Game machine

JP2025028608APending Publication Date: 2025-03-03NEWGIN KK
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Patent Information

Application Number
JP2023133526
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-18
Publication Date
2025-03-03

AI Technical Summary

Benefits of technology

【0007】 本発明の一形態によれば、遊技の興趣を向上できる。

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Abstract

To improve the interest in a game.SOLUTION: A game machine which can execute a performance related to a game, can execute a specific notice as the performance related to the game over multiple number of times of drawing pattern variation games. Multiple number of times of pseudo-variations can be executed in the one drawing pattern variation game. The specific notice can be executed over the multiple number of times of pseudo-variations. The specific notice includes multiple types of specific notices. The multiple types of specific notices can be executed even in either of the multiple number of times of drawing pattern variation games or the multiple number of times of pseudo-variations.SELECTED DRAWING: Figure 5
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there have been gaming machines capable of executing effects related to games (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-221239 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, there is room for improving the entertainment value of the game.

[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0006] In a representative form of the present invention, in a gaming machine capable of executing game-related effects, a specific notice can be executed across multiple pattern change games as the game-related effects, multiple pseudo-changes can be executed in one of the pattern change games, the specific notice can be executed across the multiple pseudo-changes, there are multiple types of specific notice, and the multiple types of specific notice can be executed in both the multiple pattern change games and the multiple pseudo-changes. Effect of the Invention

[0007] According to one aspect of the present invention, interest in the game can be increased. [Brief description of the drawings]

[0008] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] 13 is a flowchart showing the flow of control of a variable display game by a game control device and a presentation control device. [Figure 6] This is a time chart explaining the fluctuation time of the fluctuation display game when a pre-reading notice or pseudo-fluctuation is performed in a specific game state. [Figure 7] This is a time chart that explains the fluctuation time of the fluctuation display game when pre-reading notice or pseudo-fluctuation is performed in the normal game state. [Figure 8] A figure showing an example of a read-ahead notice type (read-ahead notice mode). [Figure 9] This is a time chart when the pattern KEEP effect is performed during pre-reading preview. [Figure 10] This is a screen transition diagram showing the display screen of a display device in chronological order, and is an example of a screen transition when a pattern KEEP effect is performed in a pre-reading preview. [Figure 11] This is a time chart when the pattern KEEP effect is performed with pseudo-fluctuation. [Figure 12] This is a screen transition diagram showing the display screen of a display device in chronological order, and is an example of a screen transition when a pattern KEEP effect is performed with pseudo-variation. [Figure 13] This is an example of a time chart and screen transition diagram when a same-color stop effect is performed in a pre-reading preview. [Figure 14] This is an example of a time chart and screen transition diagram when a same-color stop effect is performed with pseudo-variation. [Figure 15] This is an example of a screen transition diagram when a winning announcement is made in a pre-reading preview. [Figure 16]This is an example of a screen transition diagram when a winning announcement is made with a pre-reading prediction based on a winning during a pseudo-variation. [Figure 17] 13 is a flowchart showing the flow of control of a variable display game that reflects customization by a game control device 100 and a performance control device 300. [Figure 18] FIG. 18(A) is a pre-reading notice distribution table for the pattern KEEP pre-reading notice, and FIG. 18(B) is a pre-reading notice distribution table for the same color stop pre-reading notice. [Figure 19] A screen transition diagram explaining the aspects of the presentation customization function on the customer waiting screen and during the variable game. [Figure 20] This is a screen transition diagram explaining how the on / off setting of the pattern KEEP effect as a specific notice can be switched using the effect customization function during a variable game. [Figure 21] This is a screen transition diagram that explains how the presentation mode setting for a special notice can be switched from high reliability mode to premium mode using the presentation customization function during a variable game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are based on the directions seen by a player during play.

[0010] [Overall view of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not provided as gaming value on a tray such as an upper tray. Gaming value is provided as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed.

[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment and can be rotated open and closed via hinges 16. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft-mounted end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit.

[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that allows a game area 32 (see FIG. 2) formed on the game board 30 to be viewed. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.

[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 with the glass frame 15 not opened, the game control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30 can be accessed.

[0014] Various frame-constituting members are disposed around the edge of the glass frame 15 around the cover glass 14 .

[0015] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the upper, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside, and are performance devices that produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.

[0016] Upper speakers 19a are disposed in the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, lower speakers 19b are provided in the lower part of the gaming machine 10. The lower speaker 19b is disposed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The performance operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including a performance button 25 and a directional key switch 450.

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of (e.g., four) switches arranged on the front, back, left, right, etc. The directional key switch 450, for example, adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.

[0019] By operating the performance operation device (particularly the performance button 25), the player can perform a performance in which the player's operation is involved in the special symbol variable display game displayed on the display device 41. For example, a performance pattern (performance mode) can be selected, or a preview performance that predicts the result of the variable display game can be executed. Note that the variable display game includes a special symbol variable display game (special symbol variable display game), and when it is simply referred to as a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.

[0020] In addition, the presentation content may be changed not only when the variable display game is being played, but also when the game is not being played by the player operating the presentation operation device.

[0021] The game state when the variable display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). The special game state is a non-normal game state, and includes a specific game state and a special game state. For example, the specific game state includes a time-saving state (normal power support state) and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability change state, probability change state). The special game state includes a jackpot state and a small jackpot game state (small jackpot state). The special game state is basically a high base state in which the ball payout rate (base value) is higher than the normal game state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.

[0022] An operating handle 24 for controlling the operation of a ball launcher (not shown) is provided below the glass frame 15 and at the bottom of the front frame 12.

[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12 and to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game ball into the game area 32 of the game board 30. The launching speed of the game ball launched from the ball launching device is set to be faster as the rotation operation amount of the operating handle 24 increases. That is, the ball launching device can change the launching force, which is the force (speed) with which the game ball is launched into the game area 32, in response to the operation of the operating handle 24 by the player, and can launch the game ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the game ball flows down on the left side of the game area 32, and a right hit in which the game ball flows down on the right side of the game area 32.

[0024] In the enclosed gaming machine 10, gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls into the tray.

[0025] In addition, on the back side of the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).

[0026] The card unit 201 is a so-called inter-machine sandwich, and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is connected to the gaming machine 10 so as to be able to communicate with the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited, and the number of balls on the card (the number of game values ​​owned), which is the number of balls owned by the player. The card balls are valid only on the day they are generated, and the balls on the card after that day may be added to the balls saved managed by the gaming establishment (the balls saved are converted into saved balls). The card may store the personal information of the player or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as paper money. The amount of money deposited into the cash insertion section 203 is added to the remaining amount stored in the card.

[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball loan operation section 211, a payout operation section 212, a return operation section 213, a game ball number display section 214, and a balance display section 215. The game ball number display section 214 and the balance display section 215 are provided in a monitor such as a liquid crystal monitor. The ball loan operation section 211 is operated when increasing the number of balls held on the gaming machine side (the number of usable game balls, the number of usable game values), which is the number of game balls that can be used by a player, based on the balance stored in the card. The number of balls held on the gaming machine side is numerical data managed by the gaming machine 10. The payout operation section 212 is operated when increasing the number of balls held on the gaming machine side based on the number of balls held on the card. The return operation section 213 is operated when receiving the return of a card inserted in the card unit 201. The number of balls held on the card is displayed on the game ball number display section 214. The remaining balance display section 215 displays the remaining balance.

[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform a predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 so as to be able to communicate with it via the payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in a gaming facility (amusement arcade). The hall computer can communicate with a server installed in a data center outside the gaming facility via a network.

[0029] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an input amount signal output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return cards in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount display unit 215.

[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that is to be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.

[0031] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of balls held by the gaming machine (the number of available gaming values), which is the number of available gaming balls that can be used by the player. As an example, the ball number display unit 217 is configured with multiple (for example, six) seven-segment LED lamps arranged in a row, and can display multiple (six-digit) numbers.

[0032] The gaming machine 10 includes a counting operation unit 218, which is operated when the player ends the game on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the above-mentioned counting signal. The gaming machine 10 includes a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number display unit 217, the counting operation unit 218, and the counting notification unit 218a are disposed on the front side of the glass frame 15.

[0033] The number of prize balls awarded to a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. The number of balls fired into the gaming area 32 (or the number of balls discharged from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.

[0034] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 30 provided in the gaming machine 10.

[0035] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by a guide rail 31 is provided on the front side of the game board body 30a. The game machine 10 is configured to play a game by shooting game balls from a ball launcher into the game area 32 surrounded by the guide rail 31. The shooting passage 29 guides the game balls from the ball launcher to the game area 32. In the game area 32, windmills, obstacle nails, and the like are arranged as members for changing the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.

[0036] A window 40 that serves as a display area for the variable display game is provided in the approximate center of the game board main body 30a. A display device 41 is disposed behind the window 40 as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is disposed so that the display contents can be viewed from the front side of the game board 30 through the window 40. The display device 41 is not limited to one that includes a liquid crystal display, and may include a display such as an organic electroluminescence display.

[0037] A plurality of variable display areas are provided on the display screen (display section) of the display device 41, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.

[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 and perform light emission performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see FIG. 4).

[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 for detecting a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0040] A general winning port 35 (general winning area) is arranged in the game area 32 on the lower left of the window 40, and a general winning port 35 is also arranged in the game area 32 on the lower right of the window 40. The entry of game balls into these general winning ports 35 is detected by winning port switches (SW) 35a (1 to n) provided in the general winning ports 35.

[0041] In the game area 32 below the window 40, a start winning port 36 (first start winning port, start winning port 1, first start winning area) that provides the start condition of the special chart variable display game is provided. In the game area 32 on the right side of the window 40, a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) is provided below the normal chart start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward or the like to change the state to one in which the game ball can easily flow in. When the movable member 37b is in a closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning port 36 or the normal variable winning device 37, the special chart variable display game is executed. In this embodiment, the game ball is more likely to enter the start winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.

[0042] When the result of the normal variable display game becomes a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state advantageous to the player) in which game balls easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it becomes a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls do not easily flow into the normal variable winning device 37. In this embodiment, the start winning port 36 does not have a movable member (opening / closing member) unlike the normal variable winning device 37, and is always in an open state (open state), but a configuration having a movable member (opening / closing member) is also possible.

[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of occurrence of the easy-to-win state by shortening the variation time of the normal map variation display game or by making the winning probability of the normal map variation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special play is performed, thereby generating a time-saving state (normal power support state) as a specific game state. Note that the time-saving state (normal power support state) also occurs overlappingly in the probability variation state (excluding the latent probability variation state).

[0044] In the game area 32 below the normal variable winning device 37, a special variable winning device 39 is provided having an opening / closing door 39c that opens the large winning port (large winning area) by operating a large winning port solenoid 39b (see FIG. 3). The special variable winning device 39 converts the large winning port from a closed state (a closed state disadvantageous to the player) to an open state according to the result of the special chart variable display game, and by facilitating the inflow of game balls into the large winning port, it is designed to give the player a predetermined game value (for example, the number of time-saving / probability-changing times after the end of the prize ball or the end of the big win). In addition, a large winning port switch 39a (count switch) (see FIG. 3) is arranged in the large winning port as a detection means for detecting the game ball that has entered the large winning port. In addition, the special variable winning device 39 is designed to make it easier for game balls to enter when hitting from the right.

[0045] A specific area 86 (so-called V winning port) is provided inside the special variable winning device 39. For example, if a game ball enters the specific area 86 (V winning port, V winning area) after the opening and closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be opened for a long time only during a small win so that the game ball can easily pass through. The game control device 100 can detect the passage of the game ball into the specific area 86 (V winning) via a sensor (specific area switch 72 described later) or the like, and when it detects a V winning, it determines that the game will transition to a big win state (V winning big win state) after the small win ends, and transmits information indicating that a V winning has occurred (specific area passing command, etc.) to the performance control device 300 described later. Then, the performance control device 300 can notify the V winning on the display device 41 or the like.

[0046] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). In this embodiment, the special variable winning device 39 is opened by a small win, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than the 1 type 2 type mixed machine.

[0047] When a game ball enters the large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, the payout control device 200 (see FIG. 3) gives the number of winning balls according to the type of winning port as numerical data and adds it to the number of balls held by the gaming machine (the number of usable game balls, the number of usable game values). In addition, the lower game area 32 is provided with an outlet 30b for collecting game balls that did not enter the winning ports. In addition, the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with performance LEDs 46 that can emit light when a game ball enters a prize.

[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, a collective display device 50 that executes a special chart change display game (special chart 1 change display game, special chart 2 change display game) and a normal chart change display game is provided. The collective display device 50 is an information display device that is composed of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game state, and includes display units 51 to 60.

[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a group of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display unit 54, special chart 2 hold display unit 55, normal chart hold display unit 56) for notifying the start memory number (hold number) of each change display game. The special chart 1 display unit 51 and the special chart 2 display unit 52 may be 7-segment type display units. The special chart 1 hold display unit 54 is composed of two LED lamps. The special chart 2 hold display unit 55 is composed of two LED lamps. The normal chart hold display unit 56 is composed of two LED lamps.

[0050] The collective display device 50 is also provided with a first game status display unit 57 (first game status indicator, one LED lamp) that indicates whether it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to indicate the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability state display unit, one LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).

[0051] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game (pattern variable game) is executed by a variable display (variable display) in which the identification information (for example, a part or all of the multiple LED lamps) is repeatedly turned on and off (blinking). Note that multiple types of identification information (patterns) may be displayed in a variable manner while being switched on and off. In addition, the variable display game may be performed by all LED lamps provided as displays for the variable display game being turned on and off (all LEDs flashing simultaneously), circulating (any one LED lamp is turned on and off in a predetermined order at predetermined times), or by turning on and off (blinking) or circulating lighting by a predetermined number of LEDs among the multiple LED lamps. In the normal chart display 53, the variable display game (pattern variable game) is also executed by a variable display (variable display, flashing) in which the three LED lamps are repeatedly turned on and off. In addition, the normal chart display 53 can also be appropriately configured in the same manner as the special chart 1 display 51 and the special chart 2 display 52. In this way, since the pattern (special pattern or ordinary pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the ordinary pattern display 53 fluctuates (changes) over time in the variable display game, the variable display game is also called a pattern variable game.

[0052] Next, the flow of the game in the gaming machine 10, the details of the regular chart variation display game and the special chart variation display game will be described.

[0053] In the gaming machine 10, a game is played by shooting a gaming ball from a ball launcher (not shown) toward the gaming area 32. The shot gaming ball flows down the gaming area 32 while changing the rolling direction due to obstacle nails, windmills, etc. arranged in various places in the gaming area 32, and wins or enters the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, or flows into the out port 30b provided at the bottom of the gaming area 32 and is discharged from the gaming area 32. Then, when a gaming ball wins the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the number of winning balls according to the type of winning port is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball number display unit 217 displays the number of balls held by the gaming machine after the addition.

[0054] The normal map start gate 34 is provided with a gate switch 34a that detects the game ball that has passed through the normal map start gate 34. When the game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the result of the judgment of the winning judgment random number value extracted at this time.

[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number is incremented (+1). The game control device 100 (RAM 111c) serves as a start memory means for storing a predetermined random number extracted based on the passage of the game ball through the normal map start gate 34 as a start memory that becomes the right to play the normal map variation display game, with a predetermined number as the upper limit.

[0056] The normal map start memory (normal map reserve) stores a random number value for determining whether the normal map fluctuation display game is a win or a loss, and when this random number value for determining whether the game is a win or a loss matches the judgment value, the normal map fluctuation display game is a win and a specific result pattern is derived.

[0057] The regular pattern variation display game (pattern variation game) is executed by the regular pattern display device 53 provided in the collective display device 50. The regular pattern display device 53 is composed of an LED that indicates a win when lit as regular identification information (regular pattern, regular pattern) and indicates a miss when unlit, and displays the variation of the regular identification information by flashing this LED, and displays the result by turning on or off the LED after a predetermined variation display time has elapsed.

[0058] If the normal random number value extracted when passing through the normal start gate 34 is a winning value, the normal pattern (normal pattern) displayed on the normal display 53 stops in a winning state, and the game is in a winning state. At this time, the normal power solenoid 37c is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable winning device 37. The opening time (for example, 3 seconds) of the movable member 37b of the normal variable winning device 37 may be called the normal power opening time.

[0059] The entry of the game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). The game ball that enters the start winning hole 36 is detected as the start winning ball of the special chart 1 variable display game, and is stored up to a predetermined upper limit (here, 4). The game ball that enters the normal variable winning device 37 is detected as the start winning ball of the special chart 2 variable display game, and is stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) serves as a start memory means that stores a predetermined number of extracted random numbers as start memories that become the right to execute the special chart variable display game, based on the entry of the game ball into the start winning hole 36 or the start winning area (start hole) of the normal variable winning device 37, up to a predetermined number.

[0060] When detecting the starting winning ball of the special symbol variation display game, various random numbers such as a jackpot random number, a jackpot pattern random number, a variation pattern random number, etc. are extracted. These random numbers are stored in the special symbol reserve memory area (part of the RAM) of the game control device 100 as a special symbol start memory for a predetermined number of times (for example, up to 8 times (4 times x 2)). The number of special symbol start memories is displayed on the special symbol 1 reserve display 54 and the special symbol 2 reserve display 55 for notifying the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.

[0061] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a winning entry to the start winning port 36 or the first start memory (special chart 1 start memory, special chart 1 reservation). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a winning entry to the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reservation).

[0062] The special chart 1 change display game (first special chart change display game, first pattern change game) and the special chart 2 change display game (second special chart change display game, second pattern change game) are played by displaying a change in identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52, and then stopping to display a predetermined result pattern.

[0063] In addition, the display device 41 executes a decorative special chart variable display game that variably displays multiple types of identification information corresponding to each special chart variable display game. The identification information in the display device 41 is composed of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

[0064] The decorative special symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scroll display or rotation display) of the identification information (decorative special symbol, decorative special symbol) consisting of the above-mentioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the varying symbols sequentially after a predetermined time, thereby displaying the result of the special symbol variation display game. In the display device 41, multiple types of identification information are displayed in a variable manner while being replaced. In this way, the identification information (decorative special symbol) displayed on the display device 41 varies (including change and movement) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a pattern variation game. In addition, in the display device 41, various performance displays such as the appearance of character images are performed to increase interest.

[0065] When the game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is the jackpot value), a specific result state (special result state) is derived from the displayed symbols as the result of the special symbol variable display game, and the jackpot state (special game state) is entered. Correspondingly, the display state of the display device 41 becomes the special result state (for example, a state in which numbers such as "777" are lined up).

[0066] At this time, the special variable prize winning device 39 converts the large prize winning port from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the large prize winning port solenoid 39b (see FIG. 3). In other words, the large prize winning port provided in the special variable prize winning device 39 opens wide for a predetermined time or until a predetermined number of game balls win, and during this time the player is granted the privilege of winning many game balls as prize balls (game value).

[0067] When a game ball enters the first start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a special result state (small win result state) is derived by the displayed pattern as a result of the special chart variable display game, and a small win state is achieved. Correspondingly, the display state of the display device 41 becomes a small win result state. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). Also, the small win random number value may be used to determine a small win.

[0068] At this time, the special variable winning device 39 converts the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoid 39b (see FIG. 3). Note that the total opening time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (special game state), so the game value (number of balls acquired) that the player can acquire is smaller in the small win state than in the big win state. Note that the large prize opening is in an open state in both the small win state and the big win state, but the big win state may be called the first special game state and the small win state may be called the second special game state.

[0069] Here, we will explain the difference between a big win and a small win.

[0070] A big win is a special result that accompanies the operation of a condition device, and a small win is a special result that does not accompany the operation of a condition device. The condition device is activated when a big win occurs in a special pattern variable display game (a big win pattern stops being displayed), and the activation of the condition device means, for example, that a big win state occurs and a specific flag is set to continuously activate the special variable winning device 39 as a special electric device. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically.

[0071] Specifically, in the case of a big win, the big win flag is set to open the special variable winning device, whereas in the case of a small win, the small win flag is set to open the special variable winning device. However, if there is a V win during a small win state, the condition device will be activated.

[0072] In addition, the special chart 2 variable display game is executed in priority over the special chart 1 variable display game, and when there is a start memory of the special chart 1 variable display game and the special chart 2 variable display game, and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory of the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest generated start memory may be executed.

[0073] In addition, when there is no distinction between the special chart 1 change display game and the special chart 2 change display game, they are simply referred to as the special chart change display game.

[0074] [Game Control Device] 3 is a block diagram of a game control system of the game machine 10. The game machine 10 is equipped with a game control device 100 (main board) that serves as a main control means. The game control device 100 is a main control device that controls games in an integrated manner, and is composed of a game microcomputer 111 (hereinafter referred to as a game microcomputer), an input section 120 having an input port, an output section 130 having an output port, a driver, and a data bus that connects the game microcomputer 111, the input section 120, and the output section 130. The game microcomputer 111 can receive various signals and data via the input section 120, and can transmit various signals and data via the output section 130.

[0075] The gaming microcomputer 111 may be connected to an oscillator circuit (crystal oscillator) that has an oscillator such as a crystal resonator and generates a clock that serves as a reference for the CPU's operating clock, timer interrupt, and random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.

[0076] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of DC 32 V from a 24 V AC power supply and a DC / DC converter that generates a lower level DC voltage such as DC 12 V or DC 5 V from a voltage of DC 32 V, a backup power supply 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.

[0077] The backup power supply 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after the power is cut off. The control signal generating unit 430, for example, monitors the voltage of 32V generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200. Here, initialization basically means a 0 clear that erases information and sets it to 0, but some values ​​such as performance information (base value) may be maintained at their current values ​​without being cleared to 0. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop process of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0079] The RAM clear switch 112 is provided on the game control device 100 inside the gaming machine 10, and is therefore located in a position that cannot be operated (inaccessible position) unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be provided in a location other than the game control device 100.

[0080] The gaming microcomputer 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read Only Memory), and a random access memory (RAM) 111c (Random Access Memory) that can be read and written at any time.

[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, judgment values ​​of various random numbers, etc.) in a non-volatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information) and serves as a storage means capable of storing and retaining stored information even in the event of a power outage.

[0082] Also, the ROM 111b stores a variation pattern table for determining a variation pattern (variation mode and variation time) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111a to refer to one or more variation pattern random numbers stored as a start memory and determine a variation pattern. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a latter half variation group table or a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and a table (such as a first half variation group table or a first half variation pattern selection table) for determining a former half variation pattern that is a variation pattern before the reach state is reached.

[0083] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the performance control device 300, generates and outputs drive signals for the solenoid and the display device, and controls the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a jackpot in the special chart variable display game, a special chart pattern random number for determining a jackpot pattern (a jackpot stop pattern), a small win pattern (a small win stop pattern), and a time-saving pattern (a support win pattern, a support win stop pattern), and a change pattern random number for determining a change pattern in the special chart variable display game (including information on the change display of various reaches and no reaches, and information on the execution time of the special chart variable display game).

[0084] In addition, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b in the process related to the special chart variation display game. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or miss) of the special chart variation display game, the probability state (normal probability state or high probability state) of the special chart variation display game as the current game state, the number of start memories, etc. Here, the CPU 111a serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b when executing the special chart variation display game.

[0085] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands or data) from the game control device 100.

[0086] The input section 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the winning port switch 35a of the normal winning port 35, the starting port 1 switch 36a in the first starting winning port 36, the starting port 2 switch 37a in the second starting winning port (normal variable winning device 37), and the large winning port switch 39a of the special variable winning device 39. The outputs from the gate switch 34a, the winning port switch 35a, the starting port 1 switch 36a, the starting port 2 switch 37a, and the large winning port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. The detection signals of the starting port 1 switch 36a and the starting port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input section 120.

[0087] Furthermore, the specific area switch 72, the remaining ball outlet switch 73, and the out ball detection switch 74 are each connected to the input unit 120. The specific area switch 72 detects the passage (V entry) of a game ball to the specific area 86 (V entry). The remaining ball outlet switch 73 detects a game ball that has passed through the remaining ball outlet that discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been shot into the game area and finished playing (i.e., all game balls that have passed through the entry port or the out port 30b). In addition to the game balls that have entered the out port 30b, game balls that have entered the entry ports (first start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like not shown in the figure and are detected.

[0088] In addition, various types of fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main frame open detection switch) for detecting front frame open provided on the front frame 12 (main frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.

[0089] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the payout control device 200 to the gaming control device 100 via the input unit 120.

[0090] Data is transmitted from the game control device 100 to the performance control device 300, for example, by serial communication, via the output unit 130. Note that communication between the game control device 100 and the performance control device 300 is one-way communication that does not allow signals to be input from the performance control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.

[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing test signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on a game control device (main board) of a game machine as an actual machine (mass-produced product) installed in an amusement store (game parlor).

[0092] The output unit 130 is provided with an output port that outputs open / close data for the normal solenoid 37c that opens the normal variable prize winning device 37, the special prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is further provided with a driver that receives the open / close data signal, generates a solenoid drive signal, and outputs it.

[0093] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using a corresponding output port and driver.

[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in, for example, an amusement facility, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.

[0095] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device 152, LED on / off data of the performance display device 152 using a corresponding output port and driver.

[0096] In this embodiment, the performance display device 152 is made up of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), but is not limited to this.

[0097] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as ball payout rate (base value). The performance information is derived based on the number of winning balls (number of game values) obtained by winning, and is, for example, the ball payout rate (base value), the ratio of roles, the number of discharged balls, etc.

[0098] The ball output rate (base value) is the ratio (proportion) of the total number of winning balls to the number of balls discharged (or the number of balls fired into the game area 32), and is calculated as (number of acquired balls ÷ number of discharged balls) × 100 (%). In other words, the ball output rate is the number of acquired balls (total number of winning balls) per 100 discharged balls. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In an enclosed game machine, the number of acquired balls (total number of winning balls) is the number of game values ​​(amount of game value) that are granted as numerical data.

[0099] For example, the feature ratio is the percentage (= so-called continuous feature ratio) of the number of prize balls (number of balls won by feature) obtained by winning in a large winning slot during a jackpot state out of the total number of prize balls (total number of prize balls) obtained by winning in a winning slot during a specified period (for example, from when the gaming machine 10 is turned on to the present) (= the total number of prize balls).

[0100] [Safety device (complete function)] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game not possible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (play during a big win or a small win) cannot be executed as games by establishing an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. The safety device can take appropriate measures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to suppress a player's addiction to the game. If addiction is suppressed, the player can play with peace of mind.

[0101] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a completion function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.

[0102] In this embodiment, the operating condition of the safety device is (1) that the number of balls difference, which indicates the difference between the number of safe balls and the number of discharged balls in a specified period, reaches a ball difference reference value (predetermined value), and (2) that the device is neither a big win nor a small win. The number of balls difference is the number of safe balls minus the number of discharged balls in a specified period (number of balls difference = number of safe balls - number of discharged balls). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The number of balls difference regarding condition (1) may be the number of balls difference in a specified period from the time of the minimum value of the number of balls difference to the present, that is, the number of balls difference based on the minimum value (the increase in the number of balls difference from the minimum value), and may further correspond to the maximum increase in the number of balls difference during one day's business (so-called MY). The operating condition may be other, and for example, the condition (1) may be configured to be that the number of safe balls reaches a predetermined value. The condition (2) may be configured to be that the special variable winning device is not in operation, or that the large winning port is not in an open state.

[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded in a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.

[0104] Note that the number of launched balls, which is the number of launched balls launched and introduced into the play area 32, may be used instead of the number of ejected balls, and the difference in the number of balls may be the number of safe balls - the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of balls is deducted by -1 each time a game ball is launched by the ball launcher, and is added by +1 each time a foul ball is produced.

[0105] For example, the state of the safety device will be in a non-operated state (an activation notice state, an activation warning state, or a normal state where the safety device is not activated) in response to a difference in the number of balls of less than 90,000. The state of the safety device will be an activation notice state that notifies the activation of the safety device in response to a difference in the number of balls of 90,000 to 94,999. In response to reaching a difference in the number of balls of 95,000, the state will be an activation warning state that warns the activation of the safety device, or an activated state (activated state) where the safety device is activated.

[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if the machine is in a big win or small win, and will be activated if the machine is neither in a big win nor a small win. Therefore, if the safety device is activated before a big win or small win occurs, a game stop state (a state where play is not possible, a state where play is prohibited) will occur immediately after the safety device is activated, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big win or small win occurs in a time-saving state or a probability-changing state.

[0107] On the other hand, when the big win or small win ends and the big win or small win is no longer occurring, the safety device transitions from the activation warning state to the activation state (activating state).

[0108] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Play will end soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the performance control device 300 displays an activation warning display (for example, the text "Play will end after the win") on the display device 41.

[0109] When the safety device is in operation (not during a small win or big win), i.e., when the game is stopped, the presentation control device 300 displays an operation indication 513 (the words "Play Stopped") on the display device 41. When the safety device is in operation, the game control device 100 sets a safety device operation flag, which indicates that the safety device is in operation, to on. The safety device operation flag is cleared to 0 (safety device operation flag = 0) by the RAM initialization process (RAM clear process), and the operation of the safety device is deactivated.

[0110] In the game stop state, the special chart change display game, the normal chart change display game, and the round game (game during a big win or a small win) cannot be executed as games. In order to do this, for example, in the game stop state, the detection of the game ball at the winning port switch is disabled, the winning port (winning) is disabled, the solenoid stops so that the big winning port, the specific area 86, the normal winning device 37, etc. are closed, the launch of the game ball from the ball launching device is stopped (prohibited), and the launch is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart change display game and the normal chart change display game not be continued, but a new special chart change display game and a new normal chart change display game cannot be started.

[0111] [Transition state when power is turned on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the device transitions to various states (modes).

[0112] When the RAM clear switch 112 is turned on at the time of power-on, the state transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. When the RAM clear switch 112 is turned on, the state first becomes RAM clear preparation (initialization preparation), and when the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). When the RAM initialization process is executed, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.

[0113] If the RAM clear switch 112 is off when the power is turned on, the state transitions to a normal power recovery state (normal power recovery mode), in which power is simply restored.

[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the game control device 100. In other words, the performance control device 300 can control the performance related to the game.

[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.

[0116] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (e.g., a cache memory) therein that provides a working area.

[0117] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performing processes such as instructing the sound control unit 314 on the sound to be played, turning on the performance LED 46, controlling the drive of the motor and solenoid of the performance movable body 44, and managing the performance time.

[0118] The VDP 312 is provided with a RAM that provides a working area, and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.

[0119] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.

[0120] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands sent from the game control device 100. The performance control device 300 receives the special symbol reservation number command, decorative special symbol command, variation command, symbol stop command, and the like sent from the game control device 100 to the performance control device 300 via the command I / F as performance control instruction signals (performance commands).

[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LEDs (light emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (such as movable parts that work together with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, the glass frame 15, etc.

[0122] These control circuits 332, 334, which drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44, are connected to the control microcomputer 311 via an address / data bus.

[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting a detection signal indicating the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15 and a detection signal indicating the on / off state of the directional key switch 450 to the control microcomputer 311. The switch input circuit 336 also inputs a detection signal of a volume adjustment switch 335 that enables a person related to the game establishment (a staff member, a manager) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b to the control microcomputer 311.

[0124] Normal power supply section 410 of power supply device 400 supplies a desired level of DC voltage to performance control device 300 having the configuration described above and the electronic components controlled thereby.

[0125] [Basic Control] Next, a basic control in the gaming machine 10 will be described. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit based on the input of a detection signal of a game ball from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss.

[0126] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed in a variable manner for a predetermined period of time, and then the pattern is stopped. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and the movable member 37b of the normal variation winning device 37 is controlled to open as described above for a predetermined period of time (for example, 3 seconds x 2 times). If the result of the normal map variation display game is a loss, the normal map display 53 is controlled to display a loss result state.

[0127] In addition, a first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 1 variable display game is a win or a loss.

[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a win or a miss.

[0129] Then, the CPU 111a of the game control device 100 outputs a control signal (performance control command) including the judgment result of the special symbol 1 variable display game and the special symbol 2 variable display game to the performance control device 300. Then, the special symbol variable display game in which the identification symbol is displayed variably for a predetermined time and then stopped is displayed on the special symbol 1 display device 51 and the special symbol 2 display device 52. That is, the game control device 100 constitutes a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (the first start winning port 36, the normal variable winning device 37).

[0130] Also, the performance control device 300 displays a decorative special chart variable display game corresponding to the special chart variable display game on the special chart 1 display device 51 and the special chart 2 display device 52 on the display device 41 based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the emission of various performance LEDs 46 based on a command (control signal) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).

[0131] When the result of the special chart variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays the special result state on the special chart 1 display 51 or the special chart 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control to open the opening and closing door 39c of the special variable winning device 39 by the big winning port solenoid 39b, for example, to allow the game balls to flow into the big winning port.

[0132] Then, one round (R) is defined as opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (e.g., 10 balls) enter the large prize opening, or a predetermined time for opening (e.g., 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is controlled (repeated) for a predetermined number of rounds (e.g., 15 times, 11 times, or 2 times) (cycle play). Also, if the result of the special chart variation display game is a miss, control is performed to display the result state of the miss on the special chart 1 display 51 or the special chart 2 display 52.

[0133] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special chart variation display game. The high probability state (probability change state) is a state in which the probability of a winning result in the special chart variation display game is higher than the normal probability state. Furthermore, regardless of whether the high probability state is reached based on the result state of either the special chart 1 variation display game or the special chart 2 variation display game, both the special chart 1 variation display game and the special chart 2 variation display game will be in the high probability state. In the high probability state (probability change state), the game control device 100 sets a special chart high probability flag indicating a high probability state.

[0134] In addition, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special chart variation display game and the number of times it is executed. In the time-saving state, the normal chart variation display game and the normal variation winning device 37 may be controlled to be in a time-saving operation state, and the normal power support state is established because the opening time of the normal variation winning device 37 per unit time is controlled to be substantially longer than in a normal game state in which no special game is performed. Note that even in a high probability state (normal probability state) other than the latent probability state, the time-saving state is overlapped and normal power support is executed.

[0135] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-saving changes in the special chart change display game can also be executed.

[0136] In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of a winning result of the normal variable display game (normal probability, normal winning probability) to a high probability that is higher than the normal probability (low probability) in the normal operation state.

[0137] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal chart variation time, normal chart stop time, normal power opening count, normal power opening time, and normal chart probability. As a result, in the time-saving state, it becomes easier to win the normal variation winning device 37 than in the normal game state in which no special game is played, and the number of times the special chart variation display game is executed per unit time can be increased more than in the normal game state, and the execution interval of the special chart variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different things are changed. It is also possible to set the movable member 37b not to be opened in the normal operation state (normal chart probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and both can occur simultaneously, or only one can occur.

[0138] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended) in which the opening time of the normal variable winning device 37 is extremely short and the ball payout rate (base value) is low may be treated as a normal game state in which there is substantially no normal power support and no special play is performed (slight time-saving).

[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot due to a jackpot (a time-saving), a time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, b time-saving, play time), and a time-saving state that occurs when the time-saving pattern stops displaying (support hit) without a jackpot (sudden time-saving, c time-saving). Note that if the number of times of the special pattern variable display game (excluding the number of times in the probability variable state) executed after turning on the power or after the jackpot state ends reaches the ceiling number of times, the time-saving state (play time) will be entered even if a jackpot or time-saving pattern is not won.

[0140] After the time-saving state ends, a remaining reservation consumption state can be generated in which the second start memory (special chart 2 start memory, special chart 2 reservation) remaining at the time of the time-saving state ending is consumed. In the remaining reservation consumption state (remaining reservation consumption mode), the second start memory generated by winning the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reservation, and the special chart 2 variable display game is executed. The remaining reservation consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and thus the probability of a V-winning jackpot).

[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time period (e.g., 4 msec).

[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c in the main process, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, it transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.

[0143] In the main process, a loop process is provided to repeatedly allow interrupts. While the interrupts are allowed, the timer interrupt process is executed. During the loop process, performance information such as the ball output rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating in order to stabilize the ball output rate).

[0144] In the timer interrupt processing, it is possible to execute input processing for receiving input from various switches via the input unit 120, output processing for producing various outputs via the output unit 130, special pattern game processing for controlling the special pattern change display game and setting the display of special patterns on the collective display device 50, regular pattern game processing for controlling the regular pattern change display game and setting the display of regular patterns on the collective display device 50, and error monitoring processing for monitoring for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0145] In addition, in the timer interrupt process, when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is performed that can determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine the result of the variable display game in advance before the variable display game based on the start memory is executed.

[0146] Furthermore, in the timer interrupt processing, it is possible to execute a safety device related processing for performing processing related to the safety device (complete function), a difference ball number counting processing for updating a counter for counting the difference ball number, etc. In the safety device related processing, safety device related information such as the operating state of the safety device is transmitted as a command to the performance control device 300, and a safety device operating flag indicating that the safety device is operating is set.

[0147] In the main process that starts when the power is turned on, the game control device 100 can transmit power failure recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands related to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared for clearing.

[0148] In addition, during timer interrupt processing, the game control device 100 can send a command to the performance control device 300 as follows.

[0149] The game control device 100 can transmit game status commands indicating game status such as normal game status, time-saving status (normal power support status), special chart high probability status (probability change status), error commands indicating errors such as fraud or abnormality, and safety device related commands related to safety devices. The safety device related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice status of the safety device, an operation warning command corresponding to the operation warning status of the safety device, and an operation command corresponding to the operation status of the safety device.

[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, a variation command indicating a variation pattern of the special chart variation display game, a decorative stop pattern command (decorative special chart command) indicating a decorative stop pattern displayed on the display device 41 corresponding to a losing pattern, a big win pattern, a small win pattern, a time-saving pattern, etc., as a result of the special chart variation display game, a pattern stop command indicating the stop of the special chart variation display game, and a winning command corresponding to each stage of the big win state or the small win state. Here, the customer waiting commands include a customer waiting demo command that instructs a customer waiting demo such as a movie demo. In addition, the winning commands include an opening command (fanfare command) corresponding to the opening (fanfare) of a small win or a big win, a round command corresponding to a round of a small win or a big win, an interval command corresponding to an interval between rounds, and an ending command corresponding to an ending of a big win or a small win.

[0151] The game control device 100 can transmit a special figure 1 reservation number command and a special figure 2 reservation number command indicating the start memory number when the first start memory number (special figure 1 reservation number) which is the number of the first start memory (special figure 1 reservation) and the second start memory number (special figure 2 reservation number) which is the number of the second start memory (special figure 2 reservation) change. The game control device 100 can increase the first start memory number by 1 when the game ball enters (enters) the start winning hole 36 and the first start memory occurs, and can increase the second start memory number by 1 when the game ball enters (enters) the normal variable winning device 37 and the second start memory occurs. The game control device 100 can decrease the first start memory number by 1 at the start of the special figure 1 variable display game based on the first start memory, and can decrease the second start memory number by 1 at the start of the special figure 2 variable display game based on the second start memory.

[0152] In addition, the game control device 100 can transmit a look-ahead command when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and the first start memory or the second start memory occurs. The look-ahead command includes a look-ahead stop pattern command corresponding to the stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, miss stop pattern) based on the jackpot random number or special pattern random number saved as the first start memory or the second start memory, and a look-ahead fluctuation pattern command based on the saved fluctuation pattern random number.

[0153] In addition, the game control device 100 can transmit necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hit instruction notification command, right hit instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.

[0154] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.

[0155] When the performance control device 300 receives a power failure recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41 and issues an alert for, for example, 30 seconds by illuminating the performance LED 46 and sounding the speakers 19a, 19b (especially when RAM clearing is in progress). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.

[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may notify the error by illuminating the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command contains information indicating the content of the error, the content of the error may be displayed on the display device 41.

[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, the operation warning command, or the operation command, it displays text such as "Play will end soon", "Play will end after the win", or "Play is ending" on the display device 41 in response to each command.

[0158] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory number and the second start memory number are zero and the special chart variation display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.

[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-in-progress performance setting process to set a performance related to the decorative special pattern variation display game on the display device 41 based on the content of the variation pattern, the special pattern type (special pattern 1 or special pattern 2), the type of stop pattern (miss pattern, big win pattern, small win pattern, time-saving pattern, etc.). In addition, when a game ball enters the start winning hole 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special pattern variation display game ends, the game control device 100 starts the special pattern variation display game on the special pattern 1 display device 51 or the special pattern 2 display device 52 of the collective display device 50, and transmits the variation command, the stop pattern command, etc. to the performance control device 300.

[0160] In the during-variation performance setting process, it is possible to set a notice performance that appears during the special chart variation display game and can notice the result of the special chart variation display game, a variation performance such as a pseudo-successive performance or a reach performance on the display device 41, and a specific decorative stop pattern. The variation command may include information on the number of pseudo consecutive performances, which is the number of pseudo-successive performances (number of pseudo variations), and information on the type (type) of reach performance corresponding to the reach state. The pseudo-successive performance is a performance in which a pseudo variation that varies and temporarily stops a decorative special pattern on the display device 41 is performed a predetermined number of times in one special chart variation display game. In addition, in the during-variation performance setting process, it is possible to set the light emission mode of the performance LED 46 and the sound mode of the speakers 19a, 19b according to the notice performance or the variation performance.

[0161] Here, the term "reach" (reach state) refers to a display state in which the display result already derived and displayed in the decorative special chart variable display game has not yet been derived and displayed on the display device 41 and satisfies the conditions for a special result state. When the display result becomes a special result state on the pay line (for example, on a line in the vertical or horizontal direction) of the display device 41, the game state becomes a special game state that is advantageous to the player. In addition, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.

[0162] Therefore, for example, if the decorative special chart variable display game displayed on the display device 41 in response to the special chart variable display game displays multiple identification information for a predetermined period of time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, center, etc. to display the result state, a state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.

[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types) such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.

[0164] The expectation (reliability) of the performance (notice) indicates the probability of a jackpot if the performance is selected, and can be calculated based on the selection rate of the performance when it is a jackpot and the selection rate of the performance when it is not a jackpot (when it is a miss). The higher the selection rate of the performance when it is a jackpot, the higher the expectation, and the higher the selection rate of the performance when it is a miss, the lower the expectation. The jackpot includes the aforementioned V-winning jackpot, and the expectation of the V-winning jackpot is approximately the same as the expectation of the small jackpot that generates the V-winning. The expectation can be set not only for the jackpot, but also for the expectation of the occurrence of advantageous states other than the jackpot (for example, small jackpot state, time-saving state) and advantageous events (for example, reach).

[0165] When the performance control device 300 receives a pattern stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. It is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.

[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a small or big win, when it receives a round command, it executes a round performance, which is the performance during a round, when it receives an interval command, it executes an interval performance in the interval between rounds, and when it receives an ending command, it executes an ending performance corresponding to the ending of a big or small win.

[0167] When the performance control device 300 receives the special chart 1 reserved number command or the special chart 2 reserved number command, it displays the reserved display corresponding to the start memory (reserved) on the display device 41 or the like in the same number as the special chart 1 reserved number or the special chart 2 reserved number. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a drawing probability corresponding to the look-ahead command. Examples of look-ahead preview performance include continuous preview performance and reserve change preview. Examples of continuous preview performance include a chance eye look-ahead performance related to a decorative stop pattern.

[0168] When the performance control device 300 receives a left hit instruction notification command and a right hit instruction notification command as the hitting instruction notification command, it can execute a left hit instruction display and a right hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance to congratulate the V winning on the display device 41.

[0169] In addition, the performance control device 300 is capable of receiving commands necessary for control other than those mentioned above from the game control device 100.

[0170] [Control of variable display games] Fig. 5 is a flowchart showing the flow of control of a variable display game (variable game, pattern variable game, special pattern variable display game, game) by the game control device 100 and the performance control device 300. Fig. 5 explains the flow of control by the game control device 100 and the performance control device 300 based on one winning (reservation occurrence), and for example, explains the flow when there are three reserved items already generated (already reserved) and one reserved item being changed at the time of winning.

[0171] In the process of step S001, the game control device 100 detects the entry (entry of a ball) of a game ball into the first start winning hole 36 (first start hole) or the entry of a game ball into the second start winning hole (second start hole, start hole 2, second start winning area). When a start memory is generated by detecting the entry, a pre-determination (pre-reading determination) is performed to determine in advance the game result of the variable display game based on the start memory. Then, the game control device 100 transmits a pre-reading command to the performance control device 300. The pre-reading command includes, for example, a pre-reading stop pattern command corresponding to the stop pattern information (big win stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) obtained by the pre-determination, and a pre-reading change pattern command based on a change pattern random number.

[0172] Next, in the process of step S002, the performance control device 300 performs a lottery for a look-ahead notice based on the look-ahead command received from the game control device 100. The lottery for the look-ahead notice includes the execution or non-execution of a winning announcement look-ahead notice and a vibration look-ahead notice. The lottery for the look-ahead notice also includes the execution or non-execution of a pattern KEEP look-ahead notice and a same-color stop look-ahead notice, and a lottery for the notice type (color and number of stages). These look-ahead notices are effects that execute specific notices such as a winning announcement effect, a vibration effect, a pattern KEEP effect, and a same-color stop effect as a look-ahead notice effect across multiple variable display games. The specific aspects of each effect of the specific notice will be described later with reference to FIG. 8 to FIG. 16.

[0173] Next, in the process of step S003, when the execution of the winning announcement pre-reading notice and the vibration pre-reading notice is selected by lottery as the pre-reading notice, the performance control device 300 executes the winning announcement pre-reading notice and the vibration pre-reading notice selected by the lottery. In this way, the winning announcement pre-reading notice and the vibration pre-reading notice are executed immediately after the winning of the game ball is detected (execution immediately after the winning).

[0174] In the process of step S004, the game control device 100 starts the first variable display game (game) after winning. Then, the game control device 100 transmits a variable command indicating a variable pattern of the special chart variable display game to the performance control device 300.

[0175] In the process of step S005, the performance control device 300 sets the variable performance such as the preview performance, the pseudo continuous performance, the reach performance, and the specific decorative stop pattern to be performed during the variable display game as the variable performance setting. At that time, when the execution of the pattern KEEP pre-reading notice and the same color stop pre-reading notice is selected by lottery, the performance control device 300 reflects the contents such as the color and the number of stages as the pre-reading notice type in the variable performance setting as shown by the arrow in FIG. 5.

[0176] In the second variable display game after winning, the game control device 100 and the presentation control device 300 execute the same process (steps S006, S007). If the pattern KEEP pre-reading notice and the same color stop pre-reading notice are selected by lottery, the contents of these pre-reading notices are reflected in the variable presentation settings. In the third variable display game after winning, the game control device 100 and the presentation control device 300 execute the same process (steps S008, S009).

[0177] In the process of step S010, the game control device 100 starts a variable display game based on the reserved pre-reading target as the fourth variable display game after winning. The presentation control device 300 sets the variable presentation based on the variable command received in the process of step S011. The variable presentation can reflect the variable time and presentation contents corresponding to the pre-reading notice. In addition, in the case where the execution of the pattern KEEP pre-reading notice and the same color stop pre-reading notice has been selected, the presentation control device 300 can also associate the variable presentation with the pre-reading notice in step S011, which relates to the presentation setting of the variable display game based on the reserved pre-reading target, by reflecting the contents such as color and number of stages as the notice type of the pre-reading notice, as in S005, S007, and S009.

[0178] Therefore, by executing a series of effects from the performance of the look-ahead notice to the performance showing the actual game result (the result of the variable display game based on the reservation of the look-ahead target), a sense of unity can be created as a whole performance, and the interest of the game can be increased by making the performance highly narrative (story-like) and related. Specifically, for example, as shown in Fig. 5, the look-ahead notice performance is performed in the first to third variable display games after winning (steps S004 to S009), and the variable performance related to the game based on the reservation of the look-ahead target is performed in the fourth variable display game (steps S010 to S011).

[0179] [Variable time] Next, referring to Figures 6 and 7, the manner in which a pre-reading notice (pre-reading notice performance, pre-reading performance) or pseudo-variation (pseudo consecutive performance, pseudo consecutive notice, pseudo consecutive, pseudo consecutive variation) is performed in a variable display game will be described.

[0180] FIG. 6 is a time chart for explaining the fluctuation time of the fluctuation display game when a pre-reading notice or a pseudo fluctuation is performed in a specific game state (time-saving state, probability-changing state).

[0181] For example, as shown in the upper and lower parts of Figure 6, whether a pre-reading notice is executed across multiple variable display games or multiple pseudo-variations are executed in one variable display game, the time from the start of these series of effects to the result of the variable display game that is the subject of the effect being displayed as a stopped pattern can be the same (e.g., 2700 msec).

[0182] Specifically, in the upper part of FIG. 6, after a pre-reading notice is executed across multiple variable display games (variable games 1 to 3), a variable display game (variable game 4) based on the reserved pre-reading target is executed.

[0183] The variable times of the variable games 1 to 4 can be set to be the same (for example, 300 msec). The time for which the results of each variable game are displayed as stopped symbols can also be set to be the same (for example, 500 msec). The variable games 1 to 4 in FIG. 6 are executed in a specific game state, and the variable times and stop times are set to be shorter than those in the normal game state (FIG. 7).

[0184] In addition, while maintaining the time from the start of a series of pre-reading preview performances to the result of the variable display game that is the subject of the performance being displayed as a stopped pattern (for example, 2700 msec), the variable times of variable games 1 to 4 may be set to different times (for example, the variable times of variable games 1 to 3 may be 200 msec, and the variable time of variable game 4 may be 600 msec).

[0185] Also, in the lower part of FIG. 6, multiple pseudo variations (pseudo variations 1 to 4) are executed in one variation display game.

[0186] The time for the pseudo fluctuations 1 to 4 can be set to the same time (e.g., 300 msec) as the time for the fluctuation games 1 to 4. The time for each pseudo fluctuation to be temporarily stopped can also be set to the same time (e.g., 500 msec). The pseudo fluctuations 1 to 4 executed in the specific gaming state of FIG. 6 are set to have shorter time for fluctuations, etc., compared to the normal gaming state (FIG. 7).

[0187] In addition, while maintaining the time of a series of pseudo continuous performances (for example, 2700 msec), the pseudo fluctuation times of pseudo fluctuations 1 to 4 may be set to different times. For example, the pseudo fluctuation times of pseudo fluctuations 1 to 3 can be set to 200 msec, and the pseudo fluctuation time of pseudo fluctuation 4 can be set to 600 msec.

[0188] In addition, if the power supply to the gaming machine 10 is cut off and then restored while the pre-reading notice is being executed from the variable game 1, the series of pre-reading notice performances that were interrupted due to the power cut can be restored from the variable game 2. On the other hand, if the power supply to the gaming machine 10 is cut off and then restored while the pseudo continuous performance is being executed from the pseudo variation 1, the pseudo variation 2 that was scheduled to be executed next is not executed (does not return), and the pseudo continuous performance does not return (remains interrupted).

[0189] FIG. 7 is a time chart for explaining the fluctuation time of the fluctuation display game when a pre-reading notice or a pseudo fluctuation is performed in the normal gaming state.

[0190] For example, as shown in the upper and lower parts of Figure 7, the series of presentation times due to the pre-reading notice and the variable display game that is the subject of the presentation, and the series of presentation times due to the pseudo-variation may be set to the same time, and may be a different time from the time (2700 msec) described above in Figure 6 (for example, 4050 msec).

[0191] As shown in the upper part of FIG. 7, the change time and stop time of a series of change display games (change games 1 to 4) are set to the same time. Here, change games 1 to 3 are change games that perform pre-reading notice, and change game 4 is a change game that is the target of pre-reading notice. For example, the change time can be set to 450 msec, and the stop time can be set to 750 msec.

[0192] Also, as shown in the lower part of Fig. 7, the pseudo-variation time and the provisional stop / actual stop time of multiple pseudo-variations (pseudo-variations 1 to 4) in one variation display game are set to the same time. For example, the variation time can be set to 450 msec, the provisional stop time can be set to 750 msec, and the actual stop time (stop time) can be set to 750 msec.

[0193] In this way, by setting the fluctuation time and stop time of a series of fluctuation display games (fluctuation games 1 to 4) with pre-reading notice and the pseudo-fluctuation time and temporary stop / actual stop (stop) time of each pseudo-fluctuation (pseudo-fluctuation 1 to 4) in the pseudo-fluctuation to the same time, a notice performance during the pseudo-fluctuation that is not a pre-reading notice performance can be made to look like a pre-reading notice performance to the player, thereby increasing the interest of the game.

[0194] In addition, since the fluctuation times of the variable games 1 to 4 with pre-reading notice and the pseudo-fluctuation times of the pseudo-fluctuation games 1 to 4 are set to the same times, a performance (specific notice) that is common to the pre-reading notice performance can also be used in the pseudo-continuous performance, and the data capacity of the ROM 321 of the performance control device 300 can also be saved.

[0195] Next, a specific example of a specific notice executed in a pre-reading notice performance or a pseudo-continuous performance will be described. In this embodiment, a specific notice is executed across multiple variable display games or pseudo-variations, for example, a pattern KEEP performance, a same-color stop performance, a winning notice performance, or a vibration performance. These specific notices are executed by being selected (winning) in a lottery, but they may be selected in multiple lotteries and executed in duplicate.

[0196] [Preview notice] First, with reference to FIG. 8, aspects of the pre-reading notice (pre-reading notice performance, notice performance) will be described.

[0197] Fig. 8 is a diagram showing an example of a look-ahead forecast type (look-ahead forecast mode). In the pattern KEEP look-ahead forecast (Fig. 8 (A)) and same color stop look-ahead forecast (Fig. 8 (B)), which are examples of look-ahead forecasts in this embodiment, a specific image display performance is performed to display a specific image (effect image, character image, etc.) as necessary, along with a performance (pattern KEEP performance (pattern maintenance performance), same color stop performance) that gives a characteristic to the mode of the identification information (decorative special pattern, decorative special pattern, large pattern) displayed on the display screen of the display device 41.

[0198] As shown in FIG. 8(A), the type of pre-reading notice in the pattern KEEP pre-reading notice is defined in two types, for example, the first pre-reading notice and the second pre-reading notice, according to the reliability (expectation of a jackpot) of the variable display game (variable display game to be pre-read) executed based on the start memory of the target of the pre-reading notice. Specifically, the reliability is set to increase in the order of the first pre-reading notice and the second pre-reading notice. Here, the reliability is the expectation of a jackpot. In addition, when the jackpot is a jackpot due to a V winning during a small jackpot (the above-mentioned V winning jackpot), the expectation of a small jackpot may be used instead of the expectation of a jackpot.

[0199] In addition, the pattern KEEP mode (pattern maintenance mode) of the decorative special pattern in the pattern KEEP performance differs depending on the type of pre-reading forecast. For example, in the case of the first pre-reading forecast, the pattern KEEP mode is such that only the left pattern (first special pattern) of the decorative special pattern is maintained (kept, KEEP, kept) in the same stopping pattern as the stopping pattern in the previous pre-reading forecast, resulting in a pre-reading forecast with low expectation. In addition, in the case of the second pre-reading forecast, the pattern KEEP mode is such that the left pattern (first special pattern) and the center pattern (third special pattern) of the decorative special pattern are maintained (KEEP) in the same stopping pattern as the previous stopping pattern, resulting in a pre-reading forecast with high expectation. In this way, in the first pre-reading forecast and the second pre-reading forecast, a part (one or two) of the stopping patterns of the later variable display game can also be derived as a part of the stopping patterns of the previous variable display game. In addition to maintaining the stop pattern (KEEP), the shape or color of the stop pattern may be changed or the stop pattern may be made to blink, etc., within a range where the numbers of the stop pattern can be recognized.

[0200] As shown in Fig. 8(B), the types of pre-reading notices in the same color stop pre-reading notice are defined in three types, for example, the first pre-reading notice, the second pre-reading notice, and the third pre-reading notice, according to the reliability (expectation of a jackpot) of the variable display game to be pre-read. Specifically, the first pre-reading notice, the second pre-reading notice, and the third pre-reading notice are set to have the highest reliability (expectation of a jackpot) in this order.

[0201] Also, the same-color stopping mode of the decorative special symbols in the same-color stopping performance differs depending on the type of pre-reading notice. For example, in the case of the first pre-reading notice, the stopping symbols are all blue, which is a pre-reading notice with low expectation. In the case of the second pre-reading notice, the stopping symbols are all green, which is a pre-reading notice with medium expectation. In the case of the third pre-reading notice, the stopping symbols are all red, which is a pre-reading notice with high expectation. In addition to unifying the colors of the stopping symbols, the shapes may be changed or the numbers on the stopping symbols may be made to flash or the like within a range where they can be recognized.

[0202] Also, the presence or absence of a look-ahead zone effect (a look-ahead background effect that changes the background of the display screen to a predetermined mode) may be set according to the type of look-ahead notice. In this case, the presence or absence of a look-ahead zone effect can be set for each look-ahead notice in each table in Fig. 8. For example, the higher the reliability (expectation) of the look-ahead notice, the more likely the look-ahead zone effect will be performed, and when the reliability (expectation) of the look-ahead notice is low, the look-ahead zone effect may be configured to be less likely to be performed (no look-ahead zone effect for the first look-ahead notice, and look-ahead zone effect for the second and third look-ahead notices).

[0203] The display control of the decorative special symbols is executed by the performance control device 300, which functions as a symbol display means for controlling the display mode of the decorative special symbols so as to indicate the expectation (reliability) of the special symbol variation display game.

[0204] [Pattern KEEP preview] Next, with reference to Figs. 9 and 10, the aspects of the symbol KEEP performance (symbol KEEP pre-reading notice, symbol maintain pre-reading notice) performed as the pre-reading notice will be described.

[0205] FIG. 9 is a time chart showing when the symbol KEEP effect is performed in advance preview.

[0206] First, in a variable game (variable display game) before the pre-reading notice is executed (time t1), if a winning ball is detected at time t2 just before the fluctuation stops, the waiting hold (start memory) where the variable game has not yet been executed increases by +1 from 3 to 4 (hold +1). At that time, the game control device 100 pre-determines the start memory generated by the winning ball and transmits a pre-reading command to the performance control device 300 (see FIG. 5). The performance control device 300 also draws a lottery for the pre-reading notice, and determines at the stage of time t2 that a symbol KEEP pre-reading notice will be executed as described later.

[0207] Thereafter, when the variable game stops, a stop symbol (for example, "461") is displayed on the display screen of the display device 41.

[0208] Next, when the variable game 1 that performs the pattern KEEP pre-reading notice is started, the standby hold is decreased from 4 to 3, and the decorative special pattern on the display screen starts to change ("↓↓↓"). A predetermined time after the start of the variable game 1, the sequential stopping from the left pattern (first special pattern) starts, and the pattern KEEP pre-reading notice as a specific notice starts. In the pattern KEEP pre-reading notice, the left pattern of the decorative special pattern is maintained (KEEP) at, for example, "7" (left 7 KEEP, left pattern maintained). For example, at time t3 during the execution of the variable game 1, "7" is temporarily stopped on the left pattern (left 7 KEEP), and other decorative special patterns (right pattern (second special pattern), middle pattern (third special pattern)) are displayed variably ("7↓↓", time t3). Note that the decorative special pattern (here, the left pattern "7") that is temporarily stopped is easy to see. On the other hand, the decorative special symbols that are not temporarily stopped are transparent or semi-transparent and fluctuate at high speed, making them difficult to see. Also, the temporarily stopped symbols may fluctuate by finely vibrating around a predetermined center position. After the left symbol is temporarily stopped, the decorative special symbols are stopped in the order of the right symbol and the center symbol.

[0209] For example, when 300 msec has elapsed after the start of the variable game 1, all the decorative special symbols stop (main stop), and the result of the variable game 1 is displayed as the stopped symbol (for example, "746"). During this main stop, the left 7 KEEP state is maintained (time t4), and the player can recognize that the symbol KEEP pre-reading notice is being given as a specific notice even during the stop time. Note that during the main stop, unlike during the provisional stop, all the decorative special symbols are in a state where they have been determined as a result of the variable game, and they will not change again or fluctuate until the start of the next variable game.

[0210] Next, when the stop time has elapsed, for example, 500 msec (for example, 800 msec after the start of variable game 1), the next variable game 2 starts, the pending waiting number is reduced from 3 to 2, and the decorative special pattern on the display screen starts to change ("↓↓↓").

[0211] Immediately after the start of the variable game 2, the stopped symbol (for example, "746") that was displayed as a stop symbol is visible to the player until it goes off the display screen or becomes completely transparent. Therefore, the player can see the left 7 KEEP displayed over from the variable game 1 for a predetermined period immediately after the start of the variable game 2, so that the player can easily recognize that the symbol KEEP pre-reading notice is being made as a specific notice, and the interest of the game can be increased. In this way, the period from when the decorative special symbol starts to change in the variable game 2 until the left symbol "7" changes to off the screen or the like and becomes invisible is also included in the period of the specific notice, that is, the period during which the symbol KEEP pre-reading notice is being made.

[0212] When a predetermined time has elapsed since the start of the variable game 2, the left symbol begins to temporarily stop and the symbol KEEP pre-reading announcement (left 7 KEEP) starts again ("7↓↓"). After that, all decorative special symbols stop and the result of the variable game 2 is displayed (for example, "752"). At that time, the left 7 KEEP state is maintained. In this way, the symbol KEEP performance pre-reading announcement in which the left symbol becomes "7" is executed continuously across multiple variable display games.

[0213] Further, when time passes and it becomes 1600 msec after the start of the variable game 1, the variable game 3 starts, the pending waiting is reduced from 2 to 1, and the change of the decorative special symbol starts ("↓↓↓"). Even immediately after the start of the change, the period during which the stopping symbol of the variable game 2 (for example, "752") is visible is included in the period of the specific notice as described above.

[0214] In addition, when a predetermined time has elapsed since the start of the variable game 3 and the left symbol starts to temporarily stop, the symbol KEEP pre-reading notice (left 7 KEEP) starts again ("7↓↓"). In the variable game 3, when all the decorative special symbols stop, the left symbol and the center symbol are also kept (KEEP) at "7" (left center 7 KEEP, time t5). The left center 7 KEEP is a pre-reading notice with a higher expectation than the left 7 KEEP, and when the player sees the left center 7 KEEP promoted from the left 7 KEEP, the player can increase the expectation that the variable game 4, which is the subject of the pre-reading, will be a big hit in the future.

[0215] After that, all the decorative special symbols are stopped, and the result of the variable game 3 is displayed (for example, "774"). At that time, the left center 7 KEEP state is maintained (time t6). The decorative special symbols are stopped in the order of left, right, and center, but when the left center 7 KEEP state is reached, the left and center patterns may be stopped in order to reach the left center 7 KEEP state before the right pattern is stopped. In this way, by making the mode of stopping the variation of the decorative special symbols different from the normal mode, it is easier to make the player feel uncomfortable and become interested in the presentation, and the excitement of the game can be increased.

[0216] Then, 2400 msec after the start of the variable game 1, the variable game 4 starts, the standby reserve decreases from 1 to 0, and the decorative special symbol starts to change ("↓↓↓"). The variable game 4 is a variable display game based on the start memory of the pre-read target. The period during which the stopped symbol (for example, "774") of the variable game 3 is visible immediately after the start of the change is included in the period of the specific notice as described above. In this way, by performing a symbol KEEP pre-read notice that makes the player repeatedly see the symbol KEEP performance across multiple variable games 1 to 4 until immediately after the start of the change of the variable game 4, it becomes easier for the player to expect that the variable game 4 that is the pre-read target will be a jackpot, and the interest of the game can be increased.

[0217] Thereafter, when the result of the variation game 4 becomes a special result (jackpot, for example, "777") (time t7), it is possible to move to a round game (jackpot game), etc. If the result of the variation game 4 is a miss, the next variation game will not start until the game ball is detected as winning. Also, the variation time of the variation game 4 is set to the same time (for example, 300 msec) as the variation times of the variation games 1 to 3, but it may be set to a longer time. By lengthening the variation time of the variation game 4 in this way, it is easier to secure time to perform reach effects such as SP3 reach.

[0218] Next, a specific aspect of the display screen during the symbol KEEP pre-reading announcement from time t1 to time t7 will be described with reference to FIG.

[0219] Figure 10 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and is an example of the screen transition when the pattern KEEP performance is performed in the pre-reading notice. Also, (t1) to (t7) in Figure 10 correspond to time t1 to time t7 in Figure 9.

[0220] At (t1), a variable game (variable display game) is being executed before the pre-reading notice is given.

[0221] The display screen of the display device 41 is provided with a plurality of variable display areas 610 (left area 610A, right area 610B, middle area 610C), a variable display area 615, and a start memory display area (reserved consumption area 640, first reserved display section 630a (see Figs. 19 to 21), second reserved display section 630b). The left pattern A, right pattern B, and middle pattern C of the decorative special patterns (identification information, large pattern (pattern)) of the variable display area 610 and the small patterns of the variable display area 615 are displayed in a variable manner ("↓↓↓").

[0222] The pending display 633a is displayed as a pending display during change in the pending digestion area 640. The pending digestion area 640 is divided by, for example, a rectangular frame, so that the pending display during change within the rectangular frame can be easily viewed.

[0223] The special chart 1 reserved number display unit 650 and the special chart 2 reserved number display unit 660 respectively display the number "0" indicating the reserved number of special chart 1 and the number "3" indicating the reserved number of special chart 2.

[0224] The second reserved display section 630b displays three reserved displays 633b-633d corresponding to the three stored second start memories (second reserved). The second reserved display section 630b displays a reserved display corresponding to the start memory of the main variable display game (the second start memory of the special chart 2 variable display game in FIG. 10) during a specific game state (time-saving state, probability variable state). Note that, while only the second reserved display section 630b is provided during a specific game state (time-saving state, probability variable state), the first reserved display section 630a may be provided to display a reserved display corresponding to the first start memory of the subordinate special chart 1 variable display game.

[0225] At (t2), the variable game before the pre-reading notice is about to stop (for example, about to change from "4↓1" to "461"), and as a winning ball is detected, the number in the special chart 2 reserve number display section 660 becomes "4", and a new reserve display 633e is displayed in the second reserve display section 630b.

[0226] Thereafter, when variable game 1 is started, the pending displays 633c to 633e displayed in the second pending display section 630b move one by one to the right (pending shift), and one pending display 633b at the right end of the second pending display section 630b moves to the pending consumption area 640 and is displayed as a variable pending display within a rectangular frame in the pending consumption area 640, as shown in (t3).

[0227] At (t3), a symbol KEEP pre-reading notice is performed in the variable game 1, and the left symbol A in the left area 610A is maintained (KEEP) at, for example, "7" (left 7 KEEP). The performance control device 300 also performs a specific image display performance, for example, by displaying a specific image such as "KEEP" on the left symbol A, making it easier for the player to recognize the left 7 KEEP state. In this way, in the left 7 KEEP state, a symbol having a predetermined number "7" is derived as the left symbol A and becomes visible. An image such as "KEEP" may be displayed in the background. Also, while the left symbol A temporarily stops at "7", the right symbol B and the center symbol C continue to be displayed variably at high speed ("7↓↓").

[0228] At (t4), the result of the variable game 1 is displayed as a stopped symbol in the variable display area 610 or the variable display area 615 (for example, "746"). At that time, the left 7 KEEP state is maintained (left 7 KEEP stopped), and the player can recognize that the symbol KEEP pre-reading notice is being given as a specific notice even during the stopped time. Also, the specific image display performance continues during the stopped time, and images such as "KEEP" continue to be displayed above the left symbol A. With the end of the variable game 1, the reserved display 633b (varying reserved display) in the reserved consumption area 640 is hidden.

[0229] At (t5), just before the variable game 3 stops, the left 7 KEEP is promoted to the left center 7 KEEP. As with the left pattern A, a specific image such as "KEEP" can be displayed on the center pattern C to make the player easily aware of the left center 7 KEEP state.

[0230] At (t6), the result of the variable game 3 is displayed as a stopped symbol in the variable display area 610 or the variable display area 615 (for example, "774"). At that time, the left center 7 KEEP state is maintained (left center 7 KEEP stopped), making it easier for the player to recognize the symbol KEEP pre-reading notice during the stopped time. In the left center 7 KEEP state, symbols having the predetermined number "7" are derived and become visible as the left symbol A and the center symbol C.

[0231] At (t7), the result of the variable game 4 based on the start memory (reserved) of the reserved display 633e is a special result (jackpot, for example, "777"). After (t7), the game state transitions to a special game state, and the player can play rounds or the like. In this way, for example, in the pattern KEEP pre-reading notice, during the variation or stop of the variable games 1 to 3 prior to the variable game 4 based on the start memory to be pre-read, a part of the jackpot stop pattern of the variable game 4 (for example, a left pattern or a center pattern having a predetermined number "7") may be notified in advance. Similarly, in the pattern KEEP pre-reading notice, a part of the small win stop pattern may be notified in advance. On the other hand, when the result of the variable game 4 is a losing result, the losing stop pattern may be, for example, "771" so as to include a pattern having the number "7", or may be, for example, "182" so as not to include a pattern having the number "7".

[0232] [Pattern KEEP pseudo-change] Next, the aspect of the pattern KEEP performance (pattern KEEP pseudo-variation, pattern maintenance pseudo-continuous) performed during the pseudo-variation (pseudo continuous performance, pseudo continuous notice, pseudo consecutive, pseudo consecutive variation) will be described with reference to Figures 11 and 12. Note that in the following figures, the overlapping parts with the contents described in Figures 9 and 10 will be appropriately omitted.

[0233] FIG. 11 is a time chart when the symbol KEEP effect is performed with pseudo fluctuation.

[0234] First, in the variable game 1 (variable display game) before the pseudo-variation is executed (time t11), when the winning of the game ball is detected at time t12 just before the variation stops, the waiting reservation (start memory) increases by +1 from 0 to 1 (reservation +1). After that, the result of the variable game 1 is displayed as the stopping pattern (for example, "461").

[0235] Thereafter, when the next variation game 2 is started, the game control device 100 transmits a variation command or the like indicating a variation pattern of the variation game to the presentation control device 300. The presentation control device 300 sets the variation presentation from the received variation command, and here, is set to execute the symbol KEEP pseudo variation with pseudo variations 1 to 4 in the next variation game 2. For example, the variation command when executing the symbol KEEP pseudo variation may include information on the number of pseudo consecutive times, which is the number of pseudo consecutive presentations (i.e., the number of pseudo variations), and information on the type of symbol to be KEEP.

[0236] The pseudo-continuous performance is a performance in which a pseudo-change in which the decorative special symbol is changed and temporarily stopped is performed a predetermined number of times (for example, four times) in one special symbol change display game. Whether or not to perform the symbol KEEP pseudo-change is set when starting the special symbol change display game in which the pseudo-change is performed, and is different from the symbol KEEP pre-reading notice, which sets whether or not to execute the symbol KEEP performance in advance when a winning is detected.

[0237] Next, when pseudo-fluctuation 1, which performs a symbol KEEP pseudo-fluctuation, starts, the standby hold decreases from 1 to 0, and the decorative special symbol on the display screen starts to fluctuate ("↓↓↓"). After a predetermined time from the start of pseudo-fluctuation 1, the left symbol (first special symbol) is maintained (KEEP) at, for example, "7" (left 7 KEEP, left symbol maintained), while the right symbol (second special symbol) and center symbol (third special symbol) are displayed fluctuatingly ("7↓↓", time t13). After the left symbol is temporarily stopped, the right symbol and center symbol are also temporarily stopped in sequence (time t14).

[0238] When, for example, 300 msec has elapsed after the start of the pseudo-variation 1, all the decorative special symbols are temporarily stopped, and the result of the pseudo-variation 1 is displayed as a temporary stop symbol (for example, "746"). During this temporary stop, the left 7 KEEP state is maintained (time t14), and the player can recognize that the symbol KEEP pseudo-variation is being performed as a special notice even during the temporary stop time.

[0239] Next, when the temporary stop time has elapsed, for example, 500 msec (for example, 800 msec after the start of pseudo-fluctuation 1), the next pseudo-fluctuation 2 begins, and the decorative special pattern on the display screen begins to fluctuate again ("↓↓↓").

[0240] In addition, immediately after the start of pseudo-variation 2, the provisional stop symbol (for example, "746") that was displayed as a provisional stop is visible to the player until it goes off the display screen or becomes completely transparent. Therefore, for a predetermined period immediately after the start of pseudo-variation 2, the player can see the left 7 KEEP displayed across from pseudo-variation 1, making it easier to recognize that the symbol KEEP pseudo-variation is being performed as a specific notice, which can increase the interest of the game. In this way, the period from when the decorative special symbol starts to vary in pseudo-variation 2 until the left symbol "7" varies off the screen or the like and becomes invisible is also included in the period of the specific notice, that is, the period during which the symbol KEEP pseudo-variation is being performed.

[0241] When a predetermined time has passed since the start of pseudo-variation 2, the left symbol begins to temporarily stop and the symbol KEEP pseudo-variation (left 7 KEEP) starts again ("7↓↓"). After that, all decorative special symbols temporarily stop and the result of pseudo-variation 2 is displayed (for example, "752"). At that time, the left 7 KEEP state is maintained. In this way, the symbol KEEP performance in which the left symbol becomes "7" is executed continuously across multiple pseudo-variations.

[0242] Further, when time passes and it is 1600 msec after the start of pseudo-variation 1, pseudo-variation 3 starts and the decorative special symbol starts to fluctuate again ("↓↓↓"). The period during which the temporary stop symbol of pseudo-variation 2 (for example, "752") is visible immediately after the start of the fluctuation is included in the period of the specific notice as described above.

[0243] In addition, when a predetermined time has elapsed since the start of pseudo-variation 3, the left symbol begins to temporarily stop, and the symbol KEEP pseudo-variation (left 7 KEEP) starts again ("7↓↓"). In pseudo-variation 3, when all decorative special symbols temporarily stop, the left symbol and the center symbol are also maintained (KEEP) at "7" (left center 7 KEEP, time t15). When the player sees the left center 7 KEEP promoted from left 7 KEEP, the player can increase his or her sense of expectation that the actual stopping symbol in the following pseudo-variation 4 will be a jackpot.

[0244] After that, all the decorative special symbols are temporarily stopped, and the result of the pseudo-variation 3 is displayed (for example, "774"). At that time, the left center 7 KEEP state is maintained (time t16).

[0245] Then, 2400 msec after the start of pseudo-variation 1, pseudo-variation 4 starts, and the decorative special symbol starts to fluctuate again ("↓↓↓"). Pseudo-variation 4 is the final pseudo-variation in the series of pseudo-variations. The period during which the temporary stop symbol (e.g. "774") of pseudo-variation 3 is visible immediately after the start of the fluctuation is included in the period of the specific notice, as described above. In this way, by performing a symbol KEEP pseudo-variation that allows the player to repeatedly see the symbol KEEP performance across multiple pseudo-variations 1 to 4 until immediately after the pseudo-variation 4 starts to fluctuate again, it becomes easier for the player to expect that pseudo-variation 4 will be a jackpot, and the interest of the game can be increased.

[0246] After that, the game stops and the result of pseudo-variation 4 becomes a special result (jackpot, for example, "777") (time t17), and the game can move to a round game (jackpot game), etc. If the result of pseudo-variation 4 is a miss, the next pseudo-variation does not start until the game ball is detected as having won. The variation time of pseudo-variation 4 is set to the same time (for example, 300 msec) as the variation times of pseudo-variations 1 to 3, but it may be set to a longer time to perform a reach performance such as SP3 reach.

[0247] In this way, for example, the proportion of the execution time of the pattern KEEP effect (specific notice) in the fluctuation time of pseudo-fluctuation 1 (first pseudo-fluctuation) is the same as the proportion of the execution time of the pattern KEEP effect (specific notice) in the fluctuation time of fluctuation game 1 (first pattern fluctuation game) described above in Figure 9.

[0248] In addition, the fluctuation time and stop time of pseudo-fluctuation 1, i.e., the proportion of the execution time of the pattern KEEP effect (specific notice) in the time (presentation time) of pseudo-fluctuation 1, is the same as the proportion of the execution time of the pattern KEEP effect (specific notice) in the fluctuation time and stop time of fluctuation game 2 in Figure 9.

[0249] In addition, the percentage of execution time of one pattern KEEP effect from the start of pseudo-fluctuation 1 to immediately after the start of pseudo-fluctuation 2 will be the same as the percentage of execution time of one pattern KEEP effect from the start of fluctuation game 1 in Figure 9 to immediately after the start of fluctuation game 2.

[0250] Next, a specific aspect of the display screen during the symbol KEEP pseudo-variation from time t11 to time t17 will be described with reference to FIG.

[0251] Fig. 12 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and is an example of the screen transition when the symbol KEEP effect is performed by the pseudo-variation. Also, (t11) to (t17) in Fig. 12 correspond to the time t11 to the time t17 in Fig. 11.

[0252] At (t11), the variation game 1 (variation display game) is executed before the variation game 2 in which the pseudo variation is performed.

[0253] On the display screen of the display device 41, the decorative special pattern (identification information, large pattern (pattern)) in the variable display area 610 and the small pattern in the variable display area 615 are displayed in a changing manner ("↓↓↓"), and the pending display 633f is displayed in the pending consumption area 640 as a changing pending display.

[0254] The special chart 1 reserved number display unit 650 and the special chart 2 reserved number display unit 660 respectively display the number "0" indicating the reserved number of special chart 1 and the number "0" indicating the reserved number of special chart 2, and no reserved display is displayed in the second reserved display unit 630b.

[0255] At (t12), the variable game 1 is about to stop (for example, about to change from "4↓1" to "461"), and as a winning ball is detected, the number in the special chart 2 reserve number display section 660 becomes "1", and a new reserve display 633g is displayed in the second reserve display section 630b.

[0256] At (t13), the symbol KEEP effect is performed in the pseudo-variation 1 of the variation game 2, and the left symbol A in the left area 610A is temporarily stopped and maintained (KEEP) at, for example, "7" (left 7 KEEP, "7↓↓"). In addition, the effect control device 300 performs a specific image display effect, and displays a specific image such as "KEEP" on the left symbol A.

[0257] At (t14), the temporary stop symbol of the pseudo-variation 1 is displayed in the variable display area 610 (for example, fluctuating with "746"). Meanwhile, the fluctuation of the variable game 2 continues, and the small symbol in the variable display area 615 is displayed variably ("↓↓↓"). At that time, the left 7 KEEP state is maintained (left 7 KEEP stop), and the player can recognize that the symbol KEEP effect is being performed as a specific notice even during the temporary stop time. Also, the specific image display effect continues during the temporary stop time, and an image such as "KEEP" continues to be displayed above the left pattern A.

[0258] At (t15), just before the temporary stop of the pseudo-variation 3, the left 7 KEEP is promoted to the left center 7 KEEP. As with the left pattern A, a specific image such as "KEEP" can be displayed on the center pattern C to make the player easily recognize the left center 7 KEEP state.

[0259] At (t16), the provisional stop symbol of the pseudo-variation 3 is displayed in the variation display area 610 (for example, the variation is "774"). At that time, the left center 7 KEEP state is maintained (left center 7 KEEP stop), which makes it easier for the player to recognize the symbol KEEP pseudo-variation during the provisional stop time.

[0260] At (t17), the result of pseudo-variation 4 of variation game 2 becomes a special result (jackpot, for example, "777"), and after (t17), the game state transitions to a special game state, and the player can play a round or the like.

[0261] In this way, for example, in the pattern KEEP effect related to the pseudo fluctuation, during the fluctuation or temporary stop of pseudo fluctuations 1 to 3 before the result of the fluctuation game 2 is displayed, a part of the big win stop pattern of the fluctuation game 2 (for example, the left pattern or the center pattern having the predetermined number "7") may be notified in advance. Similarly, in the pattern KEEP effect related to the pseudo fluctuation, a part of the small win stop pattern may be notified in advance. On the other hand, when the result of the fluctuation game 2 is a loss result, the loss stop pattern may be, for example, "771" so as to include a pattern having the number "7", or may be, for example, "182" so as not to include a pattern having the number "7".

[0262] By performing the symbol KEEP effect (symbol KEEP pseudo-change) in this manner, it is possible to perform the same effect as the symbol KEEP pre-reading notice explained in Figures 9 and 10 in the pseudo-change. As a result, it is possible to make the player feel as if the pre-reading notice is being performed even in the pseudo-change, and it is possible to increase the interest of the game.

[0263] [Same-color stop pre-reading notice] Next, with reference to FIG. 13, an aspect of the same-color stop performance (same-color stop pre-reading notice) performed as the pre-reading notice will be described.

[0264] FIG. 13 is an example of a time chart and screen transition diagram when a same-color stop effect is performed in a pre-reading preview.

[0265] For example, after variable game 2 in FIG. 9, when variable game 3 starts as shown in FIG. 13, the pending waiting number decreases from 2 to 1, and the decorative special symbol on the display screen starts to vary ("↓↓↓").

[0266] Then, all the decorative special symbols stop in the variable game 3, and the result of the variable game 3 is displayed as the stopped symbols (for example, "746", time t6'). At that time, as shown in (t5') and (t6') in the lower part of FIG. 13, the same color stop effect is performed, and each of the stopped symbols (left symbol A, right symbol B, and center symbol C) is displayed in the same color (for example, green). The color of each symbol in the same color stop effect may be displayed not only in the font of the numbers, but also in the background, frame, character, etc. of the symbol in the same color. Also, as shown in (t5') and (t6') in the lower part of FIG. 13, when the color of each symbol in the same color stop effect is made solid green, a green effect 671 or a character 672 can be displayed as a specific image display effect. For example, the effect 671 is displayed in a spark-like manner on the background of the variable display area 610 to emphasize the same color stop effect, and the character 672 is displayed as "GREEN" to notify that the green same color stop effect is being performed.

[0267] Just before the end of the variable game 3 (time t5'), that is, just before the stop symbols stop, the decorative special symbols are changing, but each symbol to be stopped becomes visible on the display screen. Therefore, the symbol to be stopped (for example, "746") is green and the same color can be seen from the stage during the execution of the variable game 3 ((t5') in FIG. 13).

[0268] Also, immediately after the start of the next variable game 4, the stopped symbol (for example, "746") that was displayed as stopped is visible to the player until it goes off the display screen or becomes completely transparent. Therefore, the player can see the same-color stopped symbol displayed over from variable game 3 for a predetermined period immediately after the start of variable game 4, so it becomes easier for the player to recognize that a same-color stop pre-reading notice is being made as a specific notice, and the interest of the game can be increased. In this way, the period from when the decorative special symbol starts to change in variable game 4 until the same-color stopped symbol "746" changes off the screen or the like and becomes invisible is also included in the period of the specific notice, that is, the period during which the same-color stop pre-reading notice is being made.

[0269] The same-color stop pre-reading notice may be executed continuously from the variable games (e.g., variable games 1 and 2) before the variable game 3. For example, the performance control device 300 may gradually increase the reliability (expectation of a big win) of the same-color stop pre-reading notice by making the same-color stop symbols in the variable game 1 blue (low expectation), the same-color stop symbols in the variable game 2 green (medium expectation), and the same-color stop symbols in the variable game 3 red (high expectation), thereby increasing the player's expectation of a big win.

[0270] In addition, the performance control device 300 may perform a same-color KEEP pre-reading announcement in addition to the same-color stop pre-reading announcement, and for example, the left 7 KEEP state of the stopping pattern in variable game 2 ("752") and the stopping pattern in variable game 3 ("746") can be highlighted as a pattern KEEP presentation.

[0271] Also, when the expectation of a jackpot is particularly high (high probability of a jackpot), the same-color stop symbols in the same-color stop pre-reading notice may be rainbow or gold, etc., to further enhance the player's expectation of a jackpot. Also, when the same-color stop effect is repeated over multiple variable games 1 to 3, for example, a performance in which the same-color stop symbols are demoted to green (medium expectation) in variable game 1 and to blue (low expectation) in variable game 2 may be performed at a low frequency only when the jackpot is high. In this way, the demotion effect is performed at a low frequency only when the jackpot is high, making it possible to create an unexpected effect, and to reduce the player's disappointment when the expectation is downgraded, while providing a premium effect that makes the player expect a jackpot, thereby enhancing the interest of the game.

[0272] [Same-color stop pseudo-fluctuation] Next, with reference to FIG. 14, a mode of the same-color stop effect (same-color stop pseudo fluctuation) performed during the pseudo fluctuation will be described.

[0273] FIG. 14 is an example of a time chart and screen transition diagram when a same-color stop effect is performed in a pseudo-variation.

[0274] For example, after pseudo-variation 2 in FIG. 11, when pseudo-variation 3 starts as shown in FIG. 14, the decorative special symbols on the display screen start to vary again ("↓↓↓").

[0275] Then, all the decorative special symbols are temporarily stopped in the pseudo variation 3, and the result of the pseudo variation 3 is displayed as a temporary stop symbol (for example, "746"). At that time, as shown in (t15') and (t16') in the lower row of Fig. 14, a same-color stop effect is performed, and each symbol (left symbol A, right symbol B, and center symbol C) of the temporary stop symbol is displayed in the same color (for example, green). Also, as shown in (t5') and (t6') in the lower row of Fig. 13, a green spark-like effect 671 or the word "GREEN" 672 can be displayed as a specific image display effect together with the same-color stop effect.

[0276] In addition, just before the end of the pseudo variation 3 (time t15'), that is, just before the temporary stop of the temporary stop pattern, each pattern to be temporarily stopped becomes visible on the display screen, although the decorative special pattern is changing. Therefore, the temporary stop pattern to be temporarily stopped (for example, "746") is green and the same color can be seen from the stage during the execution of the pseudo variation 3 ((t15') in FIG. 14).

[0277] Also, immediately after the start of the next pseudo variation 4, the temporary stop symbol (for example, "746") that was temporarily displayed remains visible to the player until it moves outside the display screen or becomes completely transparent. Therefore, the player can see the same-color stop symbol displayed across from pseudo variation 3 for a certain period immediately after the start of pseudo variation 4, making it easier for the player to recognize that a same-color stop effect (same-color stop pseudo variation) is being performed in the pseudo variation as a specific notice, which can increase the interest of the game. In this way, the period from when the decorative special symbol starts to vary again in pseudo variation 4 until the same-color stop symbol "746" moves outside the screen or becomes invisible is also included in the period of the specific notice, that is, the period during which the same-color stop effect is being performed.

[0278] In addition, in the same color stop pseudo fluctuation, as in the same color stop pre-reading notice, the performance control device 300 may perform the same color stop performance consecutively from the previous pseudo fluctuation (for example, pseudo fluctuation 1, 2), or may perform the same color KEEP performance together with the same color stop performance. In addition, the same color stop pattern when the jackpot is high may be a specific color such as rainbow or gold, or a demotion performance may be performed as a premium performance.

[0279] [Preview of the winning announcement] With reference to FIG. 15, an aspect of the winning announcement performance (winning announcement pre-reading announcement) performed as a pre-reading announcement will be described.

[0280] FIG. 15 is an example of a screen transition diagram when a winning announcement effect is performed in a pre-reading preview.

[0281] At (t11), the variable game 1 (variable display game) is executed before the variable game 2 in which the pseudo-variation is executed. Note that (t11) in FIG. 15 is the same timing as (t11) in FIG. 12, and when the variable game 1 executed at (t11) stops, the pseudo-variations 1 to 4 are executed in the variable game 2 after that.

[0282] At (t22), similar to (t12) in FIG. 12, the variable game 1 is about to stop (for example, just before it becomes "4↓1" to "461"), and the waiting hold (start memory) increases by +1 from 0 to 1 as a result of the detection of the winning of the game ball (hold +1). In addition, the number in the special chart 2 hold number display section 660 becomes "1", and a new hold display 633g is displayed in the second hold display section 630b.

[0283] In addition, when the winning of the game ball is detected at (t22), the game control device 100 preliminarily determines the start memory generated by the winning, and transmits a look-ahead command to the performance control device 300 (see FIG. 5). In addition, a lottery for a look-ahead notice is performed, and it is determined that a winning announcement performance will be performed.

[0284] When the winning announcement performance (winning announcement pre-reading notice) is performed by emitting light from the light guide plate as a pre-reading performance, a pattern such as the character 673 is lit up and appears on the front (player side) of the display screen. The light guide plate is provided between the display device 41 and the cover glass 14, and can emit light from the pattern such as the character 673 on the light guide plate by internally reflecting and diffusing light from a light source such as an LED. As shown in FIG. 15, the character 673 on the light guide plate emits light not only in the display area of ​​the display screen but also outside the display area, making the performance more flashy and effective in attracting the player's attention, thereby increasing the interest of the game. In addition, for example, the winning announcement performance can be performed only when the player is likely to win a jackpot, so that the player can greatly increase his or her expectation of a jackpot by viewing the character 673 on the light guide plate, thereby increasing the interest of the game. In addition, unlike the symbol KEEP effect and the same color stop effect, the winning announcement effect does not change the effect mode (the movement mode and light emission mode of the character 673 do not change).

[0285] At (t23), pseudo variations 1 to 4 are being executed in the variation game 2. Meanwhile, the character 673 on the light guide plate continues to emit light and appear to float in front of the display screen.

[0286] At (t24), the pseudo fluctuation 4 stops for good, resulting in a special result (jackpot, for example, "777"). Meanwhile, the light guide plate continues to emit light, and the character 673 is visible. The winning announcement performance continues for a predetermined time (for example, 5400 msec). If the predetermined time of the winning announcement performance is set to a time longer than the cumulative time of the stop time of the fluctuation game 1 (for example, 500 msec) and the pseudo fluctuation time of the pseudo fluctuations 1 to 4 (for example, 2700 msec), as shown in FIG. 15, the character 673 on the light guide plate remains visible even after the pseudo fluctuations 1 to 4 end. After that, the game state transitions to a special game state, and the player can play rounds, etc.

[0287] Even if the light guide plate is illuminated, the small symbols in the variable display area 615 are visible, and the player can confirm that the variable display game 2 is being played and the stop result by checking the small symbols. In addition, the numbers in the special chart 1 reserved number display unit 650 and the special chart 2 reserved number display unit 660 may be made visible even if the light guide plate is illuminated, just like the variable display area 615.

[0288] In addition to the winning announcement pre-reading notice, a vibration effect that vigorously vibrates the effect button 25 may be performed as a pre-reading notice (vibration pre-reading effect). For example, the vibration effect may be performed as a pre-reading notice when a winning is detected, as in the winning announcement pre-reading notice, but the vibration effect may also be performed as a pre-reading notice at the start of the fluctuation of the fluctuation game 2 based on the start memory (reservation, reserve display 633g) generated by the winning (at the start of pseudo fluctuation 1).

[0289] Also, the pre-reading performance may be performed by emitting a sound from the speaker 19 or by lighting up the decorative devices 18a, 18b, and 18c. These pre-reading performances may also be performed continuously for a predetermined time (for example, 5400 msec) in the same manner as the winning announcement pre-reading notice described in FIG. 15, and the performance may be continued until the end of the pseudo fluctuations 1 to 4.

[0290] [Winning announcement and prediction (winning during simulated fluctuation)] With reference to FIG. 16, an aspect of the winning announcement performance (winning announcement pre-reading announcement) performed as a pre-reading announcement based on winning during the pseudo variation will be described.

[0291] FIG. 16 is an example of a screen transition diagram when a winning announcement is made with a pre-reading prediction based on a winning during a pseudo-variation.

[0292] At (t31), the temporary stop symbol of the pseudo-change 1 of the change game 2 is displayed in the change display area 610 (for example, the swaying change is "746"). Note that (t14) in FIG. 16 is the same timing as (t14) in FIG. 12, and after the pseudo-change 1 executed at (t14) is temporarily stopped, the pseudo-changes 2 to 4 are executed in sequence. Also, a symbol KEEP effect (left 7 KEEP effect) may be performed.

[0293] At (t31), the pseudo-variation 2 is about to stop (for example, just before it becomes "7↓2" to "752"), and the waiting hold (starting memory) increases by +1 from 0 to 1 due to the detection of the winning of the game ball (hold +1). In addition, the number of the special chart 2 hold number display unit 660 becomes "1", and a new hold display 633h is displayed in the second hold display unit 630b.

[0294] In addition, at (t31), the start memory generated by the winning is preliminarily determined, a look-ahead command is sent to the performance control device 300, and it is determined that a winning announcement performance will be performed as a look-ahead notice. Then, when a winning announcement performance (winning announcement look-ahead notice) is performed as a look-ahead performance by emitting light from the light guide plate, a pattern such as the character 673 appears on the front (player side) of the display screen while the pseudo-variation 2 is being executed.

[0295] At (t32), the pseudo-variation 3 of the variable game 2 is temporarily stopped (the fluctuation is "774"), and at (t33), the pseudo-variation 4 of the variable game 2 is permanently stopped, and a losing result is displayed (for example, "721"). Meanwhile, the character 673 on the light guide plate continues to emit light and appear in front of the display screen.

[0296] At (t34), after the pseudo-variations 1 to 4 of the variation game 2, the next variation game starts, and the decorative special symbols and small symbols are displayed in a variable manner ("↓↓↓"). The next variation game is a variable display game based on the start memory that is the subject of the pre-reading. On the display screen, the reserved display 633h is shifted from the second reserved display section 630b to the reserved consumption area 640. Also, the light of the character 763 on the light guide plate continues to be emitted in front of the display screen.

[0297] After that, at (t35), the next variable game stops and a special result (jackpot, for example, "777") is displayed. Meanwhile, the winning announcement continues for a predetermined time (for example, 5400 msec), and the character 673 on the light guide plate remains visible. Then, the game state transitions to a special game state, and the player can play rounds, etc.

[0298] In this way, even when pseudo variations 1 to 4 are being executed in the variation game 2, the winning announcement performance for the detected winning is performed as a pre-reading notice, and the reliability (expectation of a big win) of the future variation game (variable display game) can be notified. Therefore, it is possible to show the player a pre-reading performance like a pseudo continuous performance, or to show a pseudo continuous performance like a pre-reading performance, and to perform a performance with an element of surprise.

[0299] [Control of variable display games that reflect customization] Next, a customization function for setting (customizing) various effects of the variable game (variable display game) will be described with reference to Figs. 17 to 21.

[0300] Fig. 17 is a flowchart showing the flow of control of a variable display game that reflects customization by the game control device 100 and the performance control device 300. In Fig. 17, the flow of control is the same as that in the flowchart of Fig. 5, but customization is added during the variable game.

[0301] In the process of step S012, after the variable performance setting is performed based on the variable command of the first game (variable display game) after winning (after step S005), the performance control device 300 performs customization.

[0302] In the customization, the performance control device 300 can switch whether or not to execute each pre-reading notice (specific notice), such as the symbol KEEP pre-reading notice, the same color stop pre-reading notice, the winning announcement pre-reading notice, and the vibration pre-reading notice (execution ON / OFF), depending on the customization operation of the player. Also, the performance control device 300 can switch the presentation mode of the game to a high reliability mode depending on the customization operation of the player. The high reliability mode is a mode in which the reliability (expectation of a big win) of the game that is the pre-reading target increases when these pre-reading notices are executed, and the details will be described later.

[0303] Then, the performance control device 300 reflects the contents of the customization in the start memory based on the winning detected after the customization. That is, every time a winning is detected, a lottery for the look-ahead notice is held (step S002), and the contents of the switched customization are reflected in the lottery. For example, if only the pattern KEEP look-ahead notice is switched off by customization, other look-ahead notices can be switched on by lottery, but the pattern KEEP look-ahead notice will be switched off and the performance cannot be performed.

[0304] On the other hand, for the pre-reading notice for the start memory (already-occurred pending) based on the winning detected before customization, the lottery for the pre-reading notice (step S002) has already been conducted, so the customization content is not reflected in the lottery. In other words, for the already-occurred pending, the result of the existing lottery for the pre-reading notice (step S002) is maintained. In addition, the variable presentation setting (step S005) set before the customization was reflected, i.e., the variable presentation setting for the first game after winning, is also maintained as the existing setting, and the customization content is not reflected in the variable presentation setting for that game.

[0305] In addition, in the customization, the performance control device 300 can change the performance mode (special notice) of the entire game, such as normal mode, premium up, high reliability mode, etc. (special notice customization). Unlike the above-mentioned pre-reading notices, which are switched between on and off, these performance modes of the entire game can be switched by changing the performance mode. For example, in normal mode, the default (initial setting) performance mode is set, and in premium up, the probability of executing a rare performance (premium performance) that has a low execution probability in other modes can be greatly increased. In addition, in the high reliability mode, for example, the execution probability of a performance (fake performance) when the result of the variable display game is a miss is set low, so that the reliability (expectation of a jackpot) of the performance regarding a special result (jackpot or small win) can be increased. Note that the reliability (expectation of a jackpot) may include the expectation of a V-winning jackpot (expectation of a small win).

[0306] Then, when the presentation mode of the entire game is changed to the normal mode or premium up in the customization of step S012, the contents of the normal mode or premium up can be reflected in the variable presentation setting (steps S007, S009, S011) of the second and subsequent games based on the generated reservation. In this way, the presentation control device 300 can reflect the contents of the customization in the preview presentation of the game in which the variable presentation setting is performed after the customization, even if the start memory is generated before the customization. Note that even when the mode is changed to the high reliability mode, the contents of the high reliability mode can be reflected in the variable presentation setting (steps S007, S009, S011) of the second and subsequent games, and the preview presentation can be performed in the high reliability mode. However, the contents of the high reliability mode selected in the customization cannot be reflected in the lottery of the pre-reading notice for the generated reservation (step S002). This is because the lottery of the pre-reading notice has already been performed when the winning is detected.

[0307] In addition, for example, if customization is performed during the execution of pseudo-variation 1, the contents of the customization cannot be reflected in pseudo-variations 2 to 4 that are executed after the pseudo-variation 1. This is because the performance patterns that execute these pseudo-variations 1 to 4 have already been set in the variation performance settings before customization.

[0308] The performance control device 300 may be able to switch whether or not to execute each pseudo-successive notice (specific notice), such as the symbol KEEP pseudo fluctuation and the same color stop pseudo fluctuation (execution ON / OFF), depending on the player's customization operation. Also, when the execution mode of each look-ahead notice, such as the symbol KEEP pre-reading notice, is off, the performance control device 300 can turn on the execution mode of the notice performance of the corresponding pseudo-successive notice, but may turn it off according to the execution mode of each look-ahead notice. For example, when the execution mode of the symbol KEEP pre-reading notice is off, the performance control device 300 also turns off the execution mode of the corresponding symbol KEEP pseudo fluctuation. In this way, the symbol KEEP notice can be prevented from being executed for both the look-ahead notice and the pseudo fluctuation, making the performance easy for the player to understand.

[0309] The performance control device 300 can also perform customization in the same manner (steps S013, S014) after the second or subsequent variable performance settings (steps S007, S009, S011) have been performed.

[0310] [Look-ahead notice distribution table] Next, the pre-read notice allocation (selection) table will be described with reference to FIG.

[0311] Fig. 18 is a diagram showing an example of a look-ahead notice allocation (selection) table of the third embodiment. Fig. 18(A) is a look-ahead notice allocation table (for miss / for big win) for the symbol KEEP look-ahead notice, and Fig. 18(B) is a look-ahead notice allocation table (for miss / for big win) for the same color stop look-ahead notice. Whether the result of the variable display game based on the start memory is a miss or a big win can be grasped from the information of the look-ahead symbol command (look-ahead stop symbol command).

[0312] In the pre-reading notice distribution table, the pre-reading notice type and the selection rate (default) of the corresponding pre-reading notice type are set for each pre-reading notice performance. Also, a plurality of pre-reading notice distribution tables for misses and big wins may be provided, and a pre-reading notice distribution table may be selected from the plurality of pre-reading notice distribution tables based on the information of the pre-reading variation pattern command. When the result of the variable display game is a big win as information from the pre-reading pattern command (pre-reading stop pattern command), a pre-reading notice type with a higher reliability is more likely to be executed.

[0313] Specifically, as shown in FIG. 18(A), the selection rate of the pre-reading prediction type of the pattern KEEP pre-reading prediction is set to the default (normal mode), and if the result of the variable display game based on the start memory is a miss, the selection rate of the first pre-reading prediction type is 25%, the selection rate of the second pre-reading prediction is 10%, and if there is no pre-reading prediction (no change), it is 65%.

[0314] On the other hand, when the high reliability mode is set and the result of the variable display game is a miss, the selection rate of the first look-ahead prediction as the look-ahead prediction type is 2%, the selection rate of the second look-ahead prediction is 1%, and the case where there is no look-ahead prediction (no change) is 97%. In other words, in the high reliability mode, in addition to the probability of a special result (win) (for example, 1 / 350), the probability of the look-ahead prediction being executed in the case of a miss is also very low, and it is almost never selected.

[0315] In addition, the selection rate of the pre-reading notice type of the pattern KEEP pre-reading notice is set to the default (normal mode), and if the result of the variable display game based on the start memory is a jackpot, the selection rate of the first pre-reading notice type as the pre-reading notice is 30%, the selection rate of the second pre-reading notice is 50%, and the selection rate of no pre-reading notice (no change) is 20%.

[0316] On the other hand, when the high reliability mode is set and the result of the variable display game is a jackpot, the selection rate of the first pre-reading notice as the pre-reading notice type is 30%, the selection rate of the second pre-reading notice is 50%, and the selection rate of no pre-reading notice (no change) is 20%. In other words, the probability of a pre-reading notice being executed in the event of a jackpot remains the same whether in the high reliability mode or the default.

[0317] In this way, the probability that the symbol KEEP pre-reading notice is executed in the case of a jackpot is not changed between the high reliability mode and the default, while the symbol KEEP pre-reading notice is made less likely to occur in the case of a miss in the high reliability mode. In other words, by making the probability of a pre-reading notice being executed in the miss table lower than normal (default), it becomes more difficult for a pre-reading notice to occur in the start memory that results in a miss, and the reliability (expectation, jackpot expectation) when a pre-reading notice occurs can be improved. As a result, the reliability of the symbol KEEP pre-reading notice in the high reliability mode can be increased, greatly improving the player's expectation of a jackpot when it occurs.

[0318] Also, in the high reliability mode, the probability that the symbol KEEP pre-reading notice is selected in the miss, which occurs much more frequently than the big win, becomes extremely lower than the default. Therefore, in the high reliability mode, the appearance of the symbol KEEP pre-reading notice is significantly reduced compared to the default, and the appearance rate of the symbol KEEP pre-reading notice for one start memory is significantly lower than the default.

[0319] Also, as shown in FIG. 18(B), when the selection rate of the pre-reading type of same-color stop pre-reading notice is set to the default (normal mode), and the result of the variable display game based on the start memory is a miss, the selection rate of the first pre-reading notice as the pre-reading notice type is 25%, the selection rate of the second pre-reading notice is 10%, the selection rate of the third pre-reading notice is 5%, and the selection rate of no pre-reading notice (no change) is 60%.

[0320] On the other hand, when the high reliability mode is set and the result of the variable display game is a miss, the selection rate of the first look-ahead notice type is 2%, the selection rate of the second look-ahead notice is 1.5%, the selection rate of the third look-ahead notice is 0.5%, and the selection rate of no look-ahead notice (no change) is 96%. In other words, even in the high reliability mode of the same color stop look-ahead notice, the probability of the look-ahead notice being executed in the case of a miss is very low, and it is almost never selected.

[0321] In addition, when the result of the variable display game based on the start memory is a jackpot, the selection rate of the pre-reading notice type of the same-color stop pre-reading notice is the same whether in the default (normal mode) or the high reliability mode.

[0322] Therefore, while the same color stop pre-reading notice does not change the execution probability in the case of a jackpot, like the pattern KEEP pre-reading notice, by making it difficult for the same color stop pre-reading notice to occur in the high reliability mode in the case of a miss, the reliability (expectation of a jackpot) in the high reliability mode can be increased and the player's expectation of a jackpot can be greatly improved. Also, in the high reliability mode, like the pattern KEEP pre-reading notice, the occurrence rate of the same color stop pre-reading notice for one start memory is greatly reduced compared to the default.

[0323] In addition, when the high reliability mode is set and the result of the variable display game is a jackpot, the selection rate (%) of each pre-reading prediction type may be increased to make the pre-reading prediction more likely to be executed. By doing so, the pre-reading prediction can be more likely to be executed in the high reliability mode, and the interest of the game can be increased.

[0324] In addition, the high reliability mode and default (normal mode) for the pattern KEEP pseudo-fluctuation and same color stop pseudo-fluctuation can also have the same selection rate for the type of prediction as the pattern KEEP pre-reading prediction and same color stop pre-reading prediction shown in Figure 18, thereby increasing the reliability (expectation of a jackpot) in the high reliability mode.

[0325] In addition, while the pattern KEEP pre-reading forecast and same color stop pre-reading forecast are pre-reading forecasts (not high probability of jackpot, non-definite specific forecasts) in which the expectation of a jackpot changes depending on the type of pre-reading forecast, the winning announcement pre-reading forecast and vibration pre-reading forecast can be executed as pre-reading forecasts with an extremely high expectation of a jackpot (high probability of jackpot, definite specific forecasts).

[0326] [Performance customization function] Next, the effect customization function will be described with reference to FIG. 19 to FIG.

[0327] FIG. 19 is a screen transition diagram for explaining the mode of the presentation customization function during the customer waiting screen and the variable game.

[0328] In (A), a customer waiting screen is displayed on the display screen of the display device 41. When the customer waiting screen is displayed, a presentation button image 681 and text such as "menu" can be displayed on the display screen. The presentation button image 681 is an image that guides (suggests, explains) the player that a menu display screen can be called up by pressing the presentation button 25. When the player presses the presentation button 25, the display screen transitions to the menu display screen.

[0329] (A) is a display screen on which the menu display screen is displayed. The menu display screen displays a menu 682 for performing various settings, and within the menu 682, effects customization, volume / light adjustment, auto ON / OFF, initialization, etc. are displayed as selectable items. In addition, a selected object (e.g., effects customization) can be displayed in a different manner (high brightness, thick frame, different color, animation, etc.) from other objects.

[0330] In effect customization, various effect settings (ON / OFF setting and selection) can be made, and in volume / light adjustment, the volume of the speaker 19 and the brightness of the display screen can be adjusted. In auto ON / OFF, automatic operation (auto) of the effect button 25 can be set when an effect occurs that requires pressing the effect button 25, and in initialization, the settings made in the menu 682 can be returned to the default (initial state).

[0331] A menu explanation image 683 is displayed next to the menu 682. An explanation of the selected object is displayed in the menu explanation image 683. For example, when effect customization (effect customization function) is selected, the following text is displayed as an explanation of effect customization: "You can set various effects (ON / OFF settings and selections)."

[0332] The player can select the menu contents by operating the directional key switch 450 (directional key SW, cross key switch) up and down, and can confirm the selected menu by pressing a button provided in the center or near the directional key switch 450. In addition, a directional key switch image 684 that informs that the directional key switch 450 can be operated and a button image 685 that informs that the button can be operated are displayed on the display screen. In addition, the effect button image 681 is displayed in a place that does not interfere with other displays with a character such as "End Menu", and informs the player that the menu display screen can be ended. For example, when effect customization is selected and a menu is confirmed by pressing a button, the display screen transitions to effect customization setting screen 1.

[0333] In (c), the setting screen 1 for customizing the effects is displayed on the display screen. In the setting screen 1, it is possible to set whether or not to execute various pre-reading notices (ON / OFF setting). As various pre-reading notices for which execution can be set, for example, there are a pattern KEEP pre-reading notice, a same color stop pre-reading notice, and a winning announcement pre-reading notice, and in the setting screen 1, these pre-reading notice names can be displayed with simple names that are easy for players to recognize (same color KEEP up, same color stop up, light guide plate super hot, etc.). In addition, next to these pre-reading notice names, an ON / OFF image that displays or switches the setting state of execution or not is displayed, and the player can switch the ON / OFF setting by operating the directional key switch 450. When "To setting screen 2" is selected and confirmed, the display screen transitions to the setting screen 2.

[0334] In (D), a setting screen 2 for customizing effects is displayed on the display screen. In setting screen 2, the effect mode for the entire game can be selected. For example, normal mode, premium up, and high reliability mode are displayed as selectable modes on setting screen 2, and a menu explanation image 683 explaining the selected effect mode is displayed next to these displays. For example, when premium up is selected, the words "Premium appearance rate has increased!" are displayed on menu explanation image 683.

[0335] Next, with reference to (E), a display screen after a winning game ball is detected on the customer waiting screen (A) and a variable display game is started will be described.

[0336] In (E), a variable game screen in which a variable display game (variable game) is played is displayed on the display screen. When the variable game screen is displayed, for example, a customized display image 686, a directional key switch image 684, and a button image 685 are displayed on the display screen.

[0337] The customization display image 686 displays characters indicating the currently selected presentation mode to be customized (for example, "Premium" indicating Premium Up). Even during a variable game, the player can operate the directional key switch 450 or a button to select a presentation mode or various pre-reading notices, and switch the presentation mode or switch the ON / OFF setting for whether or not various pre-reading notices can be executed. Also, by pressing the presentation button 25, these customization settings can be ended. By adopting this mode, the presentation mode and the settings for various pre-reading notices can be switched even during a variable game.

[0338] In order to widen the display area for displaying the effects and the variable display area 610, the directional key switch image 684 and the button image 685 may be hidden, reduced in size, or partially displayed, and the entire image may be displayed when the player operates the directional key switch 450 or a button. When the entire image is displayed in a large size, text explaining the operation of each directional key of the directional key switch 450 (for example, "switch" or "select") may be displayed near the directional key switch image 684. Similarly, text explaining the operation of the effect button 25 (for example, "end") may be displayed near the effect button image 681.

[0339] A specific example of the effect customization function during the variable game will be described with reference to Figs.

[0340] FIG. 20 is a screen transition diagram illustrating the manner in which the on / off setting of the symbol KEEP effect as a specific notice can be switched using the effect customization function during a variable game.

[0341] In (F), the variable display game (variable game, special chart 1 variable display game) corresponding to the reserved display 633i is executed, and the decorative special pattern is displayed variable ("↓↓↓"). The first reserved display unit 630a displays the reserved display 633j in standby.

[0342] Characters (e.g., "KEEP") indicating that the symbol KEEP pre-reading notice is selected as the customization target are displayed on the customization display image 686. Also, characters (e.g., "OFF") indicating that the symbol KEEP pre-reading notice is set to OFF are displayed below the customization display image 686.

[0343] In the customization display image 686, the player can select the customization target in the following order according to the operation of the directional key switch 450 (for example, pressing the down key) by the player, as shown on the right side of (F) in Fig. 20: Presentation mode (normal, premium, high reliability) → Symbol KEEP (Pattern KEEP pre-reading notice) → Same color symbol (Same color stop pre-reading notice) → Light guide plate (Winning announcement pre-reading notice) → Presentation mode. Note that when the directional key switch 450 is operated in the opposite direction (for example, pressing the up key), the customization target may be selected in the opposite order.

[0344] When the customization target is the presentation mode, the presentation mode can be switched between normal (normal mode), premium (premium up), and high reliability (high reliability mode) by operating the directional key switch 450 (for example, by pressing the horizontal key).

[0345] Furthermore, when the customization target is various pre-reading notices, the ON / OFF setting of the selected pre-reading notice can be switched by operating the directional key switch 450 (for example, by pressing the horizontal key).

[0346] In (G), when the symbol KEEP pre-reading notice (symbol KEEP) is switched to ON setting during the variable game (customization change), a standby icon 687 (state transition image) is displayed on the display screen. The standby icon 687 is displayed until the customization setting (for example, the symbol KEEP pre-reading notice) that has been switched to ON is reflected in the customization, and is displayed, for example, as an hourglass-shaped icon. The standby icon 687 may be displayed as another icon such as an alarm clock, or a variable memory or gauge indicating the waiting time until the customization is reflected may be displayed instead of the hourglass-shaped icon. The standby icon 687 may also be displayed so that the amount of sand in the hourglass icon gradually changes according to the waiting time.

[0347] Also, in (K), with the occurrence of a new start memory (hold+1), a new hold display 633k is displayed in the first hold display section 630a on the display screen.

[0348] In (K), the variable game corresponding to the reserved display 633j displayed before the customization change is executed. Also, the waiting icon 687 continues to be displayed, and the player is notified that the customization has not yet been reflected and the symbol KEEP pre-reading notice has not yet been executed.

[0349] In (Ke), a new reflected icon 688 is displayed by reflecting the customization. The reflected icon 688 (special image) is an icon that notifies that the customization setting (for example, the design KEEP pre-reading notice) has been reflected, and is displayed, for example, as a light bulb icon. The reflected icon 688 may be displayed (may appear) as an icon, character (special character), or effect image other than a light bulb.

[0350] Then, in (Ke), the pending display 633k based on the start memory generated after the customization change is shifted to the pending consumption area 640 and becomes a changing pending display, and the next changing game (changing display game) is started in a state reflecting the customization (for example, the execution of the pattern KEEP pre-reading notice is set to ON).

[0351] FIG. 21 is a screen transition diagram illustrating the manner in which the setting of the presentation mode for special notice is switched from the high reliability mode to the premier mode using the presentation customization function during a variable game.

[0352] In (sa), as in (ka) of Fig. 20, a variable display game (variable game, special pattern 1 variable display game) corresponding to the reserved display 633i is executed, and the decorative special pattern is displayed ("↓↓↓"). The first reserved display unit 630a displays the reserved display 633j in standby.

[0353] The customization display image 686 displays text (for example, "High Reliability") indicating that the high reliability mode has been selected for the rendering mode to be customized.

[0354] In (C), when the presentation mode is switched to premium up (premium) during the variable game (customization change), a standby icon 687 is displayed on the display screen. The standby icon 687 is displayed until the presentation mode (for example, high reliability mode) of the switched customization setting is reflected in the customization.

[0355] Also, in (C), with the occurrence of a new start memory (hold+1), a new hold display 633k is displayed in the first hold display section 630a on the display screen.

[0356] In (S), the reserved display 633j displayed before the customization change is shifted to the reserved consumption area 640 and becomes a variable reserved display, and the next variable game (variable display game) is started in a state where the customization is reflected (for example, premium up). Therefore, for example, after a player visually recognizes a pattern KEEP pre-reading notice with high reliability (expectation of a big win) that occurred in the high reliability mode, the player switches the presentation mode to premium up in anticipation of the premium presentation when the variable game to be pre-reading becomes a special result (a big win). As a result, the variable game to be pre-read can be executed in a state where the premium up is customized and reflected in the presentation mode, so the player can enjoy a game that becomes a special result (a big win) through the premium presentation, and the interest of the game can be increased.

[0357] In addition, when the performance mode (special notice) is customized and changed to high reliability mode (high reliability), the timing at which the customization is reflected differs as follows depending on whether a pre-reading notice performance is performed in high reliability mode or a pseudo-continuous performance is performed.

[0358] For example, when a highly reliable pattern KEEP presentation (pattern KEEP pseudo-variation) is performed in pseudo-variation, the pseudo-variation can be performed in a state where customization is reflected (high reliability mode) from the variation game based on the starting memory that has occurred before the customization change, as shown in (S) of Figure 21.

[0359] On the other hand, when a highly reliable symbol KEEP effect (symbol KEEP pre-reading notice) is performed in the pre-reading notice, the pre-reading notice can be performed in a state where the customization is reflected (high reliability mode) from the variable game based on the start memory generated after the customization change as shown in (K) of FIG. 20. The performance control device 300 may set the timing at which the customization is reflected when switching to the high reliability mode from the variable game based on the start memory generated after the customization change in the case of pseudo-variation as in the case of pre-reading notice. In this way, by setting the timing at which the customization is reflected when switching to the high reliability mode to the same timing in the case of pseudo-variation and pre-reading notice, the content of the game can be easily understood by the player, and the interest of the game can be increased.

[0360] [Effects of the embodiment or its modified example] In this embodiment, the gaming machine 10 capable of executing game-related effects is capable of executing specific notifications (pattern KEEP pre-reading notification, same color stop pre-reading notification, winning announcement pre-reading notification, vibration pre-reading notification) as game-related effects across multiple pattern change games (changing games, changing display games, special pattern change display games, games), is capable of executing multiple pseudo-changes (pseudo consecutive effects, pseudo consecutive notifications, pseudo consecutive, pseudo consecutive changes) in one pattern change game, is capable of executing specific notifications (pattern KEEP pseudo-change, same color stop pseudo-change, winning announcement pre-reading notification, vibration pre-reading notification) across multiple pseudo-changes, and is capable of executing specific notifications with the same notification mode (pattern KEEP effect, same color pattern effect, winning announcement effect, vibration effect) in multiple pattern change games and multiple pseudo-changes.

[0361] According to such a gaming machine 10, just like a specific notice spanning multiple pattern change games, a specific notice can be executed across multiple pseudo-changes, and it can be made to look to the player as if a pre-reading notice performance is being performed with the pseudo-change, thereby increasing the interest of the game.

[0362] In addition, the gaming machine 10 can execute a specific notice so that the ratio of the execution time of the specific notice in the fluctuation time of one pseudo fluctuation is the same as the ratio of the execution time of the specific notice in the fluctuation time of one of the symbol fluctuation games. According to such a gaming machine 10, a pseudo continuous performance can be performed with the same execution time ratio as the pre-reading notice performance, and it is easier for the player to see that the pre-reading notice performance is being performed with the pseudo fluctuation (simulation is improved), so that the interest of the game can be increased.

[0363] In addition, in the gaming machine 10, the multiple symbol change games include one symbol change game (e.g., change game 1) and a second symbol change game (e.g., change game 2) that is executed after the one symbol change game, and the multiple pseudo changes include one pseudo change (e.g., pseudo change 1) and a second pseudo change (e.g., pseudo change 2) that is executed after the one pseudo change, and when a specific notice is executed across multiple pseudo changes, if power is restored during the execution of the first pseudo change, the second pseudo change does not return, and when a specific notice is executed across multiple symbol change games, if power is restored during the execution of the first symbol change game, the second symbol change game returns. According to such a gaming machine 10, the player can enjoy the performance at least from the pre-read notice when power is restored, so that the decrease in interest in the game can be suppressed.

[0364] The gaming machine 10 can execute a specific notice, which suggests the expectation (reliability) that the target symbol change game will be a hit (special result, big hit, small hit) as a performance related to the game, from a symbol change game prior to the target symbol change game across multiple symbol change games (pre-reading notice performance), can execute multiple pseudo-changes in one symbol change game, and can execute a specific notice across multiple pseudo-changes, and the specific notice includes a confirmed specific notice that determines a hit (a winning announcement performance, a vibration performance) and a non-confirmed specific notice that does not determine a hit (a symbol keep performance, a same color stop performance). According to such a gaming machine 10, the mode of the performance of the specific notice (flashy, lively, hot, etc.) can be divided according to the performance, which makes it easier to stimulate the player's expectation for a big hit, and therefore increases the interest of the game.

[0365] In addition, in the gaming machine 10, in one pseudo-variation and a second pseudo-variation executed after the one pseudo-variation, the notification state of the non-determined specific notification can be changed to a notification state suggesting a different expectation level (for example, left 7 KEEP and left center 7 KEEP, all blue, all green, and all red). According to such a gaming machine 10, since the notification state of the non-determined specific notification changes in the latter half of the performance, it becomes easier for the player to expect the performance to be upgraded to a high expectation level, and the interest of the game can be increased.

[0366] Furthermore, in the gaming machine 10, the preview mode of the confirmed specific preview cannot be changed to a preview mode suggesting a different degree of expectation in one pseudo-variation and a second pseudo-variation executed after the first pseudo-variation. With such a gaming machine 10, it is possible to create a presentation that does not disappoint the expectations of a player who believes that a win is coming, thereby increasing the interest of the game.

[0367] The gaming machine 10 can execute, as a performance related to the game, a specific notice that suggests the expectation that the target symbol change game will be a hit, over multiple symbol change games from a symbol change game prior to the target symbol change game (pre-reading notice performance), can execute multiple pseudo changes in one symbol change game, and can execute a specific notice over multiple pseudo changes (pseudo continuous performance), and the specific notice includes a winning time specific notice (winning announcement performance, vibration performance) that can be executed when the game ball wins, and a post-winning specific notice (symbol KEEP performance, same color stop performance) that can be executed after the game ball wins. According to such a gaming machine 10, the specific notice can be executed at various times as a pre-reading notice performance or pseudo continuous performance, and the range of performances is expanded, so that the interest of the game can be increased.

[0368] In addition, the gaming machine 10 has a different expectation level for the symbol variation game corresponding to the winning to hit between the winning specific notice and the post-winning specific notice. According to such a gaming machine 10, the winning specific notice is executed with a different expectation level from the post-winning specific notice, so that it becomes easier to emphasize the presentation effect so as to increase the player's sense of elation when the winning specific notice is executed, and therefore the interest of the game can be increased.

[0369] In addition, the gaming machine 10 can execute a specific notice, which suggests the expectation of the target symbol change game being a hit, from a symbol change game prior to the target symbol change game over multiple symbol change games (pre-reading notice effect), can execute multiple pseudo-changes in one symbol change game, can execute a specific notice (pseudo continuous effect) over multiple pseudo-changes, can customize (effect customization function, customization setting) to change the expectation or appearance rate of the specific notice, has one pseudo-change and a second pseudo-change executed after the first pseudo-change, and when customization is performed during the execution of the first pseudo-change, the specific notice is executed with the expectation or appearance rate before the customization during the execution of the second pseudo-change. According to such a gaming machine 10, the consistency of a series of pseudo-continuous effects can be maintained before and after customization, so that it is possible to perform an effect that is easy for the player to understand, and it is possible to increase the interest of the game.

[0370] In addition, the gaming machine 10 has one symbol-changing game and a second symbol-changing game that is executed after the first symbol-changing game, and when customization is performed while the first symbol-changing game is being executed and there is a hold (start memory) corresponding to the second symbol-changing game, a specific notice (pre-reading notice performance) is executed with the expectation level or appearance rate before the customization is performed during the execution of the second symbol-changing game. According to such a gaming machine 10, the consistency of a series of pre-reading notice performances can be maintained before and after customization, so that it is possible to perform performances that are easy for players to understand, and the fun of playing can be increased.

[0371] The gaming machine 10 is capable of special notice customization (customization setting) that changes the appearance rate of a special notice (premium effect) different from a specific notice, and when special notice customization is performed during execution of a first pseudo-variation, the special notice is executed at the appearance rate before the special notice customization is performed during execution of a second pseudo-variation. According to such a gaming machine 10, the consistency of a series of pseudo-continuous effects can be maintained before and after the special notice customization, so that an effect that is easy for the player to understand can be performed, and the interest of the game can be increased.

[0372] In addition, the gaming machine 10 has a first symbol-changing game and a second symbol-changing game that is executed after the first symbol-changing game, and if special notice customization is performed during execution of the first symbol-changing game, the special notice is executed during execution of the second symbol-changing game at the appearance rate after the special notice customization is performed. According to this gaming machine 10, when a highly reliable (high expectation of a big win) pre-reading performance is executed, the player can perform special notice customization, making it easier to enjoy the premium performance by reflecting the contents of the special notice customization in the symbol-changing game that is the pre-reading target executed thereafter, and thus increasing the interest in the game.

[0373] The gaming machine 10 can execute a specific notice (pre-reading notice effect) across multiple symbol-changing games as a performance related to the game, can execute multiple pseudo-changes in one symbol-changing game, can execute a specific notice (pseudo continuous performance) across multiple pseudo-changes, and there are multiple types of specific notices (symbol KEEP performance, same-color stop performance, winning announcement performance, vibration performance), and can execute multiple types of specific notices in both multiple symbol-changing games and multiple pseudo-changes. According to such a gaming machine 10, multiple types of pseudo-continuous performances can be made to look like corresponding pre-reading notice performances to the player, which increases the range of performances and increases the interest of the game.

[0374] In addition, in the gaming machine 10, the multiple symbol change games include one symbol change game and a second symbol change game that is executed after the first symbol change game, and the multiple pseudo changes include one pseudo change and a second pseudo change that is executed after the first pseudo change, and a specific notice (pre-reading notice performance, pseudo continuous performance) can be executed during the stop of the symbols between the first symbol change game and the second symbol change game, and can also be executed during the temporary stop of the symbols between the first pseudo change and the second pseudo change. According to such a gaming machine 10, the specific notice is executed during the stop of the symbols and the temporary stop of the symbols, so that even if the player misses the specific notice during the symbol change game, the specific notice can be easily reconfirmed, resulting in an easy-to-understand performance, which can increase the interest of the game.

[0375] In addition, the gaming machine 10 has a plurality of symbol change games, which include a first symbol change game and a second symbol change game that is executed after the first symbol change game, and a plurality of pseudo changes, which include a first pseudo change and a second pseudo change that is executed after the first pseudo change, and can continuously execute a specific notice (pre-reading notice performance, pseudo continuous performance) from before the end of the first symbol change game to after the start of the second symbol change game, and can continuously execute from before the end of the first pseudo change to after the start of the second pseudo change. According to such a gaming machine 10, the specific notice is continuously executed until after the start of the second symbol change game or the second pseudo change, so that the player can easily confirm the specific notice, and the interest of the game can be increased.

[0376] In addition, the special image (reflected icon 688) can appear only when the customized settings are reflected in the gaming machine 10. According to such a gaming machine 10, it is possible to inform the player that the customization has been reflected in an easy-to-understand manner, thereby increasing the interest of the game.

[0377] Furthermore, the gaming machine 10 is capable of displaying a state transition image (a standby icon 687) that can change from when customization is performed until the customization is reflected. According to such a gaming machine 10, when customization is performed, the state transition image is displayed until the customization is reflected, so that the player can be informed in an easily understandable manner that the customization has not yet been reflected, and the player's interest in the game can be enhanced.

[0378] It is to be noted that the present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the technical concept, and it is clear that these are also included in the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can execute a part of the processing executed by the game control device, and conversely, the game control device can execute a part of the processing executed by the performance control device. For example, it is possible to combine a plurality of embodiments and a plurality of modified examples in various ways. In addition, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is indicated by the claims, and it is intended to include all modifications within the scope of the claims and the meaning and content equivalent thereto.

[0379] For example, when the above-mentioned embodiment is applied to a slot machine, the game media used in the game are medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (awarded). The control of the launch of game balls in a pachinko machine corresponds to the control of medal (game media) insertion in a slot machine. The number of game media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the ratio of the bonuses is the ratio (%) of the number of medals paid out in a specified period of time. [Explanation of symbols]

[0380] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second start port, second start winning area) 39 Special variable prize device 41 Display device 50 Collective display device (LED) 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

1. In a gaming machine capable of executing effects related to gaming, As a performance related to the game, a specific notice can be executed across multiple symbol variation games, A plurality of pseudo variations can be executed in one of the symbol variation games, and the specific notice can be executed across the plurality of pseudo variations; There are several types of specific notices: A gaming machine characterized in that the multiple types of specific notices can be executed in both the multiple pattern change games and the multiple pseudo changes.

2. The plurality of symbol change games include one symbol change game and a second symbol change game that is executed after the one symbol change game, The multiple pseudo fluctuations include one pseudo fluctuation and a second pseudo fluctuation executed after the one pseudo fluctuation, The gaming machine described in claim 1, characterized in that the specific notice can be executed during a stop of the patterns between the first pattern change game and the second pattern change game, and can also be executed during a temporary stop of the patterns between the first pseudo-change and the second pseudo-change.

3. The plurality of symbol change games include one symbol change game and a second symbol change game that is executed after the one symbol change game, The multiple pseudo fluctuations include one pseudo fluctuation and a second pseudo fluctuation executed after the one pseudo fluctuation, A gaming machine as described in claim 1 or claim 2, characterized in that the specific notification can be executed continuously from before the end of the first pattern change game to after the start of the second pattern change game, and can be executed continuously from before the end of the first pseudo-change to after the start of the second pseudo-change.

Citation Information

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