can count the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one of the "game performance information" that is specified by a specific value. For example, if "the total number of out balls today is 30,000 balls", the game performance information that the gaming machine 1 "operated for 300 minutes today" can be obtained by the relational expression "operation time = total number of out balls (pieces) / firing performance (100 balls per minute)". In this embodiment, the number of out balls is used to calculate a "base value" (one of the game performance information) described later.
[0057] In addition, although not shown in the figure, a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor) for detecting fraudulent activity against the gaming machine 1 is connected to the main control unit 20, and the main control unit 20 is able to monitor fraudulent activity against the gaming machine based on the detection signal from the fraud detection sensor.
[0058] In addition, the main control unit 20 is connected to a normal electric role solenoid 41c for controlling the opening and closing of the movable wing piece 47 of the lower starting opening 35, and a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.
[0059] Special symbol display devices 38a and 38b are also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of special symbols 1 and 2. A normal symbol display device 39a is also connected to the main control unit 20, and is capable of transmitting control signals for controlling the display of normal symbols.
[0060] In addition, a composite display device 38c, a right-hand hit display device 39b, and a round number display device 39c are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of various information displayed on these devices.
[0061] The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can output one or more outer end signals including specific game information to an external device such as a hall computer HC or a data counter DT (not shown) provided outside the gaming machine via the frame external terminal board 21. The game information included in the outer end signal includes, for example, winning game start / end information, winning information, special symbol variation start / variation stop information, prize ball number information, and various security information (information on detection of fraudulent activity, information on occurrence such as RAM clear, door opening, and setting change). The "data counter DT" is a game information reporting device that can report specific information on the gaming machine, such as the number of jackpots, the number of executions of the symbol variation display game (number of symbol variations), and the number of games executed between jackpots, based on the game information included in the outer end signal, and is usually installed on the top of the gaming machine. The "hall computer HC" is a management computer exclusively for game parlors that monitors and collects the status of game machines (various information such as number of games played, number of balls dispensed, number of jackpots, errors, etc.) based on the game information contained in the outer end signal, and comprehensively manages the operation (operation) status of game machines installed in pachinko parlors. The "data counter DT" also has a "call button" for calling a pachinko parlor attendant, and when the call button is operated, the data counter DT can notify the fact by using its own light emitting means, etc. The detection signal of the call button can also be sent to the hall computer HC.
[0062] The above-mentioned "call button" may be mounted on the gaming machine 1, and may be provided, for example, in an appropriate position on the upper tray unit 8. In this case, the detection signal from the call button is configured to be transmittable to an external device from a payout frame external terminal board 21 described later.
[0063] The main control unit 20 is also capable of outputting a type test signal that identifies the gaming operation in real time from the frame external terminal board 21 in response to a type test (a test related to the type inspection of gaming machines based on the regulations related to the certification and type inspection of gaming machines) conducted by the Security Electronics and Telecommunications Technology Association (STA). When a gaming machine that meets the type test is installed in a pachinko parlor, no changes to the compatible control program are permitted. For this reason, processing related to the type test signal will be executed even after the machine is installed in the pachinko parlor (test firing test signal terminal management processing during timer interruption outside area processing described below (see step S823 in FIG. 19)).
[0064] In addition, the main control unit 20 is connected to a RAM clear switch 98 for initializing a specified area (internal memory) of RAM 203, a setting key switch 94 that can be switched between a "setting change permitted state (ON operation)" that allows the setting value to be changed and a "setting change prohibited state (OFF operation)" that prohibits setting change operations by inserting a setting key and turning it ON / OFF, and a setting change switch 95 for changing the "setting value" described below in the setting change permitted state, and the main control unit 20 is capable of receiving detection signals from these switches.
[0065] Both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator, but in order to prevent fraudulent activities, they are located in appropriate locations inside the gaming machine that cannot be seen from the outside, and they cannot be turned on / off from outside the gaming machine unless the front frame 2 is opened.
[0066] A setting display 97 (setting display means) that displays setting value information is also connected to the main control unit 20, and the main control unit 20 is capable of transmitting a control signal for controlling the display of this. The setting display 97 according to this embodiment is composed of one 7-segment display. The setting display 97 is mounted at a suitable location inside the gaming machine, for example, on a control board or a board case that protects the control board, so that the setting values cannot be seen from the outside.
[0067] (About the setting value) The main control unit 20 has a "setting change function" that can change the expected value (profit) of the profit given to the player, such as the payout rate (so-called "machine payout rate" or "PAYOUT rate"), in stages, and is referred to as a "type with setting function." The above-mentioned "setting value" is a value that indicates this stage. This setting value can be confirmed by the setting display 97, and is set appropriately by the hall staff mainly based on the business strategy of the pachinko hall (game facility).
[0068] The "setting value" specifies the probability of winning (the probability of winning) a jackpot (a type of winning that activates a condition device described later) in stages, and the higher the setting value, the higher the probability of winning (the probability of winning) a jackpot, which is set to be advantageous to the player. At least two stages of such setting values (at least a first setting value and a second setting value) can be set. For example, when six setting values from setting 1 to 6 are set, the probability of winning a jackpot at the time of low probability can be set to 1 / 280 for setting 1, 1 / 275 for setting 2, 1 / 270 for setting 3, 1 / 265 for setting 4, 1 / 260 for setting 5, and 1 / 251 for setting 6. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout), which is advantageous to the player. In addition, when the probability of winning a jackpot is in a high probability state (when the special symbol probability function described later is activated), the probability can increase to a value not exceeding 10 times. However, the increase rate may be the same for each setting value, or may be different. In the case of this embodiment, the increase rate is the same for each setting value. In the above example, if the probability of winning a jackpot at a low probability is set to 1 / 280 to 1 / 251 for settings 1 to 6, and the increase rate is 5 times, the probability of winning a jackpot at a high probability is set to 1 / 56 to 1 / 50 for settings 1 to 6.
[0069] In addition, when multiple types of jackpots are provided, at least one of the jackpot winning probabilities can be changed according to the set value. For example, if there are four types of jackpots, jackpots 1 to 4, the higher the set value is, the higher the winning probabilities of all jackpots 1 to 4 may be, or only the winning probabilities of some jackpots, jackpots 1 to 3, may be configured to be higher (in this case, the winning probability of jackpot 4 is common to all set values), or only the winning probability of a specific jackpot (for example, only jackpot 1) may be configured to be higher (in this case, the winning probability of jackpots 2 to 4 is common to all set values). In addition, the higher the set value is, the higher the combined winning probability of jackpots 1 to 4 may be configured. In addition, the winning probability of the small jackpot type that does not trigger the operation of the condition device may be changed according to the set value, as in the case of the jackpot described above, or may be the same winning probability for all settings.
[0070] In this way, the "setting value" means a grade related to the probability (ease of occurrence) of a specific event such as a jackpot, and is a value that specifies the events that affect the payout ratio by stage. The main control unit 20 can be provided with a setting means that can set a setting value related to the probability of winning a specific event as a function unit related to the setting value.
[0071] (How to change the settings) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state, the setting change is permitted, and if the power is turned on by any other switch operation, the setting change is prohibited. In this setting change permitted state, each time the setting change switch 95 is turned ON, the current display value of the setting display 97 is switched in a cyclic manner within the range of settings 1 to 6, such as "1→2→3→4→5→6→1→2→3→...". When a desired setting value is displayed, if the setting key switch 94 is turned OFF (setting confirmation operation), the current display value is confirmed as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. If the setting key switch 94 is turned OFF from the current ON state, the setting change permitted state is terminated, and a game will be started under the confirmed setting value thereafter.
[0072] (No setting type, 1-step setting type) The present invention can also be applied to gaming machines of the "non-setting type" that do not have setting values. In the case of a non-setting gaming machine, since there are no setting values in the first place, there is no need to provide a setting value storage area.
[0073] The present invention is also applicable to a gaming machine of a "one-step setting type" in which the setting value is not switchable among multiple levels, but only one setting value is provided. This "one-step setting type" means a type in which, like the above-mentioned "type with setting function," the operation related to the setting value, such as the setting change operation, is possible, but only one setting value can be selected, and is mainly used to facilitate the design of new models by providing compatibility and versatility between the "type with setting function" and the "type without setting." This "one-step setting type" is essentially the same as the "game machine without setting" in that there is only one setting value. In the case of the "one-step setting type," even if the setting change switch 95 is operated, the display value of the setting indicator 97 shows only one setting value, for example, "1→1→1→1→...", and only one setting value can be selected.
[0074] Furthermore, the main control unit 20 can transmit various performance control commands to the performance control unit 24 depending on the processing state. However, in order to prevent cheating from outside, the main control unit 20 can only transmit signals to the performance control unit 24 and cannot receive signals from the performance control unit 24, making it a one-way communication configuration.
[0075] (About Performance Indicator 99) In addition, a performance indicator 99 (information display means) that reports information (hereinafter referred to as "performance information") relating to the game results for a specified period (specific game period) is connected to the main control unit 20, and the main control unit 20 is capable of transmitting a control signal for controlling the display of this.
[0076] The performance indicator 99 of this embodiment is made up of multiple 7-segment LEDs, and more specifically, four 7-segment LEDs (7-segment indicators 99a to 99d) in which the display section and the circuit section are unitized are arranged horizontally, and are mounted on the main control board 20, for example, to form an indicator capable of displaying a four-digit number. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number.
[0077] The above-mentioned "performance information" is information that is mainly used by pachinko parlors and relevant authorities for confirmation and investigation, for example, information for investigating whether there is any abnormality in the ball-dispensing performance due to illegal adjustment of game nails or cheating, whether the original ball-dispensing performance of the gaming machine (the ball-dispensing performance as designed) is being properly demonstrated, in other words, "information on game performance (game performance information)". Therefore, it is information that is not directly related to the player's enjoyment of the game. For this reason, the performance indicator 99 is mounted in an appropriate place inside the gaming machine, for example, on the control board or on the board case that protects it.
[0078] (Specific examples of performance information) Here, the performance information is not particularly limited as long as it is useful gaming performance information, and for example, one or more of the various pieces of information shown in the following (Information 1) to (Information 4) may be adopted.
[0079] (Information 1) The total number of payout balls paid out due to winning in a predetermined counting section (total number of specific winning balls: α balls) divided by the total number of out balls in the counting section (number of out balls in specific balls: β balls) (α / β) can be used as performance information. Such specific ratio information is useful as an index for evaluating the ball output performance of a gaming machine.
[0080] (Information 1-1) The above "total number of paid out balls" refers to the total number of game balls (prize balls) paid out when winning at the winning holes (upper starting hole 34, lower starting hole 35, general winning hole 43 (43a-43e), large winning hole 50). In the case of this embodiment, the upper starting hole 34 has 3 balls, the lower starting hole 35 has 3 balls, the large winning hole 50 has 15 balls, and the general winning hole 43 has 6 balls. The total number of out balls refers to the number of game balls shot from the launching device 32 into the game area 3a (the number of game balls detected by the OUT monitoring switch 49a).
[0081] (Information 1-2) Also, as the above-mentioned "counting target section", for example, a specific game state (a specific game state focusing on YJ and / or Tcode) can be adopted. Specifically, when focusing on the "internal game state (YJ)" described later, in addition to the normal state, time-saving state, potential state, time-saving state, minute time-saving state, and probability change, there are the big win game (condition device ON), V win game (condition device ON), and small win game (small win flag ON), and when focusing on the "game mode (Tcode)" described later, there are the heaven mode, hell mode, consecutive mode, and the like (details of various game states and game modes will be described later). In addition, the game state to be adopted as the counting target section can be appropriately determined according to the performance information to be obtained. In addition, the counting target section may 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 a winning game," "all game states," etc.
[0082] (Information 1-3) Furthermore, as the counting target interval for performance information, rather than focusing on the game state such as during the normal state, during the time-saving state, or during a jackpot, as described above, counting target intervals such as those listed below may be adopted. (Information 1-3A: Cases focusing on the probability of winning the lottery) The period of the "low probability state and / or high probability state" can be counted. For example, the period of the "game state related to the low probability state" and the period of the "game state related to the high probability state" can be counted. (Information 1-3B: Cases focusing on the presence or absence of electric support) The period of "electric support and / or no electric support" can be counted. For example, "game state related to no electric support" and "game state related to electric support". (Information 1-3C: Cases focusing on the probability of winning the lottery and the presence or absence of electric support) For example, there are "game states relating to a 'low probability state + state without electric support'", "game states relating to a 'high probability state + state without electric support'", "game states relating to a 'low probability state + state with electric support'", "game states relating to a 'high probability state + state with electric support'", etc.
[0083] (Information 1-3D) During a big win (including a V win), the game is controlled to a low probability state, and during a small win game, the game state at the time of winning is continued. If you want to measure a "period of a pure low probability state", you can use the period excluding "win game" and "high probability state" as the counting target section. In this example, if the game state at the time of winning a small win is a low probability state, it may or may not be included in the measurement target. Details of the big win type, small win type, and these winning games will be described later. If you want to measure a period of a low probability state or a high probability state excluding both big win and small win games, you can use the period excluding all win games as the counting target section.
[0084] (Information 1-4) In addition, the "total number of payouts" may be the total number of payouts excluding one or more specific winning ports from the counting target (total number of payouts excluding specific winning ports). For example, the total number of payouts may be the total number of payouts excluding the large winning ports 40 and 50 from the counting target among the winning ports (in this case, the total number of payouts is the number of payouts excluding the winning ports from the counting target).
[0085] (Information 2) In addition, as performance information, one or more of the total number of balls paid out, the total number of balls paid out excluding specific winning ports, the total number of balls out, the total number of balls fired, the total number of balls won, and the net increase in the number of balls (the difference in number of balls) may be counted, and the counting results may be used as the performance information.
[0086] (Information 3) The ratio of the features during a specified play period may be the performance information. The specified play period may be a specified number of games (for example, the most recent 6000 games, the cumulative number of games (a cumulative total of 17500 games or more, a cumulative total of 175000 games or more, etc.), a specified period (for example, from power-on to power-off), or a specified time (10 hours from power-on, etc.) (the same applies to (Information 4) to (Information 5) described later). The "function ratio (%)" is the ratio of game balls paid out by the operation of the electric function to the game balls paid out from the gaming machine. The function ratio is calculated by "(total number of paid out coins during function operation / total number of paid out coins) x 100" (in this example, decimal points are rounded down). The function is a normal electric function, a first-class special electric function, a first-class non-special electric function, a function continuous operation device related to a first-class special electric function, etc. As a display mode of the function ratio, for example, the identification segment side displays "7Y.", and the ratio segment side displays the current function ratio (for example, "69" if it is 69%). If the predetermined game period is less than (for example, if it is less than 6000 games), the identification segment is displayed in a flashing manner. If the predetermined value is equal to or greater than (for example, 70% or more), the ratio segment is displayed in a flashing manner, and if it becomes 100%, the ratio segment is displayed in a flashing manner with "99".
[0087] (Information 4) The ratio of consecutive gimmicks during a specified gaming period may be used as performance information. "Continuous feature ratio (%)" is the ratio of game medals paid out by the operation of the feature continuous operation device to the game medals paid out from the gaming machine. The continuous feature ratio is calculated by "(total number of medals paid out during the operation of the feature continuous operation device / total number of medals paid out) x 100" (rounded down to the nearest whole number). The continuous feature ratio is displayed, for example, as follows: the identification segment displays "6Y.", and the ratio segment displays the current continuous feature ratio (for example, "59" if it is 59%). If the specified play period is less than (for example, if it is less than 6000 games), the identification segment is displayed in a blinking manner. If the value is equal to or greater than a specified value (for example, 70% or more), the ratio segment is displayed in a blinking manner, and if it reaches 100%, the ratio segment is displayed in a blinking manner with "99".
[0088] (Information 5) The ratio of special features to the total number of games (cumulative number of games) may also be used as performance information. As a display mode of the role ratio in the total number of games (cumulative number of games), for example, the identification segment displays "7A.", and the ratio segment displays the current role ratio (for example, "69" if it is 69%). However, if the total number of games is less than a predetermined number of games (for example, less than 17,500 games), the identification segment is displayed in a flashing manner. Also, if the role ratio is a predetermined value or more (for example, 70% or more), the ratio segment is displayed in a flashing manner.
[0089] Naturally, the counting interval of the counting value used to calculate the performance information differs depending on the one or more performance information adopted. For example, if the total number of payouts in the normal state and the slight time-saving state, the cumulative number of out balls in the normal state and the slight time-saving state, and the total number of out balls in the entire game state are required as the counting values used to calculate the performance information, the counting intervals for the total number of payouts and the cumulative number of out balls are the normal state and the slight time-saving state, and the counting interval for the total number of out balls is the entire game state.
[0090] (Regarding the counting section according to this embodiment) As described above, various information can be adopted as the performance information, but in this embodiment, the "normal state" and the "slight time-saving state" are defined as the counting target intervals (game states to be counted). The total number of payouts during these game states (hereinafter referred to as the "normal payout number") and the cumulative number of out balls during the same game states (hereinafter referred to as the "normal out number") are measured in real time, and the value obtained by dividing the normal payout number by the normal out number is multiplied by 100 (the base value calculated by normal payout number ÷ normal out number × 100 (normal base value)) is adopted as the above-mentioned "performance information", and this is displayed in a predetermined manner by the performance display 99. The above-mentioned "base value" is rounded off to one decimal place and displayed as the performance information on the performance display 99.
[0091] Therefore, each data of the number of payouts in normal time, the number of outs in normal time, and the base value (base value in normal time) is stored (memorized) in the corresponding area (storage area of number of payouts in normal time, storage area of number of outs in normal time, storage area of specific ratio information) of the RAM 203. However, instead of simply measuring permanently and displaying the performance information, when the total number of out balls reaches a predetermined number (for example, 60,000 balls), the measurement is stopped once, and the base value at the time of the measurement end is stored as history information in a specified area (performance display storage area) of the RAM 203 (the current base value is stored). Note that the above-mentioned "total number of out balls (60,000 balls)" which is the trigger for ending the measurement of the current base value does not refer to the number of outs in normal time, but to the total number of out balls during all game states (including during a winning game) (hereinafter referred to as "number of outs in all states"). This number of outs in all states is also measured in real time and stored in the corresponding area (storage area of number of outs in all states) of the RAM 203. Hereinafter, for ease of explanation, unless otherwise necessary, the above-mentioned "normal dispensed quantity storage area, normal out quantity storage area, specific ratio information storage area, and all state out quantity storage area" (RAM areas that store a group of data related to the calculation of performance information) may be collectively referred to as the "counting information storage area."
[0092] In addition, the processing program and its work area related to the display control and base values of the performance display device 99 are defined in an area (outside area memory (outside area ROM, outside area RAM)) different from the area (inside area memory (inside area ROM, inside area RAM)) that the CPU 201 accesses during processing related to normal game progress (pattern change display game, winning game, etc.).
[0093] In the case of this embodiment, when there are multiple counting target sections including a first counting target section (normal state) and a second counting target section (slight time-saving state), the counting values (counting values used to calculate performance information) relating to each counting target section may be stored in a memory area (hereinafter also referred to as an "individual memory area") defined for each counting target section. For example, as the counting values (hereinafter also referred to as "individual counting values") relating to each counting section, the number of dispensed pieces in the first counting section (number of dispensed pieces in normal state), the number of out pieces in the first counting section (number of out pieces in normal state), the number of dispensed pieces in the second counting section (number of dispensed pieces in slight time-saving state), and the number of out pieces in the second counting section (number of out pieces in slight time-saving state) are counted (first counting section dispensed number counting means, first counting section out number counting means, second counting section dispensed number counting means, second counting section out number counting means), and a memory area for storing each of these values can be provided. Note that the number of dispensed pieces in normal state and the number of dispensed pieces in slight time-saving state are one aspect of the counting values belonging to the number of dispensed pieces in normal state, and the number of out pieces in normal state and the number of out pieces in slight time-saving state are one aspect of the counting values belonging to the number of out pieces in normal state.
[0094] Further, a base value (hereinafter also referred to as "individual base value") for each of the first counting target section (normal state) and the second counting target section (slight time-saving state) may be calculated based on the count value in the individual storage area described above, and a storage area (first individual base value storage area, second individual base value storage area) may be provided to store each of these base values (normal state base value, slight time-saving state base value). In this case, the normal state base value and the slight time-saving state base value may be calculated, and their average value may be used as the base value to be displayed. In this way, when the count value and base value determined for each counting target section are configured to be able to be stored, the individual count value and individual base value can be managed. In this case, there is also the advantage that the individual count value and / or the individual base value can be used as the display target.
[0095] After the total number of out balls reaches a specified number and the current base value is stored as history information, the counting information storage area used in this measurement is cleared (initialized), and measurement and calculation of new normal payout number, normal out number, total state out ball number, and base value begins. This causes the current base value to be stored as history information, and the next performance information is measured, calculated, and stored in real time.
[0096] Note that from the time the power is turned on for the first time or when all out-of-area RAM is cleared, until the number of outs in all states reaches a specified number (for example, 299), a test period (period before measurement) is set up in which only the number of outs in all states is counted and base values, etc. are not measured. This is in consideration of the fact that operation tests are conducted when gaming machines are first installed in pachinko parlors. For example, game balls may be placed in the starting hole to check operation or for test shots, and it is necessary to exclude winning balls and out balls resulting from such operation tests from being counted. Therefore, the initial (first) measurement begins after the end of the above test period.
[0097] Also, when the number of out in all states reaches a predetermined number (here, 60,000) after the start of the initial (first) measurement, the base value at this point (initial base value) is stored in the performance display storage area of RAM 203, and the current number of dispensed in normal mode, number of out in normal mode, and number of out in all states are cleared for the second measurement (measurement data initialization process). That is, every time the specified number of 60,000 is counted, the current base value is stored, and the number of dispensed in normal mode, number of out in normal mode, and number of out in all states being measured are cleared for the measurement of the next base value.
[0098] The past base value (historical base value) as the above-mentioned historical information and the base value currently being measured in real time (real-time base value) are displayed alternately every predetermined time (for example, 5 seconds). In this embodiment, of the four 7-segment LEDs 99a to 99d, the two 7-segment LEDs 99a, 99b on the left half of the front side function as an 'identification display section (identification segment)' that displays identification information that can identify whether the "real-time base value" being measured in real time or the "historical base value" which is historical information, and the two 7-segment LEDs 99c, 99d on the right half of the front side function as a 'base display section (ratio segment)' that displays the base value.
[0099] The identification display section (identification segment) displays, for example, the following: (1) To display the real-time base value: "bL." (2) To display the historical base value: "b6." (3) During the testing period: "--"
[0100] The base value is rounded off to the first decimal place before being displayed in the numeric display section, but if the rounded value is three digits or more, "99." is displayed in the base display section to indicate overflow. For example, if the real-time base value is 31, it is displayed as "bL.31," if the historical base value is 29, it is displayed as "b6.29," and if it is an overflow, it is displayed as "bL.99" or "b6.99." Note that since the test period is the section before measurement begins, "---" is displayed in the identification display section and base display section. As described above, it is possible to distinguish whether the currently displayed content is the real-time base value or the historical base value.
[0101] The history base value is not limited to the previous base value, and may be configured to display a specific number of base values, such as the value before last or the value before that (3 times before), and the number of previous base values to be displayed can be determined appropriately. For example, a plurality of measurement periods can be displayed by switching at predetermined time intervals, such as "third history base value (measurement result three times before)", "second history base value (measurement result before last)", "first history base value (previous measurement result)", and "real-time base value (current base value)". In this case, in order to distinguish the measurement results of each section, the display of the identification display part can be made to have different display modes. For example, the identification display part "b3." is displayed for the "third history base value", the identification display part "b2." is displayed for the "second history base value", the identification display part "b1." is displayed for the "first history base value", and the identification display part "bL." is displayed for the "real-time base value". In addition, when a test section is displayed, the identification display part "--" is displayed. In addition, when one or more performance information is displayed on the performance display device 99, the display mode can be freely determined as long as the performance information can be distinguished. Furthermore, when a plurality of pieces of performance information are displayed, the timing for switching from one piece of performance information to another piece of performance information can also be freely determined.
[0102] In this specification, "measurement" can be replaced with the words "calculation" or "counting", "calculation" can be replaced with the words "measurement" or "counting", and "counting" can be replaced with the words "measurement" or "counting". For example, the meaning of "calculating a base value" can be treated as an equivalent concept to the meaning of "measuring a base value" or "counting a base value".
[0103] In addition, a payout control board (payout control unit) 29 is connected to the main control unit 20, and this payout control board 29 is connected to a launch control board (launch control unit) 28 that controls the launch device 32, and a game ball payout device (game ball payout means) 19 that pays out game balls.
[0104] The main role of the payout control board 29 is to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and transmit information (status signal) related to the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 is capable of transmitting a control command related to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, while the payout control board 29 is capable of transmitting the above-mentioned status signal to the main control unit 20.
[0105] A full detection sensor 60 that detects the storage state of game balls stored in the upper tray 9 (whether the upper tray 9 is full or not) and a door opening sensor 61 that detects the open / closed state of the door structure (in this embodiment, the "front frame 2" and / or the "glass door 6") are connected to the payout control board 29, and the payout control board 29 is capable of receiving detection signals from these sensors. The door opening sensor 61 according to this embodiment functions as a door opening detection means, and is configured to be in an ON state (ON when open) when the front frame 2 or the glass door 6 is opened forward relative to the outer frame 4, and to be in an OFF state (OFF when closed) when it is closed. The door opening sensor 61 may be a sensor that can detect the glass door 6 and the front frame 2 individually. For example, the first door opening sensor 61 may detect the open / closed state of the front frame 2, and the second door opening sensor 61 may detect the open / closed state of the glass door 6. In addition, when the glass door 6 and the front operation panel 7 are door structures that can be opened and closed independently, the front frame 2, the glass door 6, and the front operation panel 7 may be configured to be detectable in their open / closed states. In any case, for door structures that can be opened and closed forward relative to the gaming machine 1 (outer frame 4), particularly door structures that open the inside of the gaming machine, it is extremely important from the viewpoint of preventing fraud to provide a sensor that can detect the open / closed state. In this embodiment, the detection signal from the door open sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open / closed state of the door structure, but the present invention is not limited to this, and the detection signal from the door open sensor 61 may be directly input to the main control unit 20.
[0106] The payout control board 29 can receive detection signals from the supply shortage detection sensor 19a that detects a shortage of game balls and the ball counting sensor 19b that detects the game balls (prize balls) to be paid out, etc. The payout control board 29 can also transmit a control signal for controlling the payout motor 19c (motor that drives the ball payout mechanism) of the game ball payout device 19.
[0107] The payout control board 29 can transmit various status signals based on the detection signals from the full detection sensor 60, the door open sensor 61, the supply shortage detection sensor 19a, and the ball counting sensor 19b as the above-mentioned status signals. These status signals include a "ball jamming signal" indicating a full state, a "door open signal" indicating the open / closed state of the front frame 2 and the glass door 6, a "supply shortage signal" indicating a shortage of game balls from the game ball payout device 19, a "counting error signal" indicating a shortage of prize balls paid out or an abnormality has occurred in the ball counting sensor 19b, and a "payout completion signal" indicating the completion of the payout operation, and are configured to transmit various status signals. Based on these status signals, the main control unit 20 monitors the open state of the door (door open error), whether the payout operation of the game ball payout device 19 is normal or not (supply shortage error), and the full state of the upper tray 9 (upper tray full error (ball jamming 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 passing through the dispensing control board 29.
[0108] In addition, the dispensing control board 29 is connected to the firing control board (firing control unit) 28, but in the case of this embodiment, this means that the firing control IC is mounted on the dispensing control board 29, and the main control unit 20 directly transmits a firing control signal to the firing control board 28. The main control unit 20 is configured to be able to transmit a firing control signal to the firing control IC (firing control board 28) on the dispensing control board 29, and the main control unit 20 directly controls the firing operation of the firing device 32 by controlling the "ON (output = firing operation permitted state) / OFF (output stop = firing operation prohibited state)" of the firing control signal. In addition, after power is turned on, the main control unit 20 continues to output the firing control signal when the game start condition is met (see step S039 in FIG. 8B described later), but when it is determined that a specific error (for example, a door opening error) has occurred, it stops the firing control signal (firing control signal OFF).
[0109] The launch control board 28 controls the energization of a launch solenoid (not shown) provided in the launch device 32 based on the output of a launch control signal from the main control unit 20 (launch control signal ON), and realizes the launch operation of the game ball by operating the launch operation handle 15. Therefore, when the launch permission signal is not output (when the launch control signal is OFF), no launch operation is performed no matter how much the launch operation handle 15 is operated, and the game ball is not launched. The launch control board 28 can receive a detection signal (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) provided in the launch operation handle 15, and a detection signal from a launch stop switch (not shown) provided in the launch operation handle 15. When the touch sensor does not detect that the player is touching the handle (non-touch state) or when the launch stop switch provided in the launch operation handle 15 is operated (launch stop switch ON state), the launch control board 28 does not perform the launch operation by the launch device 32 even if it receives a launch control signal from the main control unit 20. In addition, the strength with which the game ball is shot can be changed according to the amount of operation of the launch operation handle 15.
[0110] (2-2. Production Control Unit 24) The performance control unit 24 is mainly composed of a microcomputer equipped with a microprocessor with a built-in CPU 241 (performance control CPU), a ROM 242 (performance control ROM) storing performance data required for performance control processing, and a RAM 243 (performance control RAM) functioning as a work area and buffer memory, and also includes an audio control unit (sound source LSI), an RTC control unit (Real Time Clock) that manages calendar information related to the current time (time information on real time) and / or date (month, day, day of the week), a counter circuit (16-bit counter, 8-bit counter) for generating hard random numbers within a certain range, an interrupt controller circuit, a reset circuit, a WDT circuit, etc., and controls the overall performance operation. In addition, like the main control unit 20, the performance control unit 24 also has a backup function and a random number generation means related to performance lottery (random number generation means for performance lottery).
[0111] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and decide on a performance based on the performance control commands, control the image display of the LCD display device 36, control the sound of the speaker 46, control the illumination of various performance LEDs (decorative lamps 45, button LEDs 13b, other performance LEDs), and control the operation of various movable props (clock-shaped prop 80, flower-shaped prop 90).
[0112] The performance control unit 24 also includes a display control unit (not shown) that controls the display of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that controls the overall video output processing such as image development processing and image drawing, an image ROM that stores image data (performance image data) for which the VDP performs image development processing, a VRAM (Video RAM) that temporarily stores the image data developed by the VDP, a liquid crystal control CPU that outputs control data required for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedures of the liquid crystal control CPU and various data required for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.
[0113] In addition, in order to execute image display performances, light performances, sound performances, or movable body performances, the performance control unit 24 is equipped with a light display control unit for the light display device 45a including various performance LEDs such as decorative lamps 45 and button LEDs 13b, an audio control unit (sound source LSI) for the sound generating device 46a including speaker 46, and a drive control unit (motor drive circuit) for the movable body role motors 80c, 91c, 92c that operate the movable body roles (clock-shaped role 80, flower-shaped portion 91, arm 92), etc.
[0114] A position detection sensor 82a that monitors the operation of the movable role is connected to the performance control unit 24, and the performance control unit 24 controls the operation mode of the movable role while monitoring the current operation position (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. The performance control unit 24 also monitors malfunctions in the operation of the movable role based on the detection information from the position detection sensor 82a, and performs a predetermined error notification process if a malfunction occurs.
[0115] In addition, the performance control unit 24 is connected to a performance button switch 13a, which detects the operation of the performance button 13, and directional key switches 75a' to 75d', which detect the operation of the directional keys 75 (75a to 75d), and the performance control unit 24 is capable of receiving operation detection signals from these performance button 13 and directional keys 75.
[0116] When the performance control unit 24 receives a performance control command sent from the main control unit 20, it randomly or uniquely selects one of a number of prepared performance patterns based on the information contained in the command, and controls various performance means at the required timing to produce the desired performance. This realizes the display of performance images by the liquid crystal display device 36 (image display performance), the reproduction of sound from the speaker 46 (sound performance), and the lighting and blinking of the decorative lamps 45 and other performance LEDs (light performance), and the time-series development of various performance patterns (such as the variable display operation of decorative patterns and advance notice performances) realizes a "performance scenario" in the broad sense of the word. In addition, the performance control unit 24 is configured to be able to identify what operation has been performed on the performance button 13 and / or the directional key 75 (for example, pressing, long pressing, rapid tapping, the order in which the directional key 75 is pressed up, down, left, right, etc.) based on the operation detection signals from the performance button switch 13a and the directional key switches 75a'-75d' during a specified operation acceptance valid period (operation identification means), and is configured to be able to execute and control a performance according to the type of operation.
[0117] The performance control command defines its function by a two-byte configuration consisting of a one-byte mode (MODE) and a one-byte event (EVENT), and in order to distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When these pieces of information are transmitted as valid, a strobe signal is output corresponding to each of the mode (MODE) and event (EVENT). That is, when there is a command to be transmitted, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event (EVENT) information, and transmits the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be in an active state by the CPU 201 for a predetermined period of time that allows the CPU 241 (performance control CPU) to reliably receive commands.
[0118] Also, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal to execute a control program for command reception interrupt processing, and the performance control command is acquired in this interrupt processing. Also, unlike the CPU 201, when an interrupt occurs based on the input of a strobe signal, the CPU 241 interrupts the interrupt processing based on another interrupt (timer interrupt processing executed periodically) even if the interrupt processing is being executed, and performs command reception interrupt processing with priority even if another interrupt occurs at the same time.
[0119] <3. Overview of operation> Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.
[0120] (3-1. Game with changing symbols) (3-1-1. Special symbol change display game, decorative symbol change display game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number lottery in the main control unit 20 based on a predetermined starting condition, specifically, based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has passed, derives and displays the result on the special symbol display device, thereby ending the special symbol variable display game.
[0121] Here, in this embodiment, the big win lottery based on winning the upper starting hole 34 and the big win lottery based on winning the lower starting hole 35 are performed separately and independently. For this reason, the big win lottery result for the upper starting hole 34 is derived on the special symbol display device 38a side, and the big win lottery result for the lower starting hole 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, on the condition that a game ball has entered the upper starting hole 34, the special symbol 1 is displayed in a variable manner to start a first special symbol variable display game, while on the special symbol display device 38b side, on the condition that a game ball has entered the lower starting hole 35, the special symbol 2 is displayed in a variable manner to start a second special symbol variable display game. Then, when the special symbol variable display game is started on the special symbol display device 38a or the special symbol display device 38b, the special symbol is stopped and displayed in a symbol display mode based on the big win lottery result after a predetermined variable display time has elapsed. For example, if the result of the jackpot lottery is a "jackpot", the special symbols displayed in a fixed manner are displayed in a fixed manner in the case of a "small jackpot", in a fixed manner in the case of a "special time-saving", and in a fixed manner in the case of a "no win" in the case of a "special time-saving", and otherwise in a fixed manner in the case of a "no win", thereby deriving the game result (jackpot lottery result). Details of the types of winnings related to the jackpot lottery will be described later.
[0122] For convenience of explanation, the first special symbol change display game on the special symbol display device 38a side 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 side may be referred to as "special symbol change display game 2". In addition, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be referred to as "special symbol" (sometimes abbreviated to "special pattern"), and "special symbol change display game 1" and "special symbol change display game 2" may be referred to as "special symbol change display game" without distinction. In addition, the symbol change display game may be abbreviated to "in game" and may be used to distinguish from during a winning game. In addition, when it is referred to as "in game", unless otherwise specified, it means the period of the symbol change display game and / or winning game, that is, at least the period other than the waiting period for customers (not during game). However, when referring to "non-playing", unless specifically stated to the contrary, this can include the period when the safety device (complete function) described below is in operation.
[0123] When the special symbol variable display game is started, the decorative symbol variable display game is started by displaying decorative symbols (game symbols for presentation) on the liquid crystal display device 36, and various presentations are performed in association with this. When the special symbol variable display game ends, the decorative symbol variable display game also ends, and a predetermined special symbol indicating the result of the big win lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the big win lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol variable display game is reflected and displayed by the decorative symbol variable display game for presentation, including the decorative symbol variable display operation.
[0124] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is a "jackpot," the decorative symbol variation display game will develop an effect that reflects that result. Then, when the special symbol is displayed in a display mode that indicates a jackpot (for example, the 7-segment display shows "7") on the special symbol display device, the decorative symbols are displayed in a display mode that reflects the "jackpot" on the "left," "center," and "right" display areas on the liquid crystal display device 36 (winning symbols: for example, three decorative symbols are displayed in a display mode of "7," "7," "7") in the "left," "center," and "right" display areas.
[0125] When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large prize opening solenoid 52c (see Figure 3) of the special variable winning device 52 is activated and the opening door 52b opens and closes in a predetermined pattern, thereby opening and closing the large prize opening 50, and a special game state (winning state) which is more advantageous to the player than the normal game state (normal state) is generated. In this jackpot game, the winning area is opened or expanded until the time when the large prize opening is opened by opening door 52b has elapsed a predetermined time (maximum opening time: for example, 29.8 seconds) or the number of winning balls entering large prize opening 50 reaches the maximum number of winning balls (the upper limit of the number of winning balls allowed for the opening or expanded prize opening by one operation of the device: for example, 10 balls), and when either of these conditions is met, the large prize opening is closed (the round play ending condition (closing condition) is met), and this "round game" is repeated for a predetermined number of rounds (for example, up to 10 rounds).
[0126] When the jackpot game starts, an opening performance is performed using a start interval time (start INT), and when the start INT ends, a round game is performed multiple times with a predetermined number of rounds (maximum number of rounds) as the upper limit. When the current round game ends, the next round game starts after a predetermined interval time (inter-round INT). Then, when the maximum number of rounds ends, an ending performance is performed using an end interval time (end INT), and this ends a series of jackpot games. That is, the jackpot game is broadly divided into an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period). In addition, during the V jackpot game described later, it is basically the same as the jackpot game, and is composed of each game period of an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period), and a predetermined performance related to each game period is displayed as the winning performance (V winning performance). In this specification, unless otherwise necessary, the jackpot performance and the V-hit performance may be referred to as "hit performance" without distinguishing between them.
[0127] Regarding the information necessary for executing the decorative pattern change display game, first, the main control unit 20 performs a jackpot lottery including a 'win / lose lottery' to select whether there will be a 'jackpot,' 'small win,' 'special time-saving,' or 'miss' based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35, specifically, on the condition that the game ball is detected by the upper starting hole sensor 34a or the lower starting hole sensor 35a and the start condition (start condition related to the special pattern) is met, and a 'pattern lottery (winning type lottery)' to select the type of jackpot if the result of the win / lose lottery is a 'jackpot,' if the result is a 'small win,' the type of small win, if the result is a 'special time-saving,' the type of special time-saving, and if the result is a 'miss,' the type of miss, and based on the lottery result information, determines the change pattern of the special pattern and the special pattern (special stop pattern) to be finally stopped and displayed.
[0128] Then, as a performance control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information on the big win lottery result and the variation time of the special symbol, etc.) is sent to the performance control unit 24. This causes basic information required for the decorative symbol variation display game to be sent to the performance control unit 24. In this embodiment, in order to increase the variety of performances, a "decorative symbol designation command" including information on the special stop symbol (symbol lottery result information (winning type information)) is also sent to the performance control unit 24.
[0129] The special symbol variation pattern information may include information specifying the execution of a specific advance notice performance (such as a reach performance, a pseudo consecutive performance, a foresight notice, a setting suggestion performance, etc., which will be described later) in addition to the jackpot lottery result. It may also include information regarding the type of advance notice performance (such as the type of reach performance or the number of pseudo consecutive performances). In more detail, the variation pattern of the special symbol is roughly divided into a "hit variation pattern" in the case of a hit and a "miss variation pattern" in the case of a miss, depending on the jackpot lottery result, and these variation patterns may include various variation patterns such as the following, for example. (1) "Reach fluctuation pattern" that specifies the execution of reach performance (including the specification of the type of reach), (2) "Normal fluctuation pattern" which does not specify the execution of reach performance, (3) A "pseudo consecutive reach variation pattern" that specifies the execution of a pseudo consecutive performance and the execution of a reach performance, (4) A "normal variation pattern with pseudo consecutive wins" that specifies the execution of a pseudo consecutive win performance but does not specify the execution of a reach performance, (5) A "reach variation pattern for pre-reading notice" that specifies the execution of pre-reading notice and the execution of reach performance, (6) A “normal fluctuation pattern for pre-reading notice” that specifies the execution of pre-reading notice but does not specify the execution of a reach performance.
[0130] The above-mentioned various variation patterns are only examples, and various variation patterns can be determined according to the type of performance to be specified. For example, there is a "variation pattern that specifies the execution of at least ○○ performance", a "variation pattern that specifies the execution of △△ performance and does not specify the execution of □□ performance" (○○ performance, △△ performance, and □□ performance are examples of performance types, and one or more types of performance can be determined). In addition, for variation patterns that specify the execution of specific performances, such as reach variation patterns and pseudo-consecutive variation patterns, a longer variation time is basically determined than for normal variation patterns in order to ensure the performance time.
[0131] The performance control unit 24 determines the performance contents (performance scenario) to be developed in a time series during the decorative symbol variable display game and the decorative symbol (decorative stop symbol) to be finally stopped and displayed based on the information included in the performance control command (here, a variable pattern designation command and a decorative symbol designation command) sent from the main control unit 20, and controls the performance during the change (preview performance during the decorative symbol variable display game, decorative symbol variable display performance (decorative symbol performance), etc.) according to a time schedule based on the special symbol variable pattern. As a result, the decorative symbol is displayed by the liquid crystal display device 36 in synchronization with the variable display of the special symbol by the special symbol display devices 38a and 38b, and the period of the special symbol variable display game and the period during the decorative symbol variable display game are substantially the same time width. The performance control unit 24 also controls the liquid crystal display device 36, the light display device 45a, or the sound generating device 46a in accordance with the performance scenario, and develops various performances in the decorative symbol variable display game. This allows image reproduction (image presentation) on the liquid crystal display device 36, sound effect reproduction (sound presentation), and lighting and blinking of presentation LEDs such as the decorative lamps 45 (light presentation).
[0132] In this way, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the display result of the special symbol change display game is reflected in the decorative symbol change display game, so these two symbol change display games may be considered as equivalent symbol games. In this specification, unless otherwise necessary, the above two symbol change display games may be simply referred to as "symbol change display games". In addition, for convenience of explanation, the number of executions (number of games) of the symbol change display game (particularly the special symbol change display game) may be referred to as "symbol change number of times" or "change number of times" or "xx rotations (for example, 1 rotation, 10 rotations, etc.)". In addition, the performance (decorative symbol performance, notice performance, etc.) related to the symbol change display game may be referred to as "performance during change".
[0133] (3-1-2. Regular pattern change display game) In addition, in the gaming machine 1, a "support winning lottery" is performed by random number lottery in the main control unit 20 based on the passing (winning) of the game ball through the normal symbol starting hole 37. Based on the lottery result, the normal symbol represented by the LED is displayed variably on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed as a combination of the LEDs being lit and not lit. For example, if the result of the normal symbol variable display game is a "support winning", the display unit of the normal symbol display device 39a is displayed in a specific lit state (for example, both of the two LEDs 39 are lit).
[0134] When this "auxiliary hit" occurs, the normal electric role solenoid 41c (see FIG. 3) is activated, which causes the movable wing 47 to open in an inverted "V" shape, opening or widening the lower start opening 35, making it easier for game balls to flow in (start opening state), creating an auxiliary game state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state. In this normal electric open game, the movable wing 47 of the normal variable winning device 41 is activated (opening operation), and the winning area is controlled to be in an open state in which it is opened or widened until the opening time (start opening state time) of the lower start opening 35 has elapsed to a maximum opening time (for example, a maximum of 6 seconds) or the number of winning balls in the lower start opening 35 reaches a predetermined number (for example, a maximum of 10 balls), and when either of these conditions is met, the opening operation of the movable wing 47 is completed and the lower start opening 35 is closed. Note that the lower start opening 35 can be opened one or more times within the maximum opening time.
[0135] (3-1-3. Activated ball) In this embodiment, when a winning occurs in each start port 34, 35 or normal pattern start port 37 during a pattern change display game (special pattern change display game, normal pattern change display game, big win game, small win game, or normal power open game), that is, when a detection signal is input from the upper start port sensor 34a, the lower start port sensor 35a, or the normal pattern start port sensor 37a and the corresponding start condition is established, this is reserved and stored as data related to the right to start the pattern change display game, up to a predetermined upper limit, which is the maximum reserved memory number, except for data related to the variable display. This reserved data that is not used for the pattern change display operation or the game balls related to the reserved data are also called "operation reserved balls". In order to make the number of these operation reserved balls clear to the player, a dedicated reserved display (not shown) provided at an appropriate location on the gaming machine 1 is turned on or displayed in a predetermined display mode in a reserved 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 operation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved in the corresponding memory area of RAM 203, and reserved as the number of times the special symbol or normal symbol changes. The maximum number of operation reserved balls for special symbol 1, special symbol 2, and normal symbol (maximum reserved memory number) is not particularly limited (it can be set to "0 ≦ maximum reserved memory number"). In addition, all or part of the maximum reserved memory number for each symbol may be different, and the number can be appropriately determined according to the gameplay. For convenience of explanation, in this specification, the operation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to as "special symbol 1 operation reserved ball", "special symbol 2 operation reserved ball", and "normal symbol operation reserved ball", respectively.
[0137] (3-2. Game Status) Next, the game states will be described. In the game machine 1 according to this embodiment, in addition to the special game state of the jackpot, a plurality of game states can be generated. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.
[0138] The gaming machine 1 of this embodiment is equipped with a "probability change function (probability change function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability change function: a probability change function related to special symbols (hereinafter referred to as "special symbol probability change function") and a probability change function related to normal symbols (hereinafter referred to as "normal symbol probability change function").
[0139] The special symbol probability change function is a function that changes the probability of winning a lottery from a low probability (normal probability) to a high probability, generating a "high probability state (high probability state of winning a lottery)" that is more advantageous than the normal state. In the game state (high probability state) in which this special symbol probability change function is in operation, the probability of winning a lottery becomes high, making it easier for a big win to occur. As already explained, the probability of winning a lottery at the low probability and the high probability can be made different depending on the setting value.
[0140] The normal symbol probability change function is a function that changes the auxiliary hit lottery probability from a low probability, which is a predetermined probability (normal probability), to a high probability (for example, from 1 / 256 to 255 / 256), and generates a "auxiliary hit probability change state" that is more advantageous than the normal state. In a game state (auxiliary hit probability change state) in which this normal symbol probability change function is in operation, the auxiliary hit lottery probability becomes a high probability state, so auxiliary hits become more likely to occur, and normal power open games occur frequently, resulting in an operation rate improvement state in which the operation rate of the movable wing piece 47 per unit time is improved compared to the normal state.
[0141] The gaming machine 1 of this embodiment also has a "variable time shortening function (time shortening function)" whose functional part is the main control unit 20. There are two types of time shortening function: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").
[0142] The special symbol time-saving function is a function that generates a "special symbol time-saving state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops being displayed (average variation time)). In a game state where this special symbol time-saving function is in operation (special symbol time-saving state), the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a no-reach miss variation is shortened from 8 seconds to 2 seconds), resulting in a state where the number of jackpot draws per unit time is increased compared to the normal state.
[0143] The normal symbol time-saving function is a function that generates a "normal symbol time-saving state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed (average variation time)). In a game state (normal symbol time-saving state) in which the normal symbol time-saving function is in operation, the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 5 seconds to 0.6 seconds), and a lottery number improvement state is entered in which the number of lotteries per auxiliary per unit time is improved compared to the normal state.
[0144] The gaming machine 1 of this embodiment also has an "open extension function" whose function is the main control unit 20. This open extension function is a function that generates an "open extension state" in which the open operation period (open time of the movable wing 47) of the normal variable winning device 41 is extended from the normal state. In the open extension state, the open operation period (starting port open state time) of the movable wing 47 is extended from, for example, 0.2 seconds to 1.6 seconds, and the number of opening and closing times is extended from, for example, one time (when the open extension function is not in operation) to two times (when the open extension function is in operation), resulting in an operation rate improvement state in which the operation rate of the movable wing 47 per unit time is improved compared to the normal state. Therefore, when the open extension function is activated, the frequency of winning at the lower starting port 35 increases, so that the frequency of the establishment of the start condition of the special pattern variable display game that derives the lottery result of the jackpot increases compared to the normal state, resulting in a game state that is more advantageous to the player than the state in which the open extension function is not activated (not activated). In this regard, the above-mentioned extended open state is also referred to as the "electric chute support state (electric support state)."
[0145] By operating one or more of the above functions, it is possible to bring about a change in the internal game state (internal game state) of the gaming machine. For the sake of convenience, the internal game state will be referred to as follows according to whether each function is activated or deactivated:
[0146] (1) "Chance state" A gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated is referred to as a "probability change state."
[0147] (2) "Time-saving state" A game 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 called a "time-saving state". In this embodiment, a game state in which the special symbol probability variable function related to the probability variable state is removed, that is, a game 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 called a "time-saving state".
[0148] (3) "Latent state" A gaming state in which at least the special symbol probability function is activated and the opening extension function is not activated is called a "latent probability state." For example, a gaming state in which only the special symbol probability function is activated corresponds to this.
[0149] (4) "Normal state" A gaming state in which all functions are not in operation (non-operation) is called the "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 change time (average execution time of one symbol change 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 the "time-saving state" and the "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] In addition, the slight time-saving state is basically less advantageous than the time-saving state, and can be controlled to, for example, the following game states (Slight 1) to (Slight 3). (Minor 1) At least the electric support state is less favorable 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 the operating state is controlled significantly less favorably 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 approximately 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" means that due to the operation of the normal symbol shortening function and / or the special symbol shortening function, as already described, the average time required for one symbol variation display game (special symbol, normal symbol variation display game) (average variation time) is shorter than that in the case where the shortening 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 shortening function is operating) (Time α) When the average variation time (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 according to the game properties, for example, any relationship of "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 shortening function is operating) (Time β) When the average variation time (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 drawing 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 A2). For example, it applies 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 drawing short-time function and not operating the special drawing short-time function", regarding the relationship between the average fluctuation time of the special drawing in the short-time state and the average fluctuation time of the special drawing 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, with reference 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 function on the general drawing side.
[0158] Although the 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 variation 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 micro-time-saving state in which at least the "normal time-saving function" is activated. In the case of this specific example 1, the "normal time-saving function + open extension function" is activated, but the open extension state occurs according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, when the auxiliary hit A (winning probability = "auxiliary hit probability 99 / 100 x pattern selection rate 1 / 256"), which has a relatively low winning probability, is won, the open extension state occurs, and when the auxiliary hit B (winning probability = "auxiliary hit probability 99 / 100 x pattern selection rate 255 / 256"), which has a relatively high winning probability, the open extension state does not occur (see FIG. 4D(A) Note 3, "Pattern selection rate" column).
[0160] Also, the average fluctuation time of the normal map (in the case of the normal map, there may be only one type of fluctuation time depending on the game state) is extremely short, 2000 ms when the normal map time-saving function is not activated, and 1996 ms when the normal map time-saving function is activated, but the fluctuation time is shortened (see Note 2 in Fig. 4D (a), the same applies to specific examples 2 to 4 described below). It is preferable that the degree of this shortening is such that it is difficult or impossible (almost the same) for the player to distinguish whether the normal state or the slight time-saving state is being used, even if the player looks at the fluctuation display operation of the normal map.
[0161] Also, if the extended opening state does not occur, the opening time of the lower starting opening 35 is an extremely short time of 80 ms, making it virtually impossible to win at the lower starting opening 35. On the other hand, if the extended opening state occurs, the opening time of the lower starting opening 35 becomes 4000 ms, making it easier to win at the lower starting opening 35 (see Note 1 in FIG. 4D (a), the same applies to specific examples 2 to 4 described below).
[0162] Therefore, even if the player intentionally "hits to the right", unless the player wins the auxiliary hit A, which has a very low probability of winning, the operating state of the normal variable winning device 41 is almost the same as the normal state (the electric support state works more disadvantageously than the time-saving state), and by pretending the performance to be the normal state, such as the performance mode (performance state) described later and the performance related to the pattern variation display game (variation performance), it becomes possible to make it difficult or impossible to distinguish whether the current game state (internal game state) is in the micro-time-saving state or the normal state. In other words, it becomes possible to conceal the micro-time-saving state and express a pseudo-normal state (pseudo-normal state). The same phenomenon applies to the specific examples 2 to 4 described later, and in all cases, during the micro-time-saving state, it is possible to practically cause a "no electric support state" and realize approximately the same normal state (pseudo-normal state).
[0163] In this example, the normal time-saving function is activated, which can achieve a form of time-saving state. Therefore, the operating state of the special time-saving function is irrelevant (the special time-saving function may be either activated or not activated. The same applies to Specific Example 4 described below). However, when the special time-saving function is activated, in order to conceal the slight time-saving state, it is preferable that the average fluctuation time on the special side be set to "X ≒ Y" (X = average fluctuation time of the special chart related to the slight time-saving state, Y = average fluctuation time of the special chart related to the normal state) in the above (Formula 1) (the same applies to the case where the special time-saving function is activated in Specific Examples 2 to 4 described below).
[0164] As described above, if the relationship between the average fluctuation times on the special chart side is "X ≒ Y", the normal state and the slight time-saving state can have the following common points. (1) The base values for the normal state and the slight time-saving state can be made common (identical or approximately identical). (2) The effects (e.g., during-change effects, background effects, etc.) that are displayed in the normal state and in the micro-time-saving state can be made common (the same or nearly the same). In other words, it can be made difficult or impossible to distinguish whether the state is in the micro-time-saving state or the normal state in terms of effects (appearance).
[0165] (Example 2: Figure 4D(b)) FIG. 4D (b) is an example of a micro-time-saving state in which at least the "normal time-saving function" is not operating. In the case of this specific example 2, the "normal time-saving function" and the "open extension function" are not operating in a micro-time-saving state, and as shown in the figure, for the normal map, the micro-time-saving state and the normal state are the same. Therefore, even if the player intentionally "hits to the right," the operating status of the normal variable winning device 41 is no different from the normal state, and it is possible to conceal the micro-time-saving state by disguising the presentation as the normal state.
[0166] In this example, multiple types of auxiliary hits are provided as in the above-mentioned specific example 1, but there may be only one type of auxiliary hit. For example, only auxiliary hit A may be provided, and the pattern selection rate of the auxiliary hit A may be set to 100%. In this example, since the normal time-saving function is not activated, the special time-saving function is set to an activated state, which forms one form of time-saving state (the same applies to specific example 3 described below).
[0167] (Example 3: Figure 4D(c)) FIG. 4D(H) is an example of a micro-time-saving state in which at least the normal time-saving function is not activated and the normal probability-changing function is activated. In the case of this specific example 3, the "normal probability-changing function + opening extension function" is activated, but as in the above-mentioned specific example 1, the opening extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). Also, in this example, during the micro-time-saving state, the "normal probability-changing function" is activated and the auxiliary hit probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in FIG. 4D(H)), but the relationship between "auxiliary hit A" where the opening extension state occurs and "auxiliary hit B" where the opening extension state does not occur is the same as in the above-mentioned specific example 1 (see Note 1 in FIG. 4D(H) and the "design selection rate" column). In this example, as in the above-mentioned specific example 2, since the normal time-saving function is not activated, the special time-saving function is set to the activated state, thereby forming one form of time-saving state.
[0168] (Example 4: Figure 4D(ii)) FIG. 4D(D) is an example of a micro-time-saving state in which at least the "normal time-saving function" and the "normal probability-changing function" are activated. In the case of this specific example 4, the "normal time-saving function + normal probability-changing function + open extension function" are activated, but as in the above-mentioned specific examples 1 and 3, the open extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, the "normal probability-changing function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10 / 100, high probability = 99 / 100: see Note 1 in FIG. 4D(D)), but the relationship between "auxiliary hit A" where the open extension state occurs and "auxiliary hit B" where the open extension state does not occur is the same as in the above-mentioned specific example 1 or specific example 3. In this example, as in the above-mentioned specific example 1, the normal time-saving function is activated, so the special time-saving function may be activated or not.
[0169] In this embodiment, the general drawing is a form that 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 "latent probability state" or "probability variable state", the probability of winning a jackpot is a "high probability state". During a jackpot related to the operation of the condition device, a jackpot game occurs in which the jackpot entry port is continuously opened up to the maximum number of rounds, but all of the above functions are inactive, and the game is basically in the same game state as the above normal state.
[0171] (High base play state) In the probability variation state or time-saving state, the above-mentioned functions related to the normal symbols, that is, the normal symbol probability variation function, the normal symbol time-saving function, and the opening extension function, are activated by the same trigger. However, when the normal symbol probability variation function, the normal symbol time-saving function, and the opening extension function are considered individually, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 increases, and the frequency of winning at the lower starting hole 35 increases (it becomes easier to win), so that the game state becomes a "high base game state (starting hole entry favorable state)" in which the frequency of the start condition of the special symbol variation display game that derives the jackpot lottery result or the ball payout rate (base) is higher than in the normal state. In addition, the "high base gaming state" referred to here refers to the gaming state when functions related to normal symbols (at least one of the functions of the normal symbol probability change function, the normal symbol time-saving function, and the open extension function) are activated, and is different from the gaming state when functions related to special symbols, i.e., at least one of the functions of the special symbol probability change function and the special symbol time-saving function, are activated.
[0172] On the other hand, when the functions related to the special symbols (special symbol probability change function and special symbol time-saving function) are looked at individually, when the special symbol probability change function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the consumption time of the special symbol variation display game is shorter than in the normal state. In this respect, it is distinguished from the above-mentioned "high base game state" in which the frequency of the establishment of the start condition of the special symbol variation display game is higher than in the normal state.
[0173] In this embodiment, as an example of the "high base game state", the electric chute support state in which at least the opening extension function is given is treated as the "high base game state". In this electric chute support state, the operation rate (opening time and number of openings) of the movable wing piece 47 of the normal variable winning device 41 improves, the winning rate at the lower starting hole 35 increases, and the winning frequency per unit time increases, so it is a game state that is advantageous for the player compared to when the electric chute support state is not in place (low base game state). When focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "latent state", it is called "no electric chute support state", and if the game state is a "time-saving state" or a "probable state", it is called "electric chute support state". In this specification, "no electric chute support state" is referred to as "no electric support state", and "electric chute support state" is referred to as "electric support state" or "electric support state". In addition, when the game state is the "micro time-saving state", as already explained in FIG. 4D, either "with electric support" or "without electric support" can be used depending on the form adopted. However, even if the micro time-saving state of this embodiment is the "with electric support state", the winning degree (winning rate) of the lower starting hole 35 (normal electric role) is substantially the same as the "without electric support state", and it is placed in a state where winning at the lower starting hole 35 is difficult or impossible, as in the normal state. Therefore, from the viewpoint of the base value or the presence or absence of the electric support state, the normal state and the micro time-saving state are substantially the same (almost the same), and the degree of advantage to the player is almost the same. However, from the viewpoint of the lottery state, the normal state is treated as a valid special time-saving winning, which will be described later, and the micro time-saving state is treated as an invalid special time-saving winning, so that the normal state is relatively more advantageous to the player.
[0174] (3-2-1. Internal game state (game state judgment number YJ): Figure 25) The operation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) that determine the game state is managed by the main control unit 20 side according to the ON / OFF state of the flag corresponding to each function, that is, whether it is activated (5AH) or not (00H). The game state focusing on the operation status of each function is also called the "internal game state". The current internal game state is managed using an identifier called "game state determination number YJ". For example, when the game state determination number YJ is "00H", it specifies "normal state", when it is "01H", it specifies "slight time-saving state", when it is "02H", it specifies "time-saving state (time-saving)", when it is "03H", it specifies "latent probability state (latent probability)", and when it is "04H", it specifies "probable probability state". In 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 state as "potentially possible," and the potential bonus state as "potential bonus," and the time-saving state and / or the slight time-saving state will sometimes be referred to as "time-saving game states."
[0175] (3-2-2. Fluctuation pattern allocation designation number Tcode: Figure 25) In this embodiment, in order to realize various effects related to the internal game state, one internal game state is divided into several parts and can be managed as several game states. For example, if you want to divide the time-saving state into several types of time-saving states such as "time-saving A", "time-saving B", and "time-saving C", these can be managed as different time-saving states using an identifier called "variation pattern allocation designation number Tcode".
[0176] The substance of the "variation pattern allocation designation number Tcode" is an identifier (data for identifying a variation pattern selection mode) used when selecting a "variation pattern allocation table" (for example, see Figs. 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 big win lottery result (winning type), and are used when determining the variation pattern of the special symbol 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 related to 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 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 FIG. 25). However, 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 though it is the same "time-saving state".
[0178] In this way, by managing the "internal game state (YJ)" focusing on each function related to the determination of the probability of winning a lottery and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" focusing on the determination of the variation pattern of the special symbol (decision of the performance) as different data, it is possible to dynamically change the variation pattern even under the same internal game state. As a result, even under the same internal game state, it is possible to bring about a large change in the consumption time of the pattern variation display game (variation time of the special symbol) and the performance during that game (performance during variation). This increases the playability and the freedom of the performance, and improves the fun of the game.
[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 the game state (game mode) related to the variation pattern allocation designation number Tcode (variation pattern selection mode), may include a plurality of game modes that are more than the types of the internal game state (see the heaven mode to consecutive mode in the "Tcode" column in Fig. 25).
[0180] As shown in the "Tcode" and "YJ" columns in Fig. 25, a specific internal game state may be divided into multiple game states using the variation pattern allocation designation number Tcode, or none of the internal game states may be divided into multiple game states. In any case, the configuration remains the same, allowing the selection of a variation pattern (variation pattern allocation table) according to the game state.
[0181] In this specification, unless otherwise necessary, at least the game state related to the variation pattern allocation designation number Tcode is referred to as a "game mode" (see the "game mode type" column in Figure 25). This game mode can also be treated as a game state related to the "variation pattern allocation designation number Tcode and game state determination number YJ (internal game state)" as shown in Figure 25, in other words, as a "game state viewed as the entire gaming machine." For convenience of explanation, the internal game state and the game mode may not be distinguished from each other and may simply be referred to as a "game state." Furthermore, the variation pattern allocation designation number Tcode may be abbreviated to "Tcode."
[0182] <4. Winning types> Next, the "winning type" according to the present embodiment will be described with reference to Fig. 4A to Fig. 4C. Fig. 4A to Fig. 4C are explanatory diagrams for explaining the winning type related to the big win lottery target, the winning game operation mode, and the transition destination game state (transition destination game mode) according to the winning type.
[0183] (4-1. About winning types) First, the winning types will be described with reference to FIG. 4A and FIG. 4B.
[0184] In this embodiment, the winnings are 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 big win has multiple big wins, "Big Win A to Big Win D", and the small win has multiple small wins, "Small Win A, Small Win B". Among these wins, the "Big Win" is a win that belongs to the "Big Win Type" that triggers the operation of the condition device, and the "Small Win" is a win that belongs to the "Non-Big Win" type that does not trigger the operation of the condition device, and in this respect, the big win and the small win are different in nature. Here, the "condition device" refers to a device whose operation is a necessary condition for the operation of the device for continuously operating special electric devices for playing rounds, and which operates when a combination of specific special symbols is displayed or when the game ball passes through a specific area in the big winning opening (excluding the case where the device for continuously operating special devices is operating and the game ball wins the big winning opening). In addition, after the operation of the continuous reel operation device has finished, it is possible to activate a time-saving function, an extension function, or a special bonus function (to transition from one internal game state (the 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 of the accessory does not operate either, so there is no transition of the internal game state (the transition control of the internal game state is not performed simply by winning a small win), but the transition control of the variable pattern allocation designation number Tcode can be performed. Also, in the winning game due to the small win (small win game), since the consecutive operation device of the accessory does not operate, a round game like a big win is not executed, but depending on how the opening and closing pattern of the big winning port is determined, it is possible to realize a "pseudo round game" that looks 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 opening and closing action game ends, a series of small prize games ends after a predetermined end interval time (end INT). Such small prizes are different in nature from simple "misses" in that they are winning types that trigger (execution trigger) a winning game (special game state) that involves the opening and closing 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 game, small win game) based on the above-mentioned winnings will be explained.
[0188] (Jackpot Game) When "jackpot A", "jackpot B" or "jackpot C" is won, the maximum number of rounds is 3 rounds (3R), when "jackpot D" is won, the maximum number of rounds is 7 rounds (7R), and the maximum opening time of the big prize winning port in one round play is set to a long opening pattern (long opening time: for example, 29.8 seconds) that is expected to have a sufficient possibility that the number of winnings in the big prize winning port will reach the maximum number of winnings (for example, 10). The profit state (profit degree, advantage degree) during the big prize play is basically higher the relatively larger the maximum number of rounds, and the longer the maximum opening time of the big prize winning port, the higher the profit state during the big prize play. In the case of this embodiment, since the maximum opening time for each big prize is the same, the more the maximum number of rounds for a big prize, the higher the profit state during the big prize play, which works to the player's advantage (the same applies to the V-winning play described later). In addition, there is a higher chance of winning "jackpot D" on the special chart 2 side (lower starting hole 35 side) than on the special chart 1 side (upper starting hole 34 side), so it is more advantageous for the player to take 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 hole for round play can be different depending on the type of jackpot. For example, in the case of jackpot A, the maximum number of rounds is 3R, but some rounds (for example, 1R and 2R) can be long opening patterns, and other rounds (3R) can be short opening patterns (short opening time: for example, 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 game and V hit game.
[0190] (Small win game) As described above, the winning game (small winning game) by the "small winning" does not execute a round game like the "big winning", but by opening and closing the large winning opening 50 in a predetermined pattern by the opening door 52b, a pseudo round game (opening and closing action game) is expressed, and it can be pretended that a round game is executed in appearance. In the small winning game of this embodiment, an opening and closing action game is executed in which the large winning opening 50 is opened once and the maximum opening time is 1.8 seconds. When the small winning game starts, an opening performance that notifies the start of the small winning game is performed using the interval time (small winning start INT) before the opening and closing action game starts, and after the opening performance ends (after the small winning start INT has elapsed), an opening and closing action game that opens and closes the large winning opening 50 is executed. Using this opening performance, a performance that encourages V winning (V winning instruction performance) and the like are displayed.
[0191] (V hit game) When a game ball enters the large winning opening 50 during the opening and closing action game, the game ball (winning ball) is guided to the V winning opening (specific area) by the V guidance device in the large winning opening 50, and when the game ball enters the V (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 win is won, the player can easily win a V win (almost certainly win) as long as the player does not intentionally delay or stop the shot or continue to hit left during the small win game (during the opening and closing action), or does not perform irregular actions such as continuing to hit left, and hits right correctly.
[0192] When a V win is made, the condition device is activated, and after a series of small win games are completed, the accessory continuous operation device is activated, and the "V win game" with round play begins. When the V win game begins, a V win start interval time (V win INT (V win performance time)) is set, during which a "V win performance (opening performance)" appears to notify the occurrence of a V win. Then, when the V win INT has elapsed, a round game begins with the maximum number of rounds as the upper limit, and when the maximum number of rounds is completed, an ending performance is performed using the V win end interval time (V win end INT), and then the V win game ends. In other words, the V win game, like the above-mentioned big win game, is composed of each game period of an opening performance period, a round game execution period with the maximum number of rounds as the upper limit, and an ending performance period.
[0193] In addition, if a V wins, the current small win game is counted as the first round of the round game (assuming 1R) (the opening and closing action game of the current small win game is treated as the actual 1R round game), and the first round game in the V win game is counted as the 2nd R. V win games can be played multiple times in round games, just like big win games, but since they go through a small win game, the small win game (opening and closing action game) related to the V win is treated as the game equivalent to the first round.
[0194] Therefore, the number of round games (the number of consecutive operations of the special electric device during the operation of the device consecutive operation device) is, to be precise, "the number of specified rounds - 1". For example, in the case of a V-winning game with a maximum number of rounds of 7R, after the small winning game ends, a round game of "2R to 7R" is played as a V-winning game, and the number of winning balls is "the number of winning balls from winning balls during the opening and closing action game (1R considered as opening and closing action game) + the number of winning balls from winning balls during the round game for 6R" which is the total number of winning balls that the player can actually win (the number of balls dispensed during a V-winning game). For example, if the number of winning balls in the large winning hole 50 is 15, the number of winning balls during the opening and closing action game is about 1 to 3 (15 to 45 winning balls), and the maximum number of winning balls of 10 (150 winning balls) can be won during one round, then about 915 to 945 winning balls can be won.
[0195] In this embodiment, the V hit game differs depending on the type of small hit that is won. Specifically, if a small hit A is won, a V hit game with a maximum number of rounds of 7R (effectively 7RV hits) is played, and if a 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 related to the V hit game may be the same as or different from the big hit game. In this specification, unless otherwise necessary, the term "big hit" includes "V hit" and the term "big hit game" includes "V hit game".
[0196] (In case of non-V award) In addition, if V is not won during the small win game (non-V win), the V win game is not executed and the series of small win games will end. In addition, when non-V is won, only a simple small win game is executed, and the internal game state does not transition (see Note 8 in FIG. 4A).
[0197] (4-4. Regarding the game state to which you will transition after winning) Next, the game state to which the game is transferred after each winning game ends will be described with reference to FIG. 4A and FIG. 4B. FIG. 4A and FIG. 4B show the relationship between the game state at the time of winning and the game state to which the game is transferred after the winning game according to the winning type (the game state to which the game is transferred after the winning game based on the "game state at the time of winning" and / or the "type of winning big win"). FIG. 4A shows the big win and the small win, and FIG. 4C shows the V win (at the time of V winning). The "at the time of winning" column shown in the figure shows the game state type at the time of winning (the game mode type described later), and the "game state to which the game is transferred" shows the game state type (the game mode type) to which the game is transferred. Also, the "micro time-saving A" and "micro time-saving B" shown in the figure belong to the "micro time-saving state" in the internal game state, and the "time-saving A" and "time-saving B" belong to the "time-saving state" in the internal game state (see the "YJ" column in FIG. 25).
[0198] First, with reference to FIG. 4, the game state to which the game is shifted after a big win game will be described.
[0199] (In the case of jackpot A and jackpot B) In the case of "Big Win A" or "Big Win B", as shown in FIG. 4A, the game state to which the player transitions differs depending on the game state at the time of the winning.
[0200] In the case of jackpot A, if the game state at the time of winning is "normal state", it will be transitioned to "normal state", and if the game state at the time of winning is "micro-time-saving state" or "time-saving state", it will be transitioned 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 be transitioned to "normal state", and if the game state at the time of winning is "micro-time-saving state" or "time-saving state", it will be transitioned 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 the above-mentioned "short-time state (short-time A or short-time B)" is entered, the execution count of the special symbol variation display game continues until a predetermined number of times (maximum short-time count) is reached. When the special symbol variation display game ends without a jackpot or V-win occurring within that number of times (when the short-time count ends), the short-time state ends and the game shifts to the normal state (see Note 5 in Fig. 4A). Note that in the case of a non-V win, only a simple small win game is executed and there is no shift in the internal game state, so the short-time state does not end. Also, whether the predetermined number of times (maximum short-time count) has been reached is determined by counting the execution count (variation count) of the special symbol variation display game 1 and / or the special symbol variation display game 2 (the same applies to the time-short state described later). That is, when the execution count of the special symbol variation display game 1 and / or the special symbol variation display game 2 (variation count of Special Figures 1 and 2) reaches the predetermined number of times without a jackpot, the short-time state ends.
[0202] The above-mentioned predetermined number of times (end condition) for such a short-time state or time-short state can be determined as follows in (Rule 1) or (Rule 2). (Rule 1) When the total execution count of the special symbol variation display game 1 (Special Figure 1 side) and the special symbol variation display game 2 (Special Figure 2 side) reaches a predetermined number of times. (Rule 2) When either of the following conditions is met: the special symbol variation display game 1 is executed N times (0 < N), or the special symbol variation display game 2 is executed M times (0 < M). Note that the relationship between N and M can be "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as game characteristics and payout rate).
[0203] In this embodiment, the above-mentioned (Rule 1) is adopted (the same applies to the time-short 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 Fig. 4A).
[0204] (In the case of Jackpot C) In the case of Jackpot C, regardless of the game state at the time of winning, after the jackpot game, the game shifts to the "normal state".
[0205] (In case of big hit D) In the case of jackpot D, like "jackpot A" or "jackpot B", the game state to which it transitions differs depending on the game state at the time of winning. In the case of jackpot D, if the game state at the time of winning is "normal state", it will transition to "time-saving B", and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it will transition to "time-saving A".
[0206] When the "time-saving state" is entered, the special symbol variation display game is continued until a predetermined number of times (maximum number of time-saving times) is completed, and when the special symbol variation display game ends (time-saving times end) without a big win or V win occurring within the specified number of times, the time-saving state ends and the state transitions to the normal state (see Note 5 in FIG. 4A). When a non-V win occurs, a simple small win game is played, and there is no transition to the internal game state, so the time-saving state does not end. In this embodiment, the maximum number of time-saving times for time-saving A is 7 times, and the maximum number of time-saving times for time-saving B is 100 times (see Note 3 and Note 4 in FIG. 4A).
[0207] In the following, the end of the micro-time-saving count and the transition from the micro-time-saving state to another game state is referred to as "micro-time-saving exit". "Micro-time-saving exit" includes, for example, a case where the micro-time-saving state is promoted to a normal state (micro-time-saving exit normal transition). Also, the end of the time-saving count and the transition from the time-saving state to another game state is referred to as "time-saving exit". "Time-saving exit" includes, for example, a case where the time-saving state falls to a normal state or a micro-time-saving state (time-saving exit normal transition, time-saving exit micro-time-saving transition). Note that when there is no need to distinguish between micro-time-saving exit and time-saving exit, both may be referred to as "time-saving exit". Also, for convenience of explanation, the micro-time-saving count may be referred to as "time-saving count".
[0208] (If you win V) Next, the game state to which the game is shifted after a V hit game will be described with reference to FIG. 4B.
[0209] As already explained, the V-winning game occurs when a V wins during a small winning game. After the V-winning game ends, the game state to which the player transitions differs depending on the type of small winning that was won and the game state at the time of winning.
[0210] For either small win A or small win B, if the game state at the time of winning is the "normal state", the game will be transferred to "time-saving B" after the V hit is played, and if the game state at the time of winning is the "slight time-saving state" or "time-saving state", the game will be transferred to "time-saving A" after the V hit is played.
[0211] (Variations of the jackpot) In addition, the jackpot (including V jackpot) according to this embodiment does not have a jackpot that triggers a transition to time-saving C (one time of time-saving), but the present invention is not limited to this, and one or more jackpots that can be transitioned to time-saving C can be provided. For example, in the case of jackpot A and jackpot B, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving C", and if it is "slight time-saving state" or "time-saving state", it can be configured to transition to "slight time-saving A". Also, for example, in the case of jackpot D, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving C", and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it can be configured to transition to "time-saving A". Various modified examples regarding jackpots will be explained in the fifth embodiment (Figs. 58 to 60) described later.
[0212] <4-5. About the losers> Next, referring to FIG. 4C, the types of misses according to this embodiment will be described. In this embodiment, as shown in the figure, the special chart 1 side is provided with multiple types of misses A, B, and C, each with a different pattern selection rate. In this embodiment, the pattern selection probability satisfies the relationship of "miss A>miss B>miss C", and for example, miss A is selected at 95%, miss B at 4%, and miss C at 1%. In addition, only one miss D is provided on the special chart 2 side. In addition, in consideration of gameplay, one or multiple types of misses can be provided as the selection target on either the special chart 1 side or the special chart 2 side.
[0213] <4-6. Special working hours reduction> Next, the special time-saving type according to this embodiment will be described with reference to FIG. 4C.
[0214] In this embodiment, a "special time-saving" is provided as a type of winning in the jackpot lottery that can transition to a time-saving game state ("time-saving state" or "micro-time-saving state") without triggering a win (jackpot, V-win, or small win). This "special time-saving" has a major feature in that a time-saving game state is granted without going through a jackpot win (condition device operation, role continuous operation device operation) (without going through a jackpot game). The above-mentioned "without being triggered by a win" can include any of the following (this contract 1) to (this contract 3).
[0215] (Tokei 1) Means "without taking advantage of the fact that you have won a prize." (This Contract 2) Means "without going through a winning game (jackpot game, V-win game, or small win game)." (3) "At least without the condition of the operation of the condition device and the operation of the consecutive operation device of the reel" or "At least without the condition of the operation of the condition device and the end of the operation of the consecutive operation device of the reel." In other words, it means "at least without the condition of the execution of the big win game or the V win game."
[0216] The special time-saving is, in a broad sense, a "winning type (lottery type) that can grant a time-saving game state (time-saving state or minute time-saving state) without being controlled by a winning state (winning game) (without opening or closing the big prize opening)." In addition, 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 the big win nor the small win is won, it is possible to win the special time-saving. If the special time-saving is won, the time-saving state or the minute time-saving state is controlled after the winning game ends. If neither the big win, the small win, nor the special time-saving is won, the big win lottery result will be "miss", and one of 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 the case of a specific game state, the special time-saving feature winning is treated as valid, and in the case of 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 occurs, it is treated as a loss: a state in which the special time-saving feature is prohibited (restricted)) (see Note 1 in FIG. 4C). Note that, when a special time-saving feature winning is treated as a loss, the same game processing (such as a variation pattern selection processing or a presentation processing) as that in the case of a loss winning (which may be any of Loss A to C) may be executed.
[0219] (Special time-saving features) In this embodiment, as shown in FIG. 4C, multiple types of special time-saving A, B, and C are provided on the special chart 1 side, and when a special time-saving is won by the lottery, one of the special time-savings is determined by the pattern lottery based on a predetermined pattern lottery rate (see the pattern lottery rate column in FIG. 4C). In addition, 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 Micro-Time-Saving A (150 Micro-Time-Savings) (Transition to Micro-Time-Saving A). (B) If you win the "Special Time-Saving B", you will be granted Micro Time-Saving B (250 Micro Time-Savings) (transition to Micro Time-Saving B). (C) If you win the "Special Time-saving C", you will be granted Time-saving C (one time of time-saving) (transition to Time-saving C). The relationship in performance (advantage) of the special time-saving features in this embodiment is "special time-saving feature B < special time-saving feature B < special time-saving feature C."
[0220] In addition, whether one or more types of special time-saving measures are adopted on the Special Chart 1 side and / or the Special Chart 2 side can be determined appropriately depending on the gameplay.
[0221] (Variation 1 of special time-saving measure) In addition, the type of performance (time-saving performance, minute time-saving performance) of special time-saving can be determined as appropriate. For example, the following performance can be set.
[0222] As the time-saving state by the special time-saving, any of the following can be adopted: finite time-saving (time-saving number is finite), finite minute time-saving (time-saving number is finite), infinite time-saving (no limit on the number of time-saving), and infinite minute time-saving (no limit on the number of minute time-saving). Note that "infinite system" such as infinite time-saving or infinite minute time-saving means "no limit on the number of times (infinite)", but even if it is a "finite system" such as finite time-saving or finite minute time-saving, if the number of times that the time-saving state or minute time-saving state is guaranteed until the next big hit is won (for example, 10,000 times or 65,535 times), or if the number of times that cannot be consumed during the business hours of the pachinko hall (for example, 4 to 5,000 times or more) is given, it can be treated as belonging to the "infinite system".
[0223] As an example, special time-saving features such as the following (Special Time 1) to (Special Time 3) can be established. (Special Time 1) At least one special time-saving state can be provided that provides the same "time-saving count P times" as the time-saving state (time-saving state for a jackpot) provided (transitioned) by a jackpot. If there are multiple types of jackpots that provide a time-saving state, the "time-saving count P times" may be the same as the time-saving count for at least one of the multiple types of jackpots. For example, if there is a jackpot with a time-saving count of 50 times and a jackpot with a time-saving count of 100 times, the above "time-saving count P times" may be 50 times or 100 times. (Special Time 2) At least one special time-saving state can be provided that grants "time-saving times Q times" different from the time-saving state granted by the 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 the time-saving times related to all jackpots is "α times" and the least number of time-saving times is "β times", the relationship can be "time-saving times Q times > α times" or "time-saving times Q times < β times". (Special Time 3) The above-mentioned "times of time reduction Q times" may be "finite (a finite number of times of very short time reduction)" or "infinite (an infinite number of times of very short time reduction)".
[0224] (Variation 2 of special time-saving measure) 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 gives the same "micro time shortening number p times" as the micro time shortening state given by a jackpot (jackpot micro time shortening state). If there are multiple types of jackpots that give the micro time shortening state, the "micro time shortening number p times" 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 number of 50 times and a jackpot with a micro time shortening number of 100 times, the micro time shortening number p times may be 50 times or 100 times. In addition, if multiple special time shortenings are provided, at least one of the special time shortenings may be a different number of micro time shortening times. (Special Time 5) At least one special time-saving state that grants a "micro-time-saving number q times" different from the micro-time-saving state granted by a jackpot can be provided. If there are multiple types of jackpots that grant a micro-time-saving state, if the most number of micro-time-saving times among all the jackpots is "γ times" and the least number of micro-time-saving times is "δ times", the relationship can be "micro-time-saving number q times > γ times" or "micro-time-saving number q times < δ times". (Special Time 6) Note that the above-mentioned "number of times q of micro-time saving" may be "finite (a finite number of times of micro-time saving)" or "infinite (an infinite number of times of micro-time saving)".
[0225] (Variation 2 of special time-saving measure) 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 form so that you always win the special time-saving lottery. In this case, the probability of winning a loss can be set to 0%. (Lottery B) It is possible to make the lottery form such that if you do not win (big win and / or small win), you will almost always win the special time-saving lottery. For example, the probability of winning a miss 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 form is the same as the above-mentioned (Lottery A), but it is different in that there is a possibility of winning a miss.
[0226] In the above-mentioned (lottery A) or (lottery B), if the game state is normal, the special time-saving is almost always won (for example, in the case of (lottery A), the winning rate is almost 100% in the first game in normal state), and a transition to a time-saving state or a slight time-saving state is possible, creating a special gameplay. In this way, a lottery form in which the special time-saving is almost 100% likely to be won under a specific game state is called a "special time-saving ultra-high probability lottery form." Note that the special time-saving ultra-high probability lottery form 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 described. In this embodiment, a plurality of types of presentation modes that perform presentations related to each game state are provided, and the transition between each presentation mode can be controlled in response to the transition (update) of the game state.
[0228] The presentation modes include a "normal presentation mode" related to a "normal state", a "micro-time-saving presentation mode" related to a micro-time-saving state, a "time-saving presentation mode" related to a time-saving state, a "latent probability presentation mode" related to a potential probability state, a "probability variable presentation mode" related to a probability variable state, and a "during-win presentation mode" related to a winning game. The presentation modes can be provided with a plurality of types of presentation modes corresponding to the internal game state YJ or the variation pattern allocation designation number Tcode. In this embodiment, even if the internal game state is the same, if the variation pattern allocation designation number Tcode is different, it is possible to control the transition to a different presentation mode corresponding to each variation pattern allocation designation number Tcode. For example, as the time-saving presentation mode related to the time-saving state (YJ=02H), it is possible to transition to a different presentation mode such as a presentation mode corresponding to each of the time-saving A to time-saving C (Tcode=02H to 04H), specifically, a "time-saving A presentation mode (consecutive A presentation mode)", a "time-saving B presentation mode (consecutive B presentation mode)", and a "time-saving C presentation mode (consecutive C presentation mode)". 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 "Hell Mode A" and "Hell Mode B" have different fluctuation pattern allocation designation numbers Tcodes, 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 adopted for a plurality of game states according to the purpose and gameplay. For example, the normal state and the minute time-saving state (the same presentation mode is adopted for at least two different internal game states), and the same presentation mode may be adopted for the time-saving A and the time-saving B (the same presentation mode is adopted for at least two different game modes). In short, when there are a plurality of variation pattern allocation designation numbers Tcode, the same presentation mode may be adopted for at least two or more Tcodes, and when there are a plurality of internal game states YJ, the same presentation mode may be adopted for at least two or more YJs. It is preferable to adopt the same presentation mode for at least two or more similar game states. For example, the same presentation mode may be adopted for the time-saving A and the time-saving B belonging to the time-saving state, or the normal state and the minute time-saving state (in the case where the base value is approximately the same (in the case where the minute time-saving state is made to function as a pseudo normal state)).
[0230] In each presentation mode, the background display (background presentation) as the background of the variable display screen of the decorative pattern is changed to a presentation mode corresponding to the presentation mode. For example, in the "normal presentation mode", a background presentation reminiscent of the season "spring" (for example, a background image of a cherry tree is displayed), and in the "time-saving presentation mode", a background presentation reminiscent of the season "summer" (for example, a background image of the sea is displayed). This suggests the gaming state during the stay. In addition to changing the background display, the BGM and the decorative pattern (picture) may also be changed according to each presentation mode. In addition, at least one of the background display, BGM, and decorative pattern may be a common presentation between one presentation mode and another presentation mode. For example, a common background presentation (both display a background image of a cherry tree) may be used between the normal presentation mode and the slight time-saving presentation mode.
[0231] In addition, 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" in order to distinguish the presentation modes, since the Tcode is the same (common) presentation mode. Even in different presentation stages, the variation pattern of each presentation stage is the same because the variation pattern allocation designation number Tcode itself is the same, so that the variation pattern of the selection target is 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 made to appear depending on the current presentation stage. This increases the degree of freedom of presentation, and the presentation can be made diverse even in the same game state. In addition, different backgrounds can 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, the background can be changed to a "cherry blossom stage" with cherry blossom trees as the background, a "rape blossom stage" with rape blossoms as the background, or a "dandelion stage" with dandelions as the background, etc.
[0232] The presentation control unit 24 (CPU 241) is configured to be able to control transition between each presentation mode in response to transition (update) of the game state, and has a functional unit (presentation state transition control means (presentation mode transition control means)) that controls transition 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 variable pattern allocation designation number Tcode) based on information contained in a presentation control command containing information about the game state among the presentation control commands sent from the main control unit 20 (CPU 201), specifically, a specific presentation control command that specifies the current game state or specifies that the game state is to 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 transition from one presentation mode to another according to the processing state (for example, a configuration that can control transition between multiple types of presentation modes in response to the variable pattern allocation designation number Tcode). The above-mentioned "specific performance control command" includes, for example, a variation pattern designation command, a game state designation command, and a specific command sent during a win (for example, a jackpot start command, a jackpot end command), etc. If the performance control unit 24 can independently determine the game state, it can control the transition of the performance mode without relying on a specific performance control command.
[0233] (5-2. Preview performance) Next, the preview performance will be explained. The performance control unit 24 is configured to be able to present various "preview performances" related to the big win lottery results (win / lose lottery results and / or pattern lottery results) based on the contents of the performance control command from the main control unit 20 (information included in the variable pattern designation command, decorative symbol designation command, and winning time command described later). Specifically, it is possible to present (execute) "preview performances" related to the performance mode (including the performance stage described later) and the big win lottery results.
[0234] The preview performance is basically a performance executed as part of the performance during the change (part of the scenario), and various preview performances appear during the change performance. The main role of the preview performance is to predict (suggest) the probability of winning whether or not a winning type and / or a special time-saving type has been won, and to predict the probability of a specific preview performance occurring. Many of the preview performances act as "hyping performances" to increase the player's expectation of winning.
[0235] Representative examples of preview effects include "reach effect," "pseudo consecutive effect," "player participation effect," "step-up effect," "stage change effect," "preview preview effect," etc. These effects will be explained below.
[0236] (5-2-1. Reach performance) The above-mentioned "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result can be derived and displayed via the reach state.
[0237] The "reach state" refers to a display mode in which, before the result of the decorative pattern change display game is derived, some of the decorative patterns derived and displayed during the decorative pattern change display game constitute part of a display mode indicating the occurrence of a jackpot (a jackpot win), and the change display of decorative patterns that have not yet been derived and displayed is being performed; this refers to a change display mode that uses the change display mode of the decorative patterns for dramatic effect to suggest (predict) that a display mode indicating a specific type of win (such as a jackpot, small win, or special time-saving win) is likely to be derived (that there is a possibility of winning a specific type of win), thereby stirring up the player's anticipation of winning. For example, when the combination of decorative patterns (jackpot patterns) indicating a jackpot win (occurrence of a jackpot) is a pattern combination such as "7 (left pattern)," "7 (middle pattern)," and "7 (right pattern)," on a specified effective winning line, the left and right patterns, which are part of the pattern combination, display "7" (a ready state), and the remaining middle patterns (the remaining patterns that do not constitute a ready state) are changing and displaying by rapidly fluctuating, frame-by-frame, oscillating, enlarging / reducing, deforming, etc.
[0238] Therefore, even if a ready state is formed, the result of the decorative symbol variable display game does not necessarily become a "jackpot", and if the final result is not a stop display mode (jackpot pattern) that indicates a jackpot, the game result will be a "miss". In the above example, the left and right patterns that make up the ready state (ready pattern) are patterns that make up the ready state, and in this sense are also called "ready pattern".
[0239] The reach performance (reach fluctuation) is roughly divided into a "before reach (before tenpai, tenpai teasing)" stage, a "reach (tenpai, hit or miss teasing)" stage, and a "after reach" stage. The "after reach" stage is a period in which the game result (reach performance result: hit or miss result) is finally notified, and includes a period in which promotion performance and revival performance may occur. The "promotion performance" is a performance mode in which, after notifying that a win in a low profit state has been won, a win in a higher profit state has been won. For example, it is a performance mode in which, after displaying a decorative pattern indicating a time-saving jackpot (a jackpot that triggers a transition to a time-saving state), a decorative pattern indicating a probability-changing jackpot (a probability-changing jackpot) is displayed to notify that the current game result (jackpot lottery result) was a probability-changing jackpot. The "revival performance" is a performance mode in which, after notifying that a miss has been won, a winning jackpot is definitely notified. For example, this is a presentation mode in which after displaying a decorative pattern (missing symbol) indicating a miss, a decorative pattern (jackpot pattern: for example, a matching pattern) indicating a jackpot is displayed, or a presentation (confirmed win presentation) is presented to definitively notify the player that they have won the jackpot.
[0240] The above-mentioned "reach performance" includes a number of reach performances associated with the probability of winning. For example, when a specific reach performance appears, the probability of winning is relatively higher than when a normal reach performance (normal reach = N reach) appears. Such a specific reach performance is called a "super reach (SP reach)". Many of these "SP reaches" have a relatively longer performance time (variation time) than N reaches, in order to increase the expectation of winning a jackpot. Also, SP reaches include not only normal SP reaches (normal SP reaches), but various other SP reaches. The contents of each reach performance (reach variation mode) are explained below.
[0241] (r1) "N Reach" "N reach" is a fluctuation mode in which, after normal fluctuation, the game ends by simply passing through the normal reach state and announcing the game result (hit or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, 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 all reach types, N reach is the reach fluctuation type with the shortest fluctuation 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 performance (SP reach) occurs via a normal reach, and then the game result is notified and the game 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 performance (SP reach) occurs via the normal reach state, and after a miss is reported, the second reach performance (SPSP reach) with a higher winning expectation than the first reach performance occurs (develops into another SP reach type), and the game result is reported and the game ends. "SP reach + SPSP reach" is also called "developed SPSP reach" because it develops into another SP reach via the SP reach. In addition, "SP reach + SPSP reach" is the reach variation type with the longest variation time among reach types because it passes through various reaches (for example, 200 to 260 seconds with pseudo consecutive (1 to 3 times), 180 seconds without pseudo consecutive, etc.). In addition, the reach itself that develops into may also be called "SPSP reach".
[0244] (r4) "SPSP Reach" (Direct hit type SPSP reach) An "SPSP reach" is a reach change mode in which, after a normal change, the normal reach state is passed, but the first reach performance (SP reach) is not passed, i.e., it is omitted, and the second reach performance (SPSP reach) occurs immediately (develops directly into an SPSP reach), and the game result is announced and the game ends. The 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 going through a reach state, a fluctuation display is made while maintaining the pattern display state indicating a win (for example, a line-up of patterns) for a specified 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 mode that surprises players. It is disguised as 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 mode where the symbols stop 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 mode where the winning symbol stops and is displayed without developing into an SP-type reach while remaining in an N-reach (low-expectation reach effect) 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, it is exceptional in that it includes those that stop and display the winning symbol without going through the reach state, and it may be treated as a non-reach type (normal variation type).
[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 normal reaches, the selection rate is determined in relation to the jackpot lottery result so that the relationship of the winning expectation is "N-reach 1 < N-reach 2 < SP reach < developed SPSP reach < direct-hit SPSP reach". Also, in the reaches during time-saving mode (see Figure 28), the selection rate is determined in relation to the jackpot lottery result so that the relationship of the 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 winning determination, they are positioned as reach effects with the highest expectation (in this embodiment, at least the winning expectation of the direct-hit 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 SPSP reach appears, if a preview effect with a high winning expectation is involved, it can have the same or higher winning expectation as the direct-hit SPSP reach.
[0249] In this way, the occurrence of a reach is a clue for the player to know the possibility of winning a certain type of win (for example, a big win). Therefore, various advance notice effects are provided that suggest the possibility of the reach occurring, in other words, that can clarify the probability of winning. In a pattern variation display game, one or more types of advance notice effects may occur in combination (occurring at different times or simultaneously), and the advance notice effects occur in combination to indicate a clearer probability of winning. For example, if one or more advance notice effects are accompanied by a reach effect, the probability of winning is more clear and the probability of winning is higher than when a reach effect occurs alone. Such advance notice effects can be broadly divided into a "pre-advance notice effect" that can occur before the reach (before the tenpai) and a "post-advance notice effect" that can occur after the reach (during the reach). In addition, some advance notice effects predict the possibility or confirmation of the occurrence of other advance notice effects (for example, pseudo consecutive wins and stage change effects) other than the reach effect.
[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) as "SP reach type", and reach types belonging to premium reach 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 performance (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a performance mode accompanied by a pseudo continuous variable display state of the decorative pattern (so-called "pseudo variation"). This "pseudo variation" refers to a variable display mode in which, during one decorative pattern variable display game, some or all of the decorative patterns are temporarily stopped (not normal decorative patterns, but one or more pseudo consecutive dedicated patterns may be used), and the decorative patterns are re-varied and displayed from the temporary stopped state, and such a display operation is repeated one or more times. For example, the decorative patterns are temporarily stopped and displayed at "775" (pseudo variation), and after the decorative patterns are variably displayed again, the final decorative pattern is stopped. In this respect, it is different from the "preview preview effect" described later, which can be executed across multiple pattern variable display games.
[0252] The occurrence rate of "pseudo consecutive wins" is basically set so that the more pseudo fluctuations there are, the higher the winning expectation becomes. For example, the more pseudo fluctuations there are, the higher the expectation of a pre-announcement performance (for example, SP reach) with a high winning expectation becomes than the more pseudo fluctuations there are once. Therefore, if the current fluctuation performance is composed of a performance scenario including a reach performance, "pseudo consecutive wins" often occurs mainly in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo fluctuations are performed, the reach performance is executed in the main fluctuation, and the final game result is derived and displayed. In this specification, when it is referred to as "pseudo N", it means the total number of pseudo fluctuations M times and the main fluctuation. For example, when it is written as "pseudo 2", it means "pseudo fluctuation 1 time + main fluctuation", and when it is written as "pseudo 3", it means "pseudo fluctuation 2 times + main fluctuation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in FIG. 26). Also, if there is no pseudo 2~3, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur.
[0253] (5-2-3. Player Participation Performance) In this embodiment, one of the preview effects is a preview effect that belongs to the "player participation type effect." A "player participation type effect" is a preview effect mode in which the content of the effect can change based on the operation content (operation result) when a predetermined operation (for example, a single press, a long press, or repeated taps) is performed on the operation means (effect button 13 and / or directional key 75). A player participation type effect is also called a "button preview effect" or a "button operation effect" because it uses the operation means.
[0254] In the player participation type performance, when a predetermined button valid period arrives, a predetermined performance (pre-operation performance) occurs, including an "operation instruction performance" that prompts the player to perform a predetermined operation on the operation means, and when the player operates the operation means during the button valid period or the button valid period has elapsed, the currently displayed performance changes to another performance (post-operation performance) based on the operation content. Depending on the performance mode (performance content) before and after this operation, information regarding the probability of winning, the jackpot lottery result (win / lose result, pattern lottery result), or setting suggestion can be notified. The performance control unit 24 includes an operation valid period setting means for setting an operation acceptance valid period during which the operation of the operation means is valid based on a predetermined condition (for example, a predetermined timing during the player participation type performance), a pre-operation performance control means for controlling a predetermined pre-operation performance during the button valid period, and a post-operation performance control means for controlling a predetermined post-operation performance based on the operation of the performance button during the operation valid period.
[0255] It should be noted that the player participation type performance is basically executed as a part of the advance notice performance (part of the advance notice performance scenario). Representative examples include "reach performance", "pseudo consecutive wins", "step-up notice", and "preview notice", which incorporate the player participation type performance. In the case of a player participation type reach performance, for example, a button advance notice performance is generated at a specified timing before or after the reach, and the expected probability of development to a specific reach or the expected probability of winning, etc. is announced according to the result of the player participation type performance.
[0256] (5-2-4. Step-up notice) Also, in this embodiment, as one of the preview effects, there is a "step-up preview (SU preview)" in which the effect can develop step by step. In the "step-up preview", an effect corresponding to the number of steps (stages) is executed, and the winning expectation level increases when it develops to a larger number of steps. Therefore, when the effect ends at the first step, the winning expectation level is the lowest, and when it develops to the final step, the winning expectation level is the highest. For example, in the case of a step-up preview that can develop in three steps consisting of steps 1 to 3, the relationship of the winning expectation levels is "step 1 < step 2 < step 3". When stepping up, there is not only a "normal step preview (N step preview)" that develops sequentially like "step 1 → step 2 → step 3", but also a "super step-up preview (SP step-up preview)" that jumps to a plurality of steps ahead at once like "step 1 → step 3". The relationship of the winning expectation levels is "N step preview < SP step preview".
[0257] (5-2-5. Stage change effect) Also, in this embodiment, as one of the preview effects, there is a "stage change effect". The "stage change effect" is a preview effect mode in which, during the 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, by changing the background display), and the winning expectation level 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 expectation level and the like according to the destination effect stage. For example, when shifting to effect stage A, it suggests a low expectation level, and when shifting to effect stage B, it suggests a high expectation level. (C2) A notice mode that suggests the probability of winning, etc., by the difference in the cut-in effect that occurs when the performance stage transition occurs. For example, if the performance stage transition occurs with the appearance of character A, a low expectation is suggested, and if the performance stage transition occurs with the appearance of character B, a high expectation is suggested.
[0259] In addition, 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 performance 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 in the form of an interruption during the execution of a specific preview effect, and after the interrupt preview, the performance mode transitions to a preview effect different from the specific preview effect. The interrupt preview is mainly executed as a part of a reach performance scenario.
[0262] This presentation scenario that includes an interrupt notice differs from other reach presentations in the following ways. Here, we will explain the reach presentation as a representative example, in which the presentation unfolds from "first reach presentation (N reach) to second reach presentation (SP reach)" as in the above-mentioned "SP reach." For ease of explanation, we will refer to a reach presentation that includes an interrupt notice as an "interrupt reach presentation," and a reach presentation that does not include an interrupt notice as a "non-interrupt reach presentation" (here, SP reach).
[0263] In the "non-interrupt reach performance", the "first reach performance (N reach)" and the "second reach performance (SP reach)" are executed in sequence, and the current game result is announced in the final executed second reach performance. Specifically, for example, if the current game result is a jackpot, the non-interrupt reach performance announces a miss as the performance result of the first reach (it announces a miss once), and then develops into the second reach performance, and announces the current game result, which is a jackpot, as the performance result of the second reach performance (it announces the current game result as the final performance result of the non-interrupt reach performance).
[0264] In contrast, the "reach performance with interruption" is a special performance mode in which "at a specific timing during the execution of the first reach performance, a specific notice (interrupt notice) occurs, and develops into the second reach performance." In other words, after the normal fluctuation, it develops into the first reach performance, but before the performance result of the first reach performance is seen, an interrupt notice occurs (the interrupt notice is executed in a way that interrupts the first reach performance), and the second reach performance is executed after the interrupt notice. Therefore, from the player's perspective, the reach performance develops in a surprising way, and a notice performance with a high performance effect is realized.
[0265] When such an interrupt 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) which has a higher chance of winning than the reach performance in which the interrupt notice occurred (here, the first reach performance).
[0266] In the above, "SP reach + SPSP reach" has been explained as a representative example, but it is possible to configure the system so that an interrupt preview can be executed while various preview performances are being executed.
[0267] The timing of the interrupt notice is determined for each reach performance. For example, it can occur at a predetermined timing in the "before reach (before tenpai, during tenpai teasing)" stage, "during reach (during tenpai, during hit / miss teasing)" stage, and "after reach" stage of the first reach performance. There may be multiple occurrences, and the timing at which it will occur is determined by a predetermined performance lottery. When an interrupt notice occurs, it can occur at the following timings.
[0268] (Preliminary 1) While audio production such as dialogue sounds (hereinafter referred to as "audio production A") is being executed (while a specified audio part is being executed). (Pre1α) 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 passed (for example, if the lines are 30 characters, the moment when more than 15 characters have passed).
[0269] (Pre-2) When a specified light effect is executed during a certain preview performance (while a specified light performance part is being executed), if the light effect is capable of executing an effect 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 switches between video scenes), the timing when more than half of the execution time of a specific cut at which an interrupt 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 interrupt preview can be executed have been spoken.
[0272] (Prediction 5) When a specified performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple switches between video scenes), the timing when more than half of the execution time of the light performance of a specific cut in which an interrupt preview can be executed has elapsed.
[0273] (Pre-6) When a specified performance relating to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when switching from one cut in which an interrupt preview cannot be executed to another cut in which an interrupt preview can be executed has occurred before half of the execution time of that other cut has elapsed.
[0274] (Pre-7) 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 switching from one cut in which an interrupt preview cannot be executed to another cut in which an interrupt preview can be executed, and before half of the execution time of the sound performance related to that other cut has elapsed.
[0275] (Pre-8) 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 the performance switches from one cut in which the interrupt preview cannot be executed to another cut in which the interrupt preview can be executed, and before half of the execution time of the light performance related to that other cut has elapsed.
[0276] In addition, as the presentation mode of the interrupt notice, for example, a blackout presentation (a darkening presentation), a lights-out presentation, a silent presentation, a loud sound presentation, a soft sound presentation, a flashing light presentation, etc. can be adopted. When an interrupt notice is generated, the execution of the predetermined presentation that has been executed up until that point is stopped (stopped midway) and a different presentation is started. By executing the presentation mode as described above, it is possible to attract the player's attention or take the player by surprise. In order to maximize the effect of the interrupt notice, it is preferable that the predetermined presentation being executed at the timing when the interrupt notice is generated is a "flashy presentation" or a "subtle presentation". If the lights suddenly go out, there is no sound, or the screen goes dark during the execution of a "flashy presentation" (when a lights-out presentation, a silent presentation, or a blackout presentation is adopted as the interrupt notice), the impact on the player will be enormous. Similarly, when a loud noise or flashing light suddenly occurs during the execution of a "modest effect" (when a loud noise or flashing light effect is used as an interrupt notice), the impact on the player is also enormous. The predetermined effect executed when an interrupt notice occurs is preferably the following effect 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 movable object effects. (Interval 2) The number of types of effects being executed in one cut where an interrupt notice can occur is greater than the number of types of effects being executed 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 overall 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). (Interrupt 5) The volume of the sound effect executed in a cut in which an interruption notice can occur is smaller 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 during the execution of a relatively quiet effect).
[0278] In the above, when an interrupt notice occurs, the preview performance executed before the interrupt notice is switched to another preview performance, but this does not necessarily mean that the preview performance is switched to another preview performance, and it may include a case where the preview performance executed before the interrupt notice continues to be executed even if an interrupt notice occurs. For example, the performance may be such that an interrupt notice is generated (a ready-to-win performance is interrupted to generate an interrupt notice) at a predetermined timing of a specific reach performance (which may be a specific normal variation), and the interrupted reach performance is resumed after the interrupt notice. In this case, the performance may be configured so that the expectation of winning is higher with an interrupt notice than without an interrupt notice.
[0279] (5-2-7. Preview performance: Fig. 5A, Fig. 5B) The "pre-reading notice performance (pre-reading notice)" is a performance mode that can notify in advance the expected winning probability for an activated reserved ball (an unconsumed activated reserved ball) that has not yet been used in the execution of a pattern change display game (special pattern change display operation) by utilizing the reserved display mode or a performance during a pattern change display game that is executed first chronologically.
[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] Provided in a portion of the screen of the liquid crystal display device 36 (below the display area for decorative patterns in the illustration) are a reserve display area 76 which displays the number of activated reserved balls for Special Chart 1, and a reserve display area 77 which displays the number of activated reserved balls for Special Chart 2, and information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by a lit state (activated reserved balls present: "○ (white circle)" as shown) or an unlit state (no activated reserved balls present: dashed circle as shown).
[0282] The display regarding the presence or absence of the activated reserved ball (hereinafter referred to as "reserved display") is displayed in the order of occurrence (winning order), and in each reserved display area 76, 77, the leftmost activated reserved ball is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in the reserved display. In this embodiment, as shown in the figure, reserved display sections a1 to d1 (corresponding to the special pattern 1 side) and a2 to d2 (corresponding to the special pattern 2 side) consisting of reserved icons (icon images) provided in the same number (4) as the maximum reserved memory number are provided in a part of the screen of the liquid crystal display device 36. The display mode of these reserved display sections a1 to d1 and a2 to d2 is usually switched to the activated state (lighting state) for only the number of the activated reserved balls present when the pre-reading judgment is performed, for example, 3. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the read-ahead notice described below, the hold display mode of the corresponding hold display section among hold display sections a1 to d1, a2 to d2 is changed to a predetermined read-ahead notice display mode (special hold display mode), thereby functioning as a means for generating the read-ahead notice.
[0283] Also, on the left side of the reserved display areas 76 and 77, a changing display area 78 is provided to show the active reserved ball currently being used in the special symbol changing display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved K icon currently being used in the game appears on the receiving seat J icon. That is, when the variable display of the special symbol 1 or special symbol 2 starts, the oldest reserved a1 or a2 icon (icon image) displayed in the reserved display areas 76 and 77 moves to the receiving seat J icon in the changing display area 78 as the game running reserved K icon, and this state is maintained for a predetermined display time.
[0284] In addition, in the lower right corner of the liquid crystal screen shown in FIG. 5A, a sub-display area 79 capable of displaying the operation reserved balls of the special figures 1 and 2, the number of operation reserved balls of the normal figures, information on the variable display operation of the special figures 1 and 2 (mini decorative figures), and information on the variable display operation of the normal figures (mini normal figures) is provided as a display area for sub-like effects (sub-effects) separate from the main effects such as decorative figures and notice effects. The information in this sub-display area 79 continues to be displayed even when the display of the decorative figures and / or the reserved display section is hidden when displaying the notice effect. Therefore, it is possible to identify whether or not a figure variable display game is currently being performed and how many operation reserved balls there are by the information in the sub-display area 79. For example, even if an effect occurs in which the entire screen is blacked out and the decorative figures (left, center, right figures) are temporarily hidden from the screen, the mini decorative figures continue to be displayed in the sub-display area 79. The sub-display area 79 is provided in an area that does not interfere with the main effect because of its role of displaying sub-like effects.
[0285] Depending on the game state (game mode or internal game state), the display area of the reserved display area 76 can be displayed more emphatically than the reserved display area 77 (for example, preferentially displayed or displayed larger, etc.), and conversely, the display area of the reserved display area 77 can be displayed more emphatically than the reserved display area 76. For example, during a first game state (for example, a game state favorable to left-handed hits: normal state or slight time-saving state), the reserved display area 76 can be displayed emphatically, and during a second game state (for example, a game state favorable to right-handed hits: time-saving state), the reserved display area 76 can be displayed emphatically. Also, during a first game state, both the reserved display areas 76 and 77 can be displayed, and during a second game state, the reserved display area 77 can be displayed preferentially (for example, only the reserved display area 77 can be displayed).
[0286] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control regarding this pre-reading notice, first, in the main control unit 20, when an operation reserved ball occurs (when the start condition is satisfied), before the operation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), a "pre-reading hit judgment (pre-reading hit judgment, pre-reading pattern judgment)" is performed to judge in advance the big win lottery result (win / lose lottery result, pattern lottery result) related to the operation reserved ball (see steps S318 to S319 (random number judgment process to special stop pattern data creation process) in FIG. 11 and steps S410 to S411 (random number judgment process for special electric role operation judgment to special stop pattern creation process) in FIG. 12).
[0287] Furthermore, using the result of the above-mentioned "pre-reading hit judgment", a "pre-reading fluctuation pattern judgment" is performed to judge in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activated reserved ball is used in the execution of the symbol fluctuation display game in the future (see step S320 (random number judgment process at the time of winning the starting hole) in FIG. 11). This fluctuation pattern of the special symbol judged in advance is called the "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, the fluctuation pattern at the start of fluctuation is judged in advance, such as what kind of reach state will be passed through in the reach fluctuation pattern, or whether it will be a normal fluctuation pattern that does not pass through the reach state.
[0288] Since the above-mentioned pre-reading fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the result of the advance determination of the winning / losing lottery and the pattern lottery), the pre-reading fluctuation pattern information can include not only information on whether it is a "winning fluctuation pattern" when a winning lottery is won or a "losing fluctuation pattern" when a losing lottery is won (information on the winning / losing lottery result), but also information on the execution of a specific preview performance, such as the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-consecutive (if there is a pseudo-consecutive, the number of times). In this way, a series of processes for determining the pre-reading fluctuation pattern through the pre-reading winning determination is called "pre-reading determination".
[0289] When the information on the look-ahead fluctuation pattern is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs a performance control process related to the look-ahead notice. In detail, when the look-ahead judgment is executed, a "reserved addition command" capable of identifying the number of active reserved balls at the time of the look-ahead judgment (the number of currently active reserved balls including the currently generated active reserved balls) and a "winning time command" capable of identifying the above-mentioned look-ahead fluctuation pattern information (at least the information on the look-ahead judgment of the winning / losing lottery result at the start of the fluctuation) are transmitted from the main control unit 20 to the performance control unit 24, and when the performance control unit 24 receives these commands, a performance control process related to the reserved display and the look-ahead notice is performed based on the information contained in the command. Specifically, when the performance control unit 24 receives the reserved addition command and the winning time command, a "look-ahead notice lottery (winning time lottery process)" regarding whether or not to execute (appear) the look-ahead notice is performed based on the look-ahead fluctuation pattern information, and if the look-ahead notice is executed, a performance scenario related to the look-ahead notice is determined, and the look-ahead notice is made to appear according to the performance scenario (see Figs. 5A and 5B described later). The probability of the above-mentioned pre-reading notice being executed is higher for a "jackpot" than for a "miss," and also for the 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 occurs, or at the same time as the start of the pattern variation display game that is performed first in the chronological order, or at a specified timing during that game, with the pre-reading notice targeting the current activated reserved ball appearing.
[0290] The reserved addition command is composed of two bytes: the data on the upper byte side that can specify the special chart type information (special chart 1 or 2), and the data on the lower byte side that can specify the number of reserved balls in operation at the time of the pre-reading judgment (at the time of winning). The winning command is composed of two bytes: the data on the upper byte side that specifies the winning or losing result, and the data on the lower byte side that can specify the contents of the pre-reading fluctuation pattern as the pre-reading judgment information (for example, see Figures 26 and 27).
[0291] The probability of executing the above-mentioned look-ahead prediction lottery is higher for a "jackpot" than for a "miss," and also for the look-ahead variation pattern type with a relatively high winning expectation. Therefore, the winning expectation is indicated by whether or not a look-ahead prediction occurs. Note that the look-ahead prediction can be executed at the timing when the activated reserved ball occurs, or at the same time as the start of the pattern variation display game that is performed first in the chronological order, or at a specified timing during that game, with the look-ahead prediction targeted at the current activated reserved ball.
[0292] (Winning time prediction: Reserve change prediction) In this embodiment, when a look-ahead notice is executed (when the look-ahead notice lottery is won), a look-ahead notice may be executed in which the reserved icon that is the target of the look-ahead notice among the reserved icons in the reserved display sections a1 to d1 and a2 to d2 changes from the white color of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color such as a flashing white, blue, yellow, green, red, or rainbow color. This reserved change notice may be triggered by a win (a new operating reserved ball reserved display), so it is also called a "win-time-based look-ahead notice."
[0293] As this reserved change notice, FIG. 5A shows an example in which the operating reserved ball of the hatched reserved display section b1 has changed to a special reserved display. Here, the reserved icon flashes white, blue, yellow, green, red, and rainbow colors, in that order, indicate a higher winning expectancy, and the rainbow reserved icon is a premium reserved icon (guaranteed reserved notice) that indicates a confirmed big win (winning). The white flashing icon display is a reserved icon that suggests the possibility of a "step-up reserved change notice" to be described later, and makes people expect what color the reserved color will ultimately be (there are also cases where the reserved color does not change and remains flashing white). In the case of white flashing, if the reserved display remains the same, the winning expectancy is the lowest among the special reserved displays, but if it changes to another reserved color, the winning expectancy increases to that reserved color.
[0294] In this embodiment, the preview performance has a relatively low probability of being selected (low appearance rate) when the jackpot lottery result is a miss, and a relatively high probability of being selected (high appearance rate) when the jackpot lottery result is a hit. In this embodiment, the preview performance with a high expectation of winning is one with a winning expectation rate of a predetermined value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more), and the rest are treated as preview performances with a low expectation rate. In the case of the hold change preview mentioned above, the flashing white, blue, yellow, green, and red If the winning expectancy of green, red, and rainbow colors is 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectancy notice effects, and the rest (white flashing, blue, and yellow) belong to low expectancy notice effects. When a pre-reading notice occurs, if a high expectancy notice (such as a high number of pseudo consecutive hits or SP reach) occurs during the pattern change display game for that activated reserved ball, the expectation of winning will increase even more in combination with the content of the pre-reading notice effect.
[0295] The existing operation reserved balls are consumed in sequence when the pattern change display game is executed. At this time, in order to express that one operation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing operation reserved ball is moved forward (sequentially shifted to the left) and the number of displayed balls is reduced, and display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice is different from the notice performance performed during one pattern change operation such as pseudo consecutive in that a dedicated notice performance can be displayed across multiple pattern change display games (multiple pattern change display operations).
[0296] In this embodiment, the hold change notice as in (A) to (C) below can be configured to be executable. (A) A case where a special reserved display appears when a winning ball is won (above winning time reserved change notice). For example, a case where a special reserved display appears when a new operating reserved ball is displayed. (B) A case where the normal hold display is changed to a special hold display at a specified timing. For example, when you win, the normal hold display (white) is displayed, but at a specified timing, the normal hold display is changed to a special hold display (white → blue, white → red, etc.). (C) At a specified timing, the display changes to a special reserved display with a relatively higher winning probability than the current reserved display (normal reserved display or special reserved display). For example, the display changes from white flashing or blue to a reserved color of yellow or higher in a step-up manner (a reserved color with a probability of winning that is one or more steps higher).
[0297] In the above-mentioned (B) or (C) case, the "predetermined timing" may be, for example, a predetermined timing during the reserved subtraction (during the shift display) or during the pattern change display game (changing performance) related to another operating reserved ball (for example, a predetermined timing during a specific notice performance), and refers to a case where a reserved display related to a new operating reserved ball is displayed and then a reserved change notice related to the operating reserved ball is executed at a predetermined timing. In addition, a reserved change notice that changes from one reserved display to another reserved display at a predetermined timing after the reserved display, as in the above-mentioned (B) or (C), is also called a "step-up reserved change notice". This step-up reserved change notice can be treated as one aspect of the "pattern change period system pre-reading notice" described later.
[0298] Also, when the game-in-progress reserved K is placed on the receiving seat J, the display mode is basically the same as the reserved display mode in the reserved display areas 76, 77, and a pre-reading notice (special reserved display) targeting the active reserved ball related to the current symbol change display game can be notified to the player even during the game, but when the game-in-progress reserved 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 K may change to another display mode (such as a reserved color with a high probability of winning or an item image). From this point of view, the display change of the game-in-progress reserved K can also be treated as belonging to the above-mentioned "step-up reserved change notice".
[0299] In principle, there is no "special reserved display downgrade" in which the current reserved color changes to a reserved color with a relatively low winning expectation, but in exceptional cases where downgrade occurs, it is suggested that the active reserved ball is a winning ball (it may be a high expectation), and it becomes a premium reserved change notice. An example of downgrade is when the reserved color changes to a reserved display with a lower winning expectation than the current reserved display, such as "blue to white" or "red to blue." In addition, the reserved display mode is not limited to a still image reserved icon display (static display mode), but may be a video (animation) reserved icon display (dynamic display mode: for example, the reserved icon is displayed by rotating, vibrating, rocking, or flashing (fast flashing or slow flashing)).
[0300] (Pattern change mid-system pre-reading notice (pre-reading notice during change)) In this embodiment, a "pre-reading notice" can be executed when the symbol-changing display game starts or at a predetermined timing during the game. This pre-reading notice can appear during the symbol-changing, so it is a pre-reading notice of the symbol-changing start time change or the symbol-changing mid-change, and is referred to as a "pre-reading notice during the change" in this specification.
[0301] This "pre-reading notice during variation" includes, for example, the above-mentioned "step-up reserved change notice" and "continuous notice." "Continuous notice" is a pre-reading notice in which a pre-reading-only notice image is displayed on the screen of the liquid crystal display device 36 and executed in one or more symbol variation display games (displayed one-off or continuously).
[0302] In other words, in the case of the pre-reading during change prediction, when a game ball enters a start hole during a certain pattern change display game and a start condition is met, the right to play the pattern change display game related to the fulfillment of the start condition is temporarily reserved and a pre-reading prediction lottery is held as to whether or not to execute the pre-reading prediction performance, and when this pre-reading prediction lottery is held, if there are multiple operating reserved balls (reserved memories) currently in existence at that time, the pattern change display game can be expressed in some way related to all or some of those reserved memories.
[0303] For example, during all or some of the pattern change display games related to the existing reserved operation balls from the oldest reserved operation ball in memory order to the reserved operation ball that is the target of the pre-reading notice, a pre-reading notice image (for example, the lightning image in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or some of the pre-reading notices that are different can be displayed in each pattern change display game. For example, when the pre-reading notices are displayed over three pattern change display games, the first pattern change display game can be a thundercloud image, the second pattern change display game can be a rain image (image display expressing rain falling from a thundercloud) or a thundercloud image, and the third pattern change display game can be a lightning image. Also, a step-up pre-reading notice in which the expectation level develops stepwise (expectation level increases) from "thundercloud image → rain image → lightning image" for each execution of the pattern change display game may be used. Also, the expectation level of winning may differ depending on the pre-reading notice image. In the above example, the thundercloud image can be a low expectation level, the rain image can be a medium expectation level, and the lightning image can be a high expectation level. In this case, if the image of a thundercloud is displayed at the end of the game, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically.
[0304] In this embodiment, the pre-reading notice during change and the reserved change notice can be displayed independently. Specifically, the execution of the reserved change notice and the execution of the reserved change notice are determined by independent lotteries. Therefore, there are cases where the reserved change notice occurs alone, where the reserved change notice occurs alone, and where the reserved change notice and the reserved change notice occur simultaneously (overlap). Note that the pre-reading notice can be displayed not only by an image display means, but also by various other means such as a movable device, a light effect means, and a sound effect means.
[0305] (Example of preview performance: Fig. 5B) Next, with reference to FIG. 5B, an example of a pre-reading advance notice effect created by the gaming machine 1 of this embodiment will be described.
[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 opening 34, and the number of activated reserved balls on the special pattern 1 side becomes three, and of the third ball, the activated reserved ball that is the second to execute the change start operation is the target of the look-ahead notice performance, and here, a case is shown in which the reserved change notice and the during-change look-ahead notice overlap. Also, here, the first reserved ball and the third reserved ball are assumed to be activated reserved balls that do not execute the look-ahead notice (do not win the look-ahead lottery).
[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 are maintained as normal reserved displays (white). The figure shows a case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed its display mode from a normal reserved display (white circle (○) mark) to a special reserved display (hatched circle mark). This notifies the player that a pre-reading notice performance has started. Note that FIG. 1(1) shows that the currently executed symbol variation display game has ended and the decorative symbol has stopped and displayed as "246" corresponding to a miss.
[0308] The game progresses to FIG. 2(2), where the main control unit 20 starts a special symbol change display game based on the reserved ball on the special symbol 1 side, which was the first (oldest reserved ball), and consumes the reserved ball (one). The performance control unit 24 shifts the reserved display mode corresponding to each reserved ball to the left with the start of the special symbol change display game, and sets the reserved display mode to a state in which one reserved ball has been consumed, and starts a decorative symbol change display game based on the first reserved ball. At this time, a special background performance (lightning performance by displaying a lightning image) is displayed on the screen of the liquid crystal display device 36 as a pre-reading notice during the change. As a result, the screen of the liquid crystal display device 36 becomes the display mode shown in FIG. 2(2).
[0309] Then, the game progresses to (3) in the same figure, the currently executed symbol changing display game ends, and the decorative symbol is stopped and displayed as "351", which corresponds to a miss.
[0310] Next, the game progresses to FIG. 4(4), where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, that is, the reserved activation ball that was the target of the pre-reading notice performance, and consumes the reserved activation ball. The performance control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left with the start of the special symbol change display game, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display of the reserved change notice disappears from the screen at the time of the shift, and is terminated with the start of the current symbol change display game (with the consumption of the reserved activation ball), and thereafter is displayed as reserved K during game execution. Also, the pre-reading notice during change (here, the lightning performance) is also terminated with the occurrence of the current symbol change display game. FIG. 4(4) is an example of the screen display of the liquid crystal display device 36 immediately after the start of the symbol change display game. In addition, in the same figure (4), it has been explained that the lightning effect of the pre-reading notice during change (pre-reading notice during change) 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 performance) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information regarding the above-mentioned "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion" that suggests the low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4~6, 4~5, 5~6, etc.). (k) An "even number setting suggestion" effect that suggests an even number setting (settings 2, 4, or 6). (Yu) "Odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5). (M) A "specific setting confirmation effect" that definitively notifies a specific setting value (which may be any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively notifies "setting N". However, it is not desirable to definitively notify an internal setting value without reason. The reason is that definitive indications of a low setting region, such as setting 1 or setting 2 confirmation, reduce the player's willingness to play. Therefore, it is preferable to definitively notify one of settings 4 to 6 in the high setting region. In particular, if a specific setting confirmation effect appears that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, it can increase the player's willingness to play. (m) A "specific setting negation effect" that definitively notifies that a specific setting value (any of settings 1 to 6) is not met. (c) "Specific range suggestion effect" that suggests a specific range of setting values. For example, it suggests settings 3 to 5 (α≦setting value≦β), suggests settings 4 or higher (α≦setting value), suggests multiple specific values such as "settings 1, 3, 5, 6", etc. It is also possible to suggest the high / low probability of a certain setting value by varying the appearance rate according to the setting value, for example, that it is unlikely to appear at setting 1, fairly likely to appear at setting 4, and likely to appear at setting 6.
[0312] The appearance rate (execution probability) of the setting suggestion effect can be appropriately determined according to the setting value. For example, the lower the setting value, the lower the appearance rate of the setting suggestion effect. In addition, there is no particular restriction on the presentation mode of the setting suggestion effect, and one or more of the following may be used: sound presentation, light presentation, image display presentation, and movable body presentation.
[0313] In addition, the setting suggestion effect can be displayed at a predetermined timing during the pattern change display game, for example, in combination with the advance notice effect or alone. Also, it can be displayed not only during the game, but also during a big win game, while waiting for customers (non-play period), etc.
[0314] In addition, by defining the appearance rate of a specific preview performance according to the setting value, the preview performance itself can function as a "setting suggestion performance". For example, by varying the appearance rate of one or more specific preview performances according to the setting value, the preview performance itself can function as a "setting suggestion performance". For example, if a specific SP reach is likely to appear when losing, it is "high setting high", if pseudo consecutive three times (three pseudo fluctuations + main fluctuation) is likely to appear when losing, it is "high setting high", and if a specific button operation performance appears, it is "setting 6 confirmed" is suggested. In addition, by utilizing the performance of the pre-reading notice, a pre-reading notice mode dedicated to the setting suggestion performance can be made to appear. For example, if the reserved icon flashes at high speed, it is high setting high, and if one or all of the reserved icons change to a dedicated reserved icon (dedicated character or item image), it is "high setting high".
[0315] (Decorative design) In addition, the decorative pattern effects (decorative pattern changing display effects) are used as part of the effects during the pattern changing display game. The decorative pattern effects are used to notify 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 (preview during change). They also function as important identification information to notify the start and end of the game, and can be said to form the core of the decorative pattern changing display game.
[0316] The decorative pattern variable display performance (decorative pattern performance) is basically executed as follows. With the start of the special pattern variable display game, multiple decorative patterns (in this embodiment, three patterns, left, center, and right) start variable display from the stopped display state (fixed display state) simultaneously or separately, and each decorative pattern starts a high-speed variable state. During this high-speed variable state, each decorative pattern is in a display state that is difficult or impossible to distinguish, and the transparency of the decorative pattern is higher than when it is stopped, and for example, the background image becomes distinguishable through the decorative pattern during high-speed variation. Then, when a predetermined time has passed since the start of the variation, each decorative pattern starts a stop operation separately or simultaneously, and starts decelerating from the high-speed variable state to start a "low-speed variable state". During this low-speed variable state, there is a "slow-down display period (deceleration period)" in which each decorative pattern gradually slows down and stops, and the transparency is reduced immediately after the stop operation starts (the timing of the stop operation start), and the decorative pattern is redisplayed in a distinguishable state. In addition, when an effect using decorative symbols, such as a reach effect or pseudo consecutive effect, is executed during the high-speed fluctuation state, at least one decorative symbol is put into a low-speed fluctuation state or displayed as a temporary stop, and the reach effect or pseudo consecutive effect is executed.
[0317] <5-7. Production means> Various effects in the gaming machine 1 are produced by the performance means arranged in the gaming machine. Such performance means may be any stimulus transmission means capable of producing a performance effect by appealing to human perceptions such as vision, hearing, and touch, and representative examples include light generating means (light performance means) such as the decorative lamp 45 and the LED device, sound generating devices (sound performance means) such as the speaker 46, performance display devices (display means) such as the liquid crystal display device 36, pressure devices that transmit contact pressure to the operator's body, vibration devices (vibration means) that apply vibrations to the player, wind pressure devices that apply wind pressure to the player's body, and movable role objects that produce visual performance effects by their operation. Here, the performance display device is a display device that appeals to the visual sense like the image display device (image display means), but differs from the image display device in that it also includes those that do not use images (for example, 7-segment displays). When referred to as an image display device, it refers mainly to a type that produces a performance (image display performance) by displaying an image, and those that produce a performance by means other than an image, such as 7-segment displays, are included in the concept of the performance display device.
[0318] <6. Basic game format: Figure 6> In order to facilitate understanding of the present invention, the basic game form (game characteristics, characteristics of each game state, transition between game states, and presentation modes related to game states) of the pachinko game machine 1 will be explained first with reference to Fig. 6. Fig. 6 is a game flow showing an outline of the game form.
[0319] In addition, the type of hitting style that is advantageous for the player varies depending on the game state. Basically, the game state that is advantageous for left-handed hits is a game state related to a state without electric support (including a game state that is essentially treated as a state without electric support, for example, a normal state, a slight time-saving state, and a potential state), and the game state that is advantageous for right-handed hits is a game state related to a state with electric support (for example, a time-saving state, a probability state). In the case of 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) that 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) that aims to make the game ball pass through the right flow path 3c is considered advantageous. In the following, it is explained that the player follows an advantageous playing style according to the game status (the player does not play in a way that puts him / herself at a disadvantage), and when left-handed play is advantageous, "Pattern change display game 1 on the special chart 1 side" is executed, and when right-handed play is advantageous, "Pattern change display game 2 on the special chart 2 side" is executed.
[0320] (Internal game status type (YJ type), game mode type (Tcode type)) First, the game state types according to this embodiment will be described.
[0321] In this embodiment, the game is controlled mainly under a number 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 Figs. 6 and 25, these game states (excluding winning game) are provided with a number of game modes classified using the variation pattern allocation designation number Tcode and presentation modes related to these. 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 related to the "normal state." This Heaven mode is the initial game mode (default game mode) that is started when the game machine is shipped or when a RAM clear operation is performed. RAM clear operations include RAM clearing by the RAM clear switch 98, and in the case of game machines with a setting function (type with setting function, one-stage setting type), RAM clearing by a setting change operation (see the processing route in which step S030 in FIG. 8 described later is executed).
[0323] In this embodiment, if a special time-saving effect is won during the normal state (heaven mode), the win is treated as valid (special time-saving effect allowed 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 effects, 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 switched to the consecutive win mode C (time-saving C) described later, which is advantageous for the player (see line L4 in FIG. 6, FIG. 4C). If the player wins any of the jackpots A to C during the heaven mode, the game will be switched back to the heaven mode after the jackpot game (see lines L8 and L9 in FIG. 6, the "win" box, FIG. 4A).
[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 "micro time-saving state." This hell mode includes a plurality of game modes, and in this embodiment, there are the following two types of hell modes. (A) "Hell Mode A" related to Micro Time Saving A (150 Micro Time Savings), (B) "Hell Mode B" related to micro-time saving B (250 micro-time saving times).
[0327] However, in this embodiment, although there is a difference in the number of micro-time-saving times between "Hell mode A" and "Hell mode B", 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 frame in FIG. 6 and note 3 in FIG. 27). Therefore, for example, even if you observe the fluctuation performance 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. In addition, different fluctuation pattern allocation designation numbers 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 a part of the fluctuation pattern allocation table is selectable (see note 5 in FIG. 27). The fluctuation pattern allocation table to be made different can be a "win fluctuation pattern allocation table" and / or a "miss fluctuation pattern allocation table". Preferably, for the miss fluctuation pattern allocation table related to the "miss" that the player frequently encounters, the system is configured so that at least a part of the miss fluctuation pattern allocation table is selectable between "Hell mode A" and "Hell mode B".
[0328] Hell mode (micro time shortening) is mainly entered when special time shortening A or special time shortening B is won in heaven mode (normal) (see line L1 in FIG. 6 and FIG. 4C). This hell mode has the following characteristics (earth 1) to (earth 5).
[0329] (Area 1) The special time-saving feature is prohibited from being activated, meaning that any special time-saving wins 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 the heaven mode (normal). In this embodiment, the winning type that triggers the transition to normal is limited to "Big Win C" (see the "Win" 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 be promoted to Heaven Mode (normal) (see Notes 1 and 2 in Figure 4A).
[0332] (Ground 4) Hell mode B (micro time-saving B) is a game state with a relatively lower degree of advantage because it has more micro time-saving times than Hell mode A (micro time-saving A). In other words, the more micro time-saving times the micro time-saving state has, the more disadvantageous it can be for the player. In this respect, it is different in nature from game states (such as time-saving state and probability change state) in which the more time-saving times there are, the more advantageous it can be for the player (the micro time-saving state in this embodiment has the opposite nature to the time-saving state).
[0333] (Earth 5) This is the game mode in which players can stay the longest in terms of game progress, and acts as the most disadvantageous game state for players. Since most players stop playing in Hell mode, there is a high probability that they will start playing in Hell mode, and it is rare for them 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): "Hell mode (slight time saving) → end of Hell mode due to the number of slight time saving rounds reached → Heaven mode (normal) → winning special time saving C → consecutive win mode (slight time saving)" (see Figures 4A, 4C, L1, lines L2, and L4 in Figure 6).
[0335] <Play 3: "Continuous Mode A~C (Tcode=02H, 03H, 04H)> The consecutive win mode is a game mode in which the internal game state is related to the "time-shortened state." This 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 (time reduction 7 times), (B) "Continuous Mode B" related to time reduction B (time reduction 100 times), (C) "Continuous mode C" related to time reduction C (time reduction once).
[0336] The "consecutive mode" is a game mode related to the time-saving state, and is given an electric chute support function, and is a game state in which the player can actively participate in the big win lottery on the special chart 2 side. This allows for a high probability of winning a small win (in this embodiment, the probability of winning a small win = 1 / 7). In other words, a chance to win a V hit with a high probability (a chance to win a V hit) is created, and it becomes possible to enter a consecutive state (a state in which a large number of prize balls can be won in a short period of time) in which the time-saving state and the V hit are repeatedly looped (see lines L6 and L7 in FIG. 6, the boxes for "consecutive mode" and "win", and FIG. 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 consecutive win modes A to C (depending on the number of time-saving times). Specifically, for winning a small jackpot, if the time-saving time is B (time-saving time is 100 times), the chance of winning a small jackpot during the time-saving time is almost 100% (the next time, a V jackpot is almost 100% guaranteed), if the time-saving time is A (time-saving time is 7 times), the chance of winning a small jackpot and winning a V jackpot is about 66%, and if the time-saving time is C (time-saving time is 1 time), the chance of winning a small jackpot and winning a V jackpot is about 14%. Therefore, "time-saving time B" acts as the time-saving ...
[0338] However, in this embodiment, at the final spin when the time-saving state ends, a long fluctuation pattern with a fluctuation time of about 60 seconds (for example, see "Incitement fluctuation during time-saving" and "Final fluctuation during time-saving" in FIG. 28) is selected, and as long as the player continues to hit the right during that fluctuation, a sufficient time width is ensured to reserve up to the maximum number of reserved balls, four, of the special chart 2 operating reserved balls. In other words, before the time-saving state ends, it is possible to reserve up to the maximum number of reserved balls, four, of the special chart 2 operating reserved balls. The special chart 2 operating reserved balls reserved at this timing will be consumed after the time-saving state ends. Hereinafter, these operating reserved balls are also referred to as "remaining reserved special chart 2 balls."
[0339] When the time-saving state ends with the special chart 2 remaining reserved balls reserved (here, the maximum number of reserved balls is 4), the state will be transitioned to the normal state. In this embodiment, 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 during the normal state and a V hit (V prize) is obtained, the state will be transitioned to the time-saving B (time-saving number of times 100) of consecutive mode B, and the next V hit is essentially guaranteed (see FIG. 4B).
[0340] Therefore, when the game moves to any of the time-saving modes A to C, the player will actually receive a lottery for a big win on the special chart 2 side for the number of times equivalent to "the number of time-saving times + 4 remaining reserved balls on the special chart 2", and will have a chance to win a small win (a chance to win a V prize). In this embodiment, the player can win a small win and win a V prize almost 100% if the game is time-saving mode B (100 times of time-saving times + 4 remaining reserved balls = 104 times of special chart 2 lotteries), about 82% if the game is time-saving mode A (7 times of time-saving times + 4 remaining reserved balls = 11 times of special chart 2 lotteries), and about 54% if the game is time-saving mode C (1 time of time-saving times + 4 remaining reserved balls = 5 times of special chart 2 lotteries). In this embodiment, if the player wins a small prize during the normal state and gets a V prize, the game can move to time-saving C (1 time-saving number) and then to time-saving B (100 times time-saving number) or time-saving A (7 times time-saving number), resulting in a high probability of looping between the time-saving state and the V prize. Note that "consecutive games" mainly means that a game state advantageous to the player loops, but in this embodiment, the game in the "time-saving state (consecutive games mode)" or the "game in the special chart 2 remaining reservation (special chart 2 side lottery during the normal state)" is treated as a consecutive game. Note that the lottery types that are the time-saving transition trigger here include small prizes A and B. In this embodiment, if the player wins a small prize, the game can easily win a V prize (V prize), and in this respect, the small prize can be treated in the same way as the lottery type that is the time-saving transition trigger. In addition, there is a so-called "first hit" in contrast to the above-mentioned "consecutive wins". This "first hit" is when a win occurs in a game state other than the game state treated as consecutive wins as described above. In this embodiment, the game state at the time of winning is the normal state, and the big hit 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 reserved special number 2 may be a dedicated game state. For example, a game mode for the reserved special number 2 and a dedicated presentation mode related to this (a presentation mode for the reserved special number 2) can be provided. This makes it possible to select a variation pattern for the reserved remaining consumption in a game during the reserved special number 2 consumption, and to produce a dedicated presentation. In addition, one or more variation patterns for the reserved remaining consumption can be provided.
[0342] (Case of special drawing 2 reserved 0 configuration (configuration in which the state "Special drawing 2 reserved remaining" does not occur)) Incidentally, when the maximum reserved memory number on the special chart 2 side is set to 0 (hereinafter referred to as the "special chart 2 reserved 0 configuration"), the following unique game characteristics can be created. For example, when the special chart 2 reserved 0 configuration and the above-mentioned "special time-saving super high probability lottery form" are adopted, the special time-saving win (in this embodiment, either time-saving or minute time-saving) is almost confirmed in the first game (the lottery of the first game on the special chart 1 side after the time-saving exit) after the fall transition from the time-saving state to the normal state (time-saving exit). Therefore, the first game immediately after the time-saving exit can create a game characteristic that is extremely tense for the player. The same phenomenon occurs in the first game in the morning state described later (because the special time-saving win is almost confirmed in the first game, as in the time-saving exit state). In addition, in the case of the special chart 2 reserved 0 configuration, it is preferable to provide a game mode and / or a performance mode dedicated to the first game after the time-saving exit. 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 teasing effect (FIG. 63), a chance effect (FIGS. 62 to 63), etc., described later) can be displayed. The special chart 2 reserve 0 configuration can be applied not only to this embodiment (first embodiment) but also to any embodiment described in this specification.
[0343] As mentioned above, the real pleasure of the game is how to transition to consecutive win mode (time-saving state). In order to transition to consecutive win mode, it is necessary to win special time-saving C in heaven mode (normal state), 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 → heaven mode (normal) → win special time-saving C → consecutive win mode (time-saving) described later", 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 provide the player with a particularly advantageous gaming state, the gaming state is forcibly shifted to the default normal state (heaven mode) by performing a RAM clear operation, thereby forcibly creating a state in which it is permissible to win the special time-saving bonus, and it is possible to provide the player with a chance (privilege) of winning 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 appropriately performed by hall staff before the start of business for the day based on the business strategy of the pachinko hall (amusement store) (for example, when the gaming state of the previous day should not be carried over or when settings should be changed), but this embodiment is characterized in that RAM clearing can forcibly create a gaming state that is advantageous to the player.
[0346] In this way, the RAM clear operation acts as a "first thing in the morning bonus" before the start of business for the day, so the normal state (heaven mode) achieved by clearing the RAM 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, for example, when a specific error occurs that cannot be resolved unless the RAM is cleared, or when a player quits 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 the case where it functions as a "first thing in the morning bonus grant" (clearing the RAM before the start of business to create a morning state as one of the business strategies of a pachinko hall).
[0348] (Morning state concealment) When functioning as "the first bonus in the morning," it is preferable to conceal the fact that the RAM has been cleared from the player and to conceal the fact that the morning state has been effected (morning non-notification form). This is because if the morning state is made public (for example, the morning state is notified by a special effect), problems such as (Mo1) and (Mo2) below may occur. Note that "not notifying the player of this fact" as mentioned above means that the morning state is made concealable from the player (difficult or impossible to distinguish) by means of a special effect and / or the operation of a reel, and for example, external notification by an external end signal (security signal) for preventing fraud, such as a RAM clear signal sent to an external device, can be excluded. This is because the external notification is not something that is notified to the player in the first place.
[0349] (Problems with not concealing morning status) (Mo1) The fact that the machine has fallen into Hell mode or is still in Hell mode will be quickly discovered, which will lead to a decline in the operating rate of the gaming machine. For example, players may stop playing when they predict that the machine will fall into Hell mode, or they may not play if the machine is not in the Morning state, which will lead to a decline in the operating rate of the gaming machine. (Mo2) In addition, it may unnecessarily stimulate players' gambling instincts, leading to trouble between customers, such as players fighting over gaming machines.
[0350] Therefore, by making the morning state secret, the above problems can be solved (prevented).
[0351] (Morning state concealment method (morning state concealment form)) In order to conceal whether or not it is in the morning state, it is necessary to conceal the fact that it is the "heaven mode (normal)" (at least conceal the heaven mode after the RAM is cleared). As already explained, since the game progress mainly goes back and forth between the heaven mode (normal) and the hell mode (slight time-saving), for example, it is conceivable to make the heaven mode (normal) and the hell mode (slight time-saving) substantially the same or the same presentation mode, and to make the game mode in which the player is staying indistinguishable (substantially indistinguishable) or difficult to distinguish from the presentation. As one of the methods, when the "normal presentation mode" related to the heaven mode (normal) and the "slight time-saving presentation mode" related to the hell mode (slight time-saving) are configured to be controllable, during the short-time-saving presentation mode, the presentation mode is made to have substantially the same or the same presentation as the normal presentation mode (morning state concealment form). For example, a "slight time-saving concealed presentation mode" that is a presentation mode different from the normal presentation mode but conceals the short-time-saving from the presentation is provided. Also, instead of providing a separate presentation mode, the normal presentation mode and the short-time-saving presentation mode may be a common presentation mode. By adopting such a presentation mode form, it is possible to pretend to be in the normal state even during the short time-saving state, and it is possible to conceal the morning state. Although details will be described later, in the case of this embodiment, a common variation pattern can be selected between the normal state and the short time-saving state, and it is possible to provide the above-mentioned short time-saving concealment presentation mode or to share the presentation mode.
[0352] However, even if it is concealed in terms of presentation, the game mode you are currently in may be easily discovered by closely observing the operating state of the mechanical parts (for example, the operating state of the movable wing piece 47). If the micro-time-saving state is made the same as the time-saving state, and the movable wing piece 47 of the normal variable winning device 41 operates more frequently than in the normal state, or if the operating state of the movable wing piece 47 exhibits advantageous behavior, it will be easy to discover that you are currently in the micro-time-saving state.
[0353] Therefore, in this...
Claims
[Claim 1] A lottery means for executing a winning lottery; A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern; A gaming machine equipped with The performance control means performs a performance process related to the decorative symbol game, A performance determination process that executes a plurality of lottery processes to determine a performance to be executed; A reference information setting process for setting predetermined reference information required for the lottery process, The lottery process includes a plurality of lottery processes with different lottery objects, The reference information can be referenced in the plurality of lottery processes. A gaming machine characterized by:
Citation Information
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