Game machine
Patent Information
- Application Number
- JP2023139858
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2025-03-13
AI Technical Summary
【0009】 本発明によれば、遊技の興趣を向上させることができる。
Smart Images

Figure 2025033861000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine that includes a gaming area in which gaming balls (gaming value) move and a launching device that launches the gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a big prize opening provided in the gaming area operates to an open state, and a gaming ball is paid out based on the entry of the gaming ball into the big prize opening.
[0003] Furthermore, some gaming machines of this type execute a timer effect that notifies the player of the remaining time until a predetermined effect is executed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-17463 A Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, there is a demand for gaming machines to improve the entertainment value of the game.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine that improves the entertainment value of the game. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A gaming machine having a gaming area (e.g., a gaming area 4) in which a gaming medium moves, and launching a gaming medium into the gaming area in response to an operation by a player, A lottery means (e.g., a special symbol lottery means 230) that executes a lottery based on the entry of a game medium into a predetermined area (e.g., a second starting hole 49) provided in the game area; A state control means (e.g., a game state transition control means 250) that controls transition of a game state between a plurality of game states including a specific game state (e.g., a time-saving state); A performance control means (e.g., the performance control means 300) for controlling the execution of the performance; A display means (e.g., a liquid crystal display 32), the effect control means is capable of executing a specific effect in which a number is displayed on the display means in the specific gaming state and the number is decreased; In the specific performance, the number is decreased every time the special symbol (for example, the second special symbol) based on the execution of the lottery starts to change, The odd-numbered fluctuation of the special symbol in the specific performance is defined as an odd-numbered fluctuation, If the variation of the special symbol in the even-numbered times in the specific performance is an even variation, A first sound is output based on the start of the odd-number variation, and a second sound is output based on the start of the even-number variation.
[0008] When a specific performance is executed in a specific game state, the number decreases each time the special symbol starts to change, and a first sound is output when an odd number change starts, and a second sound is output when an even number change starts. That is, the first sound and the second sound are output alternately. Therefore, compared to when the same sound is output at the start of each change, it is possible to prevent the performance from becoming monotonous, increase the player's sense of excitement (sense of realism), and improve the interest of the game. Effect of the Invention
[0009] According to the present invention, interest in games can be improved. [Brief description of the drawings]
[0010] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to an embodiment of the present invention, illustrating its external configuration. [Diagram 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Diagram 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Diagram 5] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Figure 6] FIG. 13 shows the jackpot lottery table. [Figure 7] FIG. 13 is a diagram showing the symbol lottery table of the same. [Figure 8] FIG. 11 is a state transition diagram of the game state. [Figure 9] FIG. 11 is a diagram showing the effects executed in the normal state, where (a) shows the first effect and (b) shows the second effect. [Figure 10] FIG. 13 is a diagram explaining the first pattern presentation and the hold presentation. [Figure 11] This is a figure explaining the hold number display and the second pattern presentation. [Figure 12] FIG. 13 is a diagram explaining the first winning effect, the second winning effect, and the time-saving effect. [Figure 13] FIG. 11 is a diagram illustrating the display of the presentation mode selection. [Figure 14] This is a diagram explaining a specific presentation. [Figure 15] This is a timing chart for explaining the relationship between each effect when a specific effect is executed. [Figure 16] 1A is a diagram showing the waveform of sound A, (b) is a diagram showing the waveform of sound B, and (c) is a diagram showing the waveform of sound C. FIG. [Figure 17] This is a timing chart for explaining the relationship between each effect when a specific effect is executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear", "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down", and "left and right" means that the left hand side of the player playing with the gaming machine is "left" and the right hand side is "right".
[0012] The gaming machine 1 of this embodiment is different from conventional pachinko gaming machines in that the player can play the game without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is a gaming machine in which a gaming value as electronic information is used, and the gaming value is consumed or paid out by playing. In the gaming machine 1, the payment of the gaming value means that the gaming value is paid out (granted) electronically. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, that is, pachinko gaming machines in which the player can touch physical gaming balls and the gaming balls are paid out to a tray based on the entry of the gaming balls into a predetermined winning hole.
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to this embodiment. The gaming machine according to this embodiment includes an outer frame 2 forming the outer surface of the gaming machine, a gaming board 6 provided inside the gaming machine and forming a gaming area 4 in which a gaming ball moves, an inner frame 7 holding the gaming board 6, a glass unit 8 making the gaming board 6 visible but inaccessible to a player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a number of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launching device (not shown) provided inside the gaming machine is activated to launch gaming balls into the gaming area 4. The launching device of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).
[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. On the front side of the dedicated unit 400, there are provided a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be grasped by the card. The card may also be capable of storing a prepaid balance. In addition, management of the number of play values by a card may be performed by storing the number of play values on the card itself, or the number of play values may be stored in a designated management device etc. installed in an amusement arcade etc., and the number of play values stored in the management device etc. may be linked to identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0018] In the dedicated unit 400, an operation (pressing operation) on the loan button 403 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the loan button 403 is pressed, a predetermined number (for example, 125) of game values are credited to the gaming machine 1 by consuming a bill inserted into a bill insertion slot 406 or a stored value stored as a prepaid balance on a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game values are credited to the gaming machine 1 by consuming a game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the loan button 403 or the replay button 404 as a loan operation means is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined amount of game value is transferred (loaned) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a count button (count operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values is stored in a game value number storage area of the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values available for play. The number of balls held is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed by the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of balls held) stored in the game value number storage area. The frame control board 201 decreases the number of balls held based on the detection of the launch of a game ball. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. When a game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of balls held by the amount of the game value transferred. When a game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of balls held by the amount of the game value transferred. The frame control board 201 also controls the number of balls held to be displayed on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of balls held.
[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion), which is formed so that it can be pressed. When the player ends a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values is transferred from the gaming machine 1 to the dedicated unit 400. After the game value is transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that allows the number of game values owned by the player to be known is ejected from the dedicated unit 400 (card insertion / ejection port 402).
[0022] 3 is a front view showing the external configuration of the game board 6. A circular outer rail 28 is provided on the game board 6, and the area surrounded by the outer rail 28 is the game area 4 in which game balls move. An arc-shaped inner rail 30 is provided on the left end of the game area 4 so as to follow the outer rail 28, and the outer rail 28 and the inner rail 30 guide game balls launched from a launching device (not shown) provided below the game board 6 to the game area 4.
[0023] At the center of the game board 6, there is provided a presentation unit 36 including a liquid crystal display 32 (presentation display device, display means) that displays presentation images and the like to liven up the game, and a display frame 34 formed to surround the liquid crystal display 32. At the center above the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the presentation unit 36 and outputs presentation light and the like to liven up the game.
[0024] In this embodiment, the game ball cannot pass in front of the liquid crystal display 32, and the game ball launched from the launching device falls in the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, a large number of game nails (not shown) are nailed to the surface of the game board 6 so as to intersect with each other, and the moving direction of the game ball moving in the game area 4 changes randomly.
[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and the game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44, and the game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.
[0026] A first start port 46 (first area) into which a game ball (including a game ball that has fallen downward from near the center of the stage 44) can enter is provided below the center of the stage 44. A first start port switch 100 (see FIG. 5) that detects a game ball that has entered the first start port 46 is provided inside the first start port 46. When the first start port switch 100 detects a game ball (entry of a game ball into the first start port 46), it outputs a detection signal to the main control board 200. The main control board 200 also executes a first special symbol lottery (first lottery) as a special symbol lottery based on the input of the detection signal from the first start port switch 100. The main control board 200 also executes the payout of a prize ball (for example, one ball) based on the input of the detection signal from the first start port switch 100. The game ball that has entered the first start port 46 is collected inside the gaming machine.
[0027] A plurality of (three) general winning holes 47 (upper left general winning hole 47a, middle left general winning hole 47b, and lower left general winning hole 47c) are provided to the left of the first starting hole 46 in the game area 4. A general winning hole switch 101 (see FIG. 5) is also provided on the game board 6 to detect a game ball that has entered the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c. When the general winning hole switch 101 detects a game ball (entry of a game ball into the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c), it outputs a detection signal to the main control board 200. The main control board 200 also executes the payout of prize balls (for example, three balls) based on the input of the detection signal from the general winning hole switch 101. The general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or may be provided for multiple (e.g., three) general prize openings 47. In addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to the general prize openings 47 may be provided.
[0028] A passage gate 48 through which game balls pass without being collected inside the game machine is provided in the game area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a game ball is provided inside the passage gate 48. When the gate switch 102 detects a game ball (the game ball passing through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether or not a normal win has been won.
[0029] In the game area 4b on the right side of the liquid crystal display 32, a second start port 49 (second area) is provided below the passing gate 48. In addition, a second start port switch 103 (see FIG. 5) that detects a game ball that has entered the second start port 49 is provided in the second start port 49. When the second start port switch 103 detects a game ball (entry of a game ball into the second start port 49), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. In addition, the main control board 200 executes the payout of a prize ball (for example, one ball) based on the input of the detection signal from the second start port switch 103. In addition, the game ball that has entered the second start port 49 is collected inside the gaming machine.
[0030] The second starting hole 49 is provided with a normal role 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a game ball to enter the second starting hole 49 (a state in which it is difficult for a game ball to enter the second starting hole 49) and an expanded state (open state) in which it is easy for a game ball to enter (a state in which it is easy for a game ball to enter the second starting hole 49). The normal role 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal winning is won in the normal symbol lottery.
[0031] In addition, a large prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. In addition, a count switch 104 (see FIG. 5) that detects a game ball that has entered the large prize opening 50 is provided in the large prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the large prize opening 50), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes the payout of prize balls (for example, 15 balls) based on the input of the detection signal from the count switch 104. In addition, the main control board 200 counts the number of game balls that have entered the large prize opening 50 based on the input of the detection signal from the count switch 104. In addition, the game balls that have entered the large prize opening 50 are collected inside the gaming machine.
[0032] The big prize opening 50 is provided with a special role 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which the game ball cannot enter the big prize opening 50 and an open state (entry state) in which the game ball can enter. The special role 56 has a built-in drive device such as a solenoid, and is controlled to be in an open state under a predetermined condition in a special game state that starts when a big prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special role 56 is also controlled to be in an open state under a predetermined condition in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).
[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) for distributing the game balls that have entered the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on detection of a game ball passing through the specific area (passage of the game ball through the specific area). The distribution means can be switched between a specific area passing state in which the game balls that have entered the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which the game balls that have entered the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passing state, the game balls that have entered the large prize opening 50 are distributed to the specific area. This makes it impossible for the game balls that have entered the large prize opening 50 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, the game ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for the game ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. The game ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the game ball that has been distributed to the specific area is detected by the specific area switch 107.
[0034] At the bottom of the game area 4, an outlet 62 is provided to collect game balls that have fallen through the game area 4 without entering any of the winning holes 46, 47, 49, 50 into the game machine. Here, inside the game machine, a discharge path (not shown) through which game balls collected (discharged) from the game area 4 pass is provided. In this game machine, all game balls shot into the game area 4 (all game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning holes 46, 47, 49, 50 or passing through the outlet 62. Specifically, the game balls that have entered each of the winning holes 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 arranged in the winning holes, and then guided to the discharge path. The game balls collected from the outlet 62 are guided to a discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a game ball passing through the discharge path (discharge of a game ball from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 counts the number of game balls discharged from the game area 4 based on the input of the detection signal from the out switch 106.
[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left hitting area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right hitting area) on the right side of the liquid crystal display 32.
[0036] The player adjusts the amount of rotation of the grip unit 20 according to the game situation, and launches the game ball so that it falls through the left game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win the first start hole 46 (left hit), or launches the game ball so that it falls through the right game area 4b and passes through the passing gate 48 or wins the second start hole 49 or wins the big win hole 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.
[0037] In the gaming machine of this embodiment, when the gaming ball falls in the left gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 and the large winning opening 50. In addition, when the gaming ball falls in the right gaming area 4b, the gaming ball does not enter the first start opening 46 and the general winning opening 47.
[0038] As shown in FIG. 3, at the lower right of the game board 6, outside the game area 4, there is provided a status display section 70 that indicates various states of the game machine by turning on and off lamps or the like.
[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal reserve display unit 74, a first special symbol display unit 76, a first special reserve display unit 78, a second special symbol display unit 81, a second special reserve display unit 82, and a game status display unit 84.
[0040] The normal pattern display unit 72 is composed of two lamps, and when a normal pattern lottery is held, the two lamps are flashed to variably display the normal pattern, and the two lamps are turned on or off to statically display the normal pattern, thereby displaying the result of the normal pattern lottery.
[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values for the normal pattern lottery when the random number value for the normal pattern lottery is reserved because a normal pattern lottery cannot be performed even if the random number value for the normal pattern lottery is obtained, such as when the normal pattern is already in a changing or stopped display when the game ball passes through the passing gate 48, and displays a normal hold number of 0 to 4 by combining the two lamps by turning on, turning off, or flashing.
[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a game ball entering the first starting hole 46, the 7-segment display is caused to flash to display the first special pattern in a variable manner, and the 7-segment display is caused to light up in one of a plurality of manners to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.
[0043] The first special reserve display unit 78 is composed of two lamps and displays a first special reserve number corresponding to the number of the reserved first special random number value when, for example, the first special pattern or second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the first starting hole 46, and a special pattern lottery cannot be performed even if a random number value for special pattern lottery (lottery information) is obtained, so the random number value for special pattern lottery is reserved as the first special random number value.The first special reserve number, which is 0 to 4, is displayed by combining the two lamps to turn on, turn off, or flash.
[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by the entry of a gaming ball into the second starting hole 49, the second special pattern is displayed in a variable manner by flashing the 7-segment display, and the second special pattern is displayed in a static manner by lighting the 7-segment display in one of a plurality of different modes, thereby displaying the result of the second special pattern lottery.
[0045] The second special reserve display unit 82 is composed of two lamps and displays a second special reserve number corresponding to the number of the reserved second special random number value when, for example, the first special pattern or the second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the second starting hole 49, and therefore a special pattern lottery cannot be performed even if the random number value for special pattern lottery is obtained, and the random number value for special pattern lottery is reserved as the second special random number value.The second special reserve number, which is 0 to 4, is displayed by a combination of turning on, turning off, or flashing the two lamps.
[0046] The game state display unit 84 is composed of six lamps, and displays the type of game state currently set by a combination of turning on, off, or blinking the six lamps. Details will be described later, but in this embodiment, as shown in FIG. 8, multiple game states including a normal state, a minute time-saving state, a time-saving state, and a special game state can be set. In the time-saving state, the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the minute time-saving state, and the opportunity to execute the special symbol lottery arrives frequently.
[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or software consisting of a given program pre-stored in the ROM or the like.
[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.
[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the results of the calculations, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.
[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0051] The main control board 200 is configured to include a random number generating means 210, a normal pattern lottery means 220, a normal display control means 222, a normal gimmick control means 224, a special pattern lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0052] The random number generating means 210 is a means for generating random numbers for lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the "random number value" includes not only values that are generated randomly in the mathematical sense, but also values that may be generated regularly but may function substantially as random numbers because the timing of acquisition is irregular.
[0053] The normal pattern lottery means 220 acquires a random number value for normal pattern lottery from the random number generating means 210 based on a detection signal input from the gate switch 102 which detects each game ball passing through the passing gate 48, stores the random number value for normal pattern lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal pattern lottery to determine whether or not a normal win has been obtained based on the random number value for normal pattern lottery read from the normal random number storage means 2912.
[0054] In detail, the normal random number memory means 2912 is provided with four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, as memory areas for storing the acquired random number values for normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values for normal pattern lottery read from normal reserve memory area 1 and used for the normal pattern lottery until the changing and stopping display of the normal patterns ends. Then, when the normal symbol lottery means 220 acquires the normal symbol lottery random number value from the random number generating means 210, if the normal symbol lottery random number value is not stored in any of the normal reservation memory areas 1 to 4, the normal symbol lottery random number value acquired is first stored in the normal reservation memory area 1. Then, when the normal symbol lottery random number value is stored in the normal reservation memory area 1, if the normal symbol is not being displayed variably or stopped, that is, if the normal symbol lottery random number value is not stored in the normal reservation memory area and control to open the normal role 54 is not being executed, the normal symbol lottery random number value is read out from the normal reservation memory area 1 immediately to perform the normal symbol lottery, and the normal symbol lottery random number value used for the normal symbol lottery is stored in the normal reservation memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, i.e., when a random number value for the normal symbol lottery is stored in the normal pending memory area, or when control for opening the normal reel 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal pending memory area 1.
[0055] Then, when a random number value for normal pattern lottery is reserved in normal hold memory area 1 and a detection signal is input from gate switch 102 to obtain a random number value for normal pattern lottery, the normal hold memory area selection means 220 stores the random number value for normal pattern lottery in the normal hold memory area with the smallest ordinal number among normal hold memory area 1 to normal hold memory area 4 in which a random number value for normal pattern lottery is not reserved, on the condition that the number of random number values for normal pattern lottery reserved in normal hold memory area 1 to normal hold memory area 4 is less than four, i.e., on the condition that the normal hold number is less than four.
[0056] Then, when the variable display and stop display of the normal symbol are finished, the normal symbol lottery means 220 erases the random number value for normal symbol lottery stored in the normal reservation memory area, and when the random number value for normal symbol lottery is reserved in the normal reservation memory area 1, the random number value for normal symbol lottery is read from the normal reservation memory area 1 to perform the normal symbol lottery, and the random number value for normal symbol lottery performed after the normal reservation memory area 1 is stored in the normal reservation memory area 1, provided that the control to open the normal role 54 is not being executed. Here, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 or later, the remaining random number value for normal symbol lottery is moved from the original normal reservation memory area to the normal reservation memory area with the ordinal number one smaller. For example, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 to the normal reservation memory area 3, it is moved to the normal reservation memory area 1 to the normal reservation memory area 2.
[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been performed is reserved in the normal reserve memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been performed is reserved in the normal reserve memory area 1 to normal reserve memory area 4 up to a maximum of four.
[0058] The normal symbol lottery means 220 performs normal winning determination processing and the like as the normal symbol lottery.
[0059] The normal winning determination process is a process for determining whether or not a "normal winning" has been won. In the normal winning determination process, the normal symbol lottery means 220 selects which normal symbol lottery table to refer to among the multiple types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 and performs the random number determination process according to the game state. Here, in each normal symbol lottery table, "normal winning" or "miss" is associated with each of the 100 normal symbol lottery random number values from 0 to 99. Then, the normal symbol lottery means 220 refers to the selected normal symbol lottery table and determines whether or not one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal winning, thereby determining whether or not the "normal winning" has been won.
[0060] The normal symbol lottery table selected when the game state is in the time-saving state (excluding the minute time-saving state, the same applies below) is set to have a higher probability of winning a "normal win" than the normal symbol lottery table selected when the game state is not in the time-saving state. In other words, the normal symbol lottery performed when the game state is in the time-saving state has a higher probability of winning a "normal win" than the normal symbol lottery performed when the game state is not in the time-saving state.
[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0062] In the normal pattern display control process, the normal display control means 222 changes the display of the normal pattern by flashing the two lamps of the normal pattern display unit 72 until a predetermined change time has elapsed, and displays the result of the normal pattern lottery on the normal pattern display unit 72 by turning on or off the two lamps of the normal pattern display unit 72 to stop the display of the normal pattern depending on whether or not a "normal win" has been won in the normal win determination process.
[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time when the normal pattern lottery is performed. Specifically, when the game state is in the time-saving state, the normal pattern variation time is set shorter than when the game state is not in the time-saving state. For example, when the game state is not in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state is in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a second time (e.g., 1 second) shorter than the first time. Therefore, when the game state is in the time-saving state, the opportunity to perform the normal pattern lottery arrives more frequently.
[0064] In the normal hold display control processing, the normal display control means 222 displays a normal hold number of 0 to 4 by combining turning on, off, or blinking the two lamps of the normal hold display unit 74 according to the number of random number values for normal pattern lottery stored in the normal random number memory means 2912.
[0065] The normal role control means 224 is a means for controlling the normal role 54 based on the result of the normal symbol lottery. When the game state is not in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time A (for example, 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win". Also, when the game state is in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time B (for example, 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win".
[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the game state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease of entry of the game ball into the second start hole 49, but if the game state is in the time-saving state, the normal device 54 operates so as to increase the ease of entry of the game ball into the second start hole 49. In this embodiment, the time-saving state controls the operation of the normal device 54 so that the game ball can enter the second start hole 49 more easily than in the normal state and the minute time-saving state. Therefore, the time-saving state is a game state that is more advantageous to the player than the normal state and the minute time-saving state.
[0067] In this embodiment, the control of the operation of the normal role 54 is different between the normal state and the micro-time-saving state. In the micro-time-saving state, the opening time of the normal role 54 (time in the expanded state) is set slightly longer than in the normal state. In the micro-time-saving state, any one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role 54 may be different from that of the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role 54 may be the same in the micro-time-saving state and the normal state, and the fluctuation time of the normal symbol may be different. In that case, the fluctuation time of the normal symbol may be slightly shorter in the micro-time-saving state than in the normal state.
[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the first start port switch 100 that detects each game ball entering the first start port 46, and stores it as a first special random number value in the special random number storage means 2914 of the main memory 290. In addition, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the second start port switch 103 that detects each game ball entering the second start port 49, and stores it as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 performs a special symbol lottery to determine whether or not a jackpot has been won, using the first special random number value or the second special random number value read from the special random number storage means 2914.
[0069] The special random number memory means 2914 is provided with four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, as memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.
[0070] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the first start switch 100, in a state where the first special random number value is not stored in any of the first special reservation memory area 1 to the first special reservation memory area 4, the acquired random number value for special symbol lottery is first stored as a first special random number value in the first special reservation memory area 1. Then, when the first special random number value is stored in the first special reservation memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the first special random number value is read out from the first special reservation memory area 1 immediately to perform a special symbol lottery, and the first special random number value used for the special symbol lottery is stored in the first special reservation memory area. On the other hand, when the first special symbol is being displayed in a varying or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or the game state is a special game state, or a small win game is being executed, the first special random number value is reserved in the first special reserve memory area 1.
[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area with the smallest ordinal number among the first special reserve memory area 1 to the first special reserve memory area 4 in which the first special random number value is not reserved and which has the smallest ordinal number, on the condition that the number of first special random number values reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., on the condition that the first special reserve number is less than four.
[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the second special pattern ends.
[0073] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the second start hole switch 103, in a state where the second special random number value is not stored in any of the second special reservation memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for special symbol lottery as a second special random number value in the second special reservation memory area 1. Then, when the second special random number value is stored in the second special reservation memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reservation memory area 1 to perform a special symbol lottery, and stores the second special random number value used for the special symbol lottery in the second special reservation memory area. On the other hand, when the second special symbol is being displayed in a varying or stopped manner, i.e., when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.
[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is further input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values reserved in the second special reserve memory area 1 to 4 is less than four, i.e., on the condition that the second special reserve number is less than four.
[0075] When the variable display and stationary display of the first special symbol are completed, the special symbol selection means 230 erases the first special random number value stored in the first special reservation memory area. When the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol selection, and the first special random number value used for the special symbol selection is stored in the first special reservation memory area, on condition that the game state is not a special game state and a small win game is not being executed. In addition, the special symbol selection means 230 erases the second special random number value stored in the second special reservation memory area, on condition that the variable display and stationary display of the second special symbol are completed. Then, when the second special random number value is stored in the second special reservation memory area 1, the second special random number value is read from the second special reservation memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reservation memory area, provided that the game state is not a special game state and a small win game is not being executed. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the second special symbol variable display may start during the first special symbol variable display, or the first special symbol variable display may start during the second special symbol variable display.
[0076] In addition, when the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol lottery, provided that the second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When the second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value is read from the second special reservation memory area 1 to perform a special symbol lottery, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. That is, the second special random number value may be consumed in preference to the first special random number value. In addition, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 to perform a special symbol lottery. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.
[0077] When the first special random number value is read from the first special reserve memory area 1 and the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1 and the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area having an ordinal number one smaller. For example, if the first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if the second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.
[0078] In the special random number storage means 2914, the first special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, the second special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the second special reservation storage area 1 to the second special reservation storage area 4.
[0079] Next, the details of the special symbol lottery will be described. The special symbol lottery means 230 acquires multiple types of random numbers such as a jackpot determination random number and a symbol determination random number as random numbers for special symbol lottery based on the detection signal input from the first start hole switch 100 or the second start hole switch 103, and stores these multiple types of random numbers as the first special random number or the second special random number in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc. as a special symbol lottery.
[0080] The jackpot determination process is a process for reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reservation memory area 1 or the second special reservation memory area 1 of the special random number storage means 2914, and determining whether or not there has been a jackpot. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number storage means 2914 as the first special random number value or the second special random number value.
[0081] In the jackpot determination process, the special pattern selection means 230 selects which of the multiple types of jackpot selection tables stored in the selection table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value that has been read out has been stored as a first special random number value or a second special random number value.
[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, a jackpot or the like is associated with each of 65536 jackpot determination random numbers from 0 to 65535.
[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the probability of the "jackpot" being won is 1 / 350 (187 / 65536) and the probability of the "C time reduction" being won is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or the "C time reduction" has been won by referring to the jackpot lottery table A and determining whether the jackpot determination random number read from the first special reservation memory area 1 is associated with the "jackpot" or the "C time reduction". In this embodiment, the first special symbol lottery is always set to win either the "jackpot" or the "C time reduction". In this embodiment, the probability of winning the "jackpot" or the "C time reduction" in the first special symbol lottery is set not to change depending on the game state. In the first special symbol lottery, there are cases where the winner (big win) is won and cases where the winner is not won, and the latter case (which may be called a miss) includes cases where the C time reduction (C time reduction 1 or C time reduction 2 described later) is won. In addition, "not winning" may also include cases where the time reduction is not won (in other words, a complete miss).
[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the "jackpot" is won with a probability of 1 / 350 (187 / 65536) and the "small jackpot" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or "small jackpot" has been won by referring to the jackpot lottery table B and judging whether the jackpot determination random number read from the second special reservation memory area 1 is associated with the "jackpot" or the "small jackpot". In this embodiment, the probability of winning the "jackpot" or the "small jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a hit (jackpot or small jackpot) is won and cases where a hit is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C-time reduction without winning the prize.
[0085] The pattern determination process is a process that is performed when a "jackpot", "C time reduction" or "small jackpot" is won in the jackpot determination process. The pattern determination process reads out one pattern determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number storage means 2914, and when a "jackpot" is won, it determines which of multiple jackpot patterns the jackpot pattern (type of jackpot) will be, when a "C time reduction" is won, it determines which of multiple time reduction patterns the time reduction pattern (type of C time reduction) will be, and when a "small jackpot" is won, it determines which of multiple small jackpot patterns the small jackpot pattern (type of small jackpot) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.
[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to in performing the random number determination process, depending on whether the one read pattern determination random number value was stored as a first special random number value or a second special random number value.
[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0088] The symbol selection table A shown in Fig. 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 90) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol selection means 230 refers to the symbol selection table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0089] The symbol selection table B shown in Fig. 7(b) is selected when "C time reduction" is won and one read symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "C time reduction 1" (micro time reduction 1329) is won with a probability of 80.5 / 100 (about 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (about 20%). The special symbol selection means 230 refers to the symbol selection table B and determines which of the multiple types of time reduction symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of time reduction symbols has been won.
[0090] The symbol selection table C shown in Fig. 7(c) is selected when the "jackpot" is won and the read one symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that the "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100 and the "jackpot 5" (10R time reduction 90) is won with a probability of 87.2 / 100. The special symbol selection means 230 refers to the symbol selection table C and determines which of the multiple types of jackpot symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol selection table D shown in Fig. 7(d) is selected when the "small win" is won and the read one symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that the "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100 and the "small win 2" is won with a probability of 50 / 100 (10R time reduction 90). The special symbol selection means 230 refers to the symbol selection table D and determines which of the multiple types of small win symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of small win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and executes the execution process of the special game. The special game execution means 260 is a means for executing a small win game based on winning a "small win" in the special symbol lottery, and executes the execution process of the small win game. Note that the special game may include the small win game.
[0093] The special game state is started based on winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) and ends when a predetermined number of rounds (number of times executed) of special games (jackpot games) are played according to the type (category) of the jackpot symbol. When the special game state is started based on winning "jackpot 1," "jackpot 4," or "jackpot 5" in the special symbol lottery, the special game state ends on the condition that 10 rounds of special games from the first round to the tenth round have been played. When the special game state is started based on winning "jackpot 2" or "jackpot 3" in the special symbol lottery, the special game state ends on the condition that 7 rounds of special games from the first round to the seventh round have been played. Details will be described later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving cycles corresponding to the jackpot pattern is set and a time-saving state is initiated, or a predetermined number of micro-time-saving cycles corresponding to the jackpot pattern is set and a micro-time-saving state is initiated.
[0094] The small win game state is started based on winning a "small win" in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games (one in this embodiment) have been played. In the small win game, the special role 56 is in an open state that allows the game ball to enter the large prize winning port 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize winning port 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win game state. Then, when the passage of a game ball through a specific area is detected during a small win game state (when the passage of a game ball that has entered the large prize opening 50 through a specific area is detected during the execution of a small win game), a special game state is initiated based on the end of the small win game state.
[0095] If "small win 1" is won in the second special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Details will be described later, but at the end of the special game state, a predetermined number of time-saving times according to the small win pattern is set, and the time-saving state starts. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area during the execution of a small win game is not detected), the special game state is not initiated and the normal state is initiated.
[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (for example, 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (for example, 10), the condition for ending the special game is met and the special feature drive device is controlled to close the special feature 56.
[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special reserve display control process, and a second special reserve display control process based on the results of the special pattern lottery.
[0098] The first special pattern display control process is a process that is performed when the first special random number value is read out from the first special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variation time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the first special pattern to be displayed in a varying manner by flashing the 7-segment display of the first special pattern display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner.
[0099] In this embodiment, the display mode of the 7-segment display is determined in advance in correspondence with each of the big win symbols, the time-saving symbols, and the small win symbols. The special display control means 240 stops and displays the first special pattern by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a ``jackpot'' or ``C time reduction'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if ``C time reduction'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the first special pattern display unit 76.
[0100] The second special pattern display control process is a process that is performed when a second special random number value is read out from the second special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variation time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the second special pattern to be displayed in a varying manner by flashing the 7-segment display of the second special pattern display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner.
[0101] The special display control means 240 stops and displays the second special pattern by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``jackpot'' or a ``small hit'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the small hit pattern determined in the pattern determination process if a ``small hit'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the second special pattern display unit 81.
[0102] In the first special hold display control process, the special display control means 240 displays a first special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the first special hold display unit 78 depending on the number of the first special random number value stored in the special random number memory means 2914.
[0103] In the second special hold display control process, the special display control means 240 displays a second special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the second special hold display unit 82 depending on the number of second special random number values stored in the special random number memory means 2914.
[0104] In this embodiment, when a "big win" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is started in which a game ball can (easily) enter the big prize opening 50. When a "small win" is won in the second special symbol lottery, a small win game state is started in which a game ball can (easily) enter the big prize opening 50, and when the passage of a specific area by a game ball that has entered the big prize opening 50 in the small win game state is detected, a special game state is started in which a game ball can (easily) enter the big prize opening 50. The player can win many prize balls by having the game ball enter the big prize opening 50. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only when a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state when a "big win" is won, and the game transitions to the special game state when a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state.
[0105] In this embodiment, the probability of transition to the special game state is higher when the player wins the chance to draw the second special symbol than when the player wins the chance to draw the first special symbol. As described above, in order to win the chance to draw the second special symbol, it is necessary to win the "normal win" in the normal symbol lottery and to make the game ball enter (enter) the second start hole 49 when the normal role 54 (normal electric role) is in the open state (open state). Also, the ease of entering the game ball into the second start hole 49 (ease of making the ball enter) varies depending on the game state.
[0106] The game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition), as shown in FIG.
[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among a plurality of game states. As described above, in the normal state, the probability of winning the "normal hit" in the normal symbol lottery is lower than in the time-saving state. In addition, even if the "normal hit" is won in the normal symbol lottery, the normal accessory 54 operates so that the ease of the game ball entering the second start hole 49 is hardly increased. For this reason, in the normal state, it is difficult (impossible) to make the game ball enter the second start hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball from the left so that the game ball enters the first start hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball from the right. In other words, the normal state is a game state in which the player should hit the ball from the left.
[0108] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern lottery (first special pattern lottery) in a normal state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 90 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs based on the end of the special game state.
[0109] Also, as shown in Fig. 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the number of time-saving times (1329 times of micro-time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the micro-time-saving state. Also, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the number of time-saving times (1329 times of time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the time-saving state.
[0110] In this embodiment, the first special pattern lottery in the normal state will always result in either a "jackpot" or a "C time-saving" win, and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a micro-time-saving state, a time-saving state, or a special game state.
[0111] The time-saving symbol "C time-saving 2" does not allow a transition to a game state (special game state or small win game state) in which it is easy to get a game ball into the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. In addition, in a game state other than the normal state, if "C time-saving 1" or "C time-saving 2" is won in the first special symbol lottery and the first special symbol is stopped and displayed, the stopped display does not trigger a transition to the time-saving state or the micro-time-saving state. The "not transitioning" includes that the predetermined number of time-saving times (micro-time-saving times) is not reset if the player is already in that game state.
[0112] (Slight time saving state) As described above, in the micro-time-saving state, the probability of winning the "normal hit" in the normal symbol lottery is lower than in the time-saving state (it may be the same as in the time-saving state). Even if the "normal hit" is won in the normal symbol lottery, the normal device 54 operates so that the ease of the game ball entering the second start hole 49 is hardly increased. For this reason, in the micro-time-saving state, at least a part of the functions constituting the time-saving state is activated, and it is slightly easier to enter the second start hole 49 than in the normal state, but it is difficult (impossible) to make the game ball enter the second start hole 49 even if the player hits with the right hand. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the micro-time-saving state, it is more advantageous for the player to hit with the left hand so that the game ball enters the first start hole 46 in order to get an opportunity to draw the first special symbol than to hit with the right hand. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.
[0113] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern drawing (first special pattern drawing) in the micro-time-saving state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern drawing, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 2" is won in the special pattern drawing, the number of time-saving times is set to 90 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 3" is won in the special pattern drawing, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state.
[0114] The game state transition control means 250 determines that the termination condition of the micro-time-saving state is established based on the number of times the first special symbol is displayed in the micro-time-saving state reaching 1329 times, terminates the micro-time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state based on winning "Big Win 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 of the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1", the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 in response to the stopped display. In the micro-time-saving state, "1" is subtracted from the memory value of the micro-time-saving counter 2916 every time the first special symbol is displayed in the variable manner. Then, based on the fact that the stored value of the minute time-saving counter 2916 has reached "0", the minute time-saving end condition is established, the minute time-saving state is ended, and the normal state is started. Note that, in this embodiment, the minute time-saving end condition is established when the stored value of the minute time-saving counter 2916 has been subtracted and reached a predetermined value "0", but this is not limiting, and the minute time-saving end condition may be established when the stored value of the minute time-saving counter 2916 has been added and reached a predetermined value (for example, "1329").
[0115] In the micro-time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stopped display does not trigger the micro-time-saving state or the time-saving state to start (set) (a new number of time-saving times is not set). In other words, the game state at the time of the winning is continued. Note that in the micro-time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", a new number of time-saving times may be set in response to the stopped display.
[0116] (Time-saving mode) As described above, in the time-saving state (specific game state), the probability of winning the "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. In addition, when the "normal win" is won in the normal symbol lottery, the normal accessory 54 operates so as to increase the ease with which the game ball can enter the second start hole 49. For this reason, in the time-saving state, it is easier to make the game ball enter the second start hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to draw the second special symbol. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to draw the second special symbol than to hit the ball to the left. In other words, the time-saving state is a game state in which the player should hit the ball to the right.
[0117] As shown in FIG. 8, the game transitions to a special game state (including via a small win game state) based on whether a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) in the time-saving state. As shown in FIG. 7(c), if the "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if the "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 90 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if the "small win 1" is won in the special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. In addition, if the "Small Win 2" is won in the special pattern lottery and the passage of the game ball through a specific area is detected during the small win game state, the number of time-saving times at the end of the special game state is set to 90, and the game will transition to the time-saving state upon the end of the special game state.
[0118] The game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is established based on the number of times the second special symbol is displayed in a time-saving state reaching 90 times (or 10,000 times), terminates the time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state, the number of times the time-saving state is performed according to the type of winning symbol is set in the storage value of the time-saving counter 2915 of the main memory 290, and "1" is subtracted from the storage value of the time-saving counter 2915 every time the second special symbol is displayed in a time-saving state. Then, based on the value of the time-saving counter 2915 reaching "0", the time-saving termination condition is established, the time-saving state is terminated, and the normal state is started. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited thereto, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "90" (or "10000"). In addition, in the present embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but the present invention is not limited to this, and may be configured so that they are managed (controlled) by one of the counters.
[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving times will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display may be configured to trigger the setting of a new number of time-saving times.
[0120] Returning to Fig. 5, the payout control means 270 performs control to (electronically) pay out a number of game balls corresponding to a number of prize balls that is predetermined for each detection signal, based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0121] The communication control means 280 controls the transmission of various commands generated according to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.
[0122] Next, a description will be given of the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0123] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 of the sub-memory 302, and controls the performance device to perform effects to liven up or assist the game, such as turning on or blinking the front frame lamp 12 or the lighting device 38, displaying performance images on the LCD display 32, controlling the audio device to output performance sounds from the speaker 14, and driving the performance object driving device to operate the performance objects.
[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws images in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn images on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.
[0125] In this embodiment, in the normal state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), or if the player wins "C time-saving 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. In contrast, in the micro-time-saving state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), or if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. For this reason, the normal state has a higher probability of transitioning to the time-saving state (a game state advantageous to the player) than the micro-time-saving state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-saving state than the micro-time-saving state because the player can transition to the time-saving state when the player wins "C time-saving 2". In the gaming machine of this embodiment, when a RAM clear (a process for initializing at least a part of the area in the RAM of the main memory 290) is executed, the gaming state is set to a normal state. The normal state is a so-called "morning state."
[0126] As described above, the normal state and the slight time-saving state (left-hitting time-saving state) are game states in which left-handed players are more advantageous than right-handed players, and the time-saving state (right-hitting time-saving state) is a game state in which right-handed players are more advantageous than left-handed players. In the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state and the slight time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the slight time-saving state.
[0127] (1st performance) The performance control means 300 executes the first performance in a normal state. The first performance is a performance that encourages the player to shoot the game ball by hitting it with the left hand and aiming at the first starting hole 46 (to get a chance to draw the first special symbol). In other words, the first performance is a performance that is executed in a situation where the game ball is waiting to enter the first starting hole 46 (to execute the first special symbol drawing). FIG. 9(a) shows an example of the first performance, and a display S related to the first performance is displayed on the liquid crystal display 32. The display S is a window image having a substantially rectangular frame, and is configured to include an image (enlarged image) showing the first starting hole 46 and its surrounding area on the game board 6, an arrow pointing from the left side to the first starting hole 46 in the image, and the text "Aim!". The text may be, for example, "Aim at the start chucker!". Although not shown, the display S may include a display (left hit display) that encourages the player to hit it with the left hand.
[0128] (2nd performance) The performance control means 300 may execute the second performance in the normal state. When "C time reduction 1" or "C time reduction 2" is won in the first special symbol lottery, the performance control means 300 executes the second performance (shutter performance). As shown in FIG. 9(b), the second performance is a performance that starts with the appearance of a shutter (door). Specifically, a left shutter and a right shutter appear from the outside to the inside in the left-right direction, and the shutter stops in a half-open state. In the first half of the second performance (at least from the time the shutter appears until it stops in a half-open state), the same performance is executed whether "C time reduction 1" or "C time reduction 2" is won in the first special symbol lottery. In the second half of the second performance, if "C time reduction 2" is won in the first special symbol lottery, a performance of a success pattern is executed, and if "C time reduction 1" is won in the first special symbol lottery, a performance of a failure pattern (first failure pattern or second failure pattern) is executed. The success pattern is a presentation in which it is finally announced that the transition to the time-saving state has been decided, for example, the shutter closes, then a presentation encouraging the transition to the time-saving state is executed, then a push presentation (a presentation encouraging the pressing of the presentation button 26) is executed, and it is announced that the transition to the time-saving state has been decided based on the pressing of the presentation button 26. The first failure pattern is a presentation in which it is finally announced that the transition to the time-saving state has not been decided, for example, the shutter closes, then a presentation encouraging the transition to the time-saving state is executed, then a push presentation is executed, and it is announced that the transition to the time-saving state has not been decided based on the pressing of the presentation button 26. The second failure pattern is a presentation in which it is announced that the transition to the time-saving state has not been decided, and the presentation ends without the shutter closing (without proceeding to the next presentation). In the second failure pattern, the presentation execution time is shorter than that of the first failure pattern.
[0129] In addition, when a "jackpot" is won in the first special symbol lottery in the normal state, the performance control means 300 executes the jackpot performance instead of the above-mentioned second performance. In the jackpot performance, for example, a variable display of the performance symbols (described later) is performed on the liquid crystal display 32, a reach performance is executed, and after the reach performance, the performance symbols are stopped and displayed in a manner corresponding to the jackpot. In addition, the jackpot performance is the same as the performance executed when a "jackpot" is won in the first special symbol lottery in the micro-time-saving state.
[0130] (Performance design) The performance control means 300 can execute a performance in which a performance pattern (demo pattern, decorative pattern) is displayed on the liquid crystal display 32 in the micro-time-saving state and the time-saving state. Specifically, the performance control means 300 executes a performance (first pattern performance) in which a performance pattern (main performance pattern) is displayed on the liquid crystal display 32 in accordance with (corresponding to) the variable display and stop display of the first special pattern in the first special pattern display section 76, or in accordance with (corresponding to) the variable display and stop display of the second special pattern in the second special pattern display section 81, and can notify the result of the first special pattern lottery or the second special pattern lottery. In the micro-time-saving state, the performance control means 300 displays a performance pattern corresponding to the variable display and stop display of the first special pattern on the liquid crystal display 32, and in the time-saving state, displays a performance pattern corresponding to the variable display and stop display of the second special pattern on the liquid crystal display 32.
[0131] Here, the display of the performance symbols in the micro-time-saving state will be explained. FIG. 10(a) shows the state before the first special symbol starts to change in the micro-time-saving state. In the display area 32a of the liquid crystal display 32, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed as performance symbols. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute nine types of performance symbol strings representing the numbers "1" to "9". Each performance symbol representing the numbers "1" to "9" may be composed of a decorative part such as a character in addition to the number.
[0132] As shown in FIG. 10(b), the display of the effect pattern (the effect of changing the display) starts based on the start of the display of the first special pattern. The downward arrow in the figure indicates that the effect pattern is being displayed (scrolling) at high speed vertically.
[0133] As shown in FIG. 10(c), the performance pattern is displayed in a stopped state based on the stopped display of the first special pattern. The performance pattern is displayed in a manner according to the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the performance pattern is displayed in a manner according to the jackpot pattern determined in the pattern determination process. Although not shown, in the time-saving state, the performance pattern is displayed in a changing or stopped state according to the changing and stopped display of the second special pattern, just like in the micro-time-saving state (as shown in FIG. 10(a), FIG. 10(b) and FIG. 10(c)).
[0134] (Holding performance) The performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (the first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (the second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 10(a) and other figures, four hold display areas (display areas) of the first hold display area 411 to the fourth hold display area 414 are provided below the display area of the liquid crystal display 32 in correspondence with the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.
[0135] Fig. 10(a) shows a reserved performance executed in a micro-time-saving state, in which a first special random number value is stored in the first special reserved memory area 1 to the first special reserved memory area 3, and a first reserved image 420 (first reserved ball display) (three first reserved images 420) is displayed in the first reserved display area 411 to the third reserved display area 413. Fig. 10(d) shows a reserved performance executed in a time-saving state, in which a second special random number value is stored in the second special reserved memory area 1 to the second special reserved memory area 2, and a second reserved image 422 (second reserved ball display) (two second reserved images 422) is displayed in the first reserved display area 411 to the second reserved display area 412.
[0136] In addition, in the hold performance, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special hold memory area of the special random number memory means 2914. When a first special random number value is read out from the first special hold memory area 1 and stored in the special hold memory area, the hold display area 430 displays a first hold image 420 (FIG. 10(b)). When a second special random number value is read out from the second special hold memory area 1 and stored in the special hold memory area, the second hold image 422 is displayed.
[0137] (Display number of pending) As shown in FIG. 11, the performance control means 300 can display the reserved number display N indicating the first special reserved number and the second special reserved number at a predetermined position (for example, the lower right) in the display area 32a of the liquid crystal display 32. The reserved number display N is a display of two numbers arranged in a predetermined direction (vertical or horizontal), one (upper row) number corresponds to the number of the first special random number value (any of 0 to 4) reserved in the first special reserved memory area 1 to the first special reserved memory area 4 of the special random number storage means 2914, and the other (lower row) number corresponds to the number of the second special random number value (any of 0 to 4) reserved in the second special reserved memory area 1 to the second special reserved memory area 4 of the special random number storage means 2914. The reserved number display N is smaller in display size than the first reserved image 420 (second reserved image 422). Even if the visibility of the above-mentioned reserved effects (reserved balls) decreases due to the execution of a specified effect (including a state in which the reserved effects are not visible), the player can still grasp the number of reserved balls because the reserved number display N is displayed.
[0138] (Mini design) Here, the left performance pattern 350, the middle performance pattern 352, and the right performance pattern 354 shown in FIG. 10(a) and the like are regarded as main performance patterns. The main performance pattern changes (stops) in response to the change (stop) of the special pattern. As shown in FIG. 11, the performance control means 300 can execute a performance (second pattern performance) in which a sub-performance pattern (mini pattern M) that corresponds to the change (stop) of the special pattern and has a smaller display size than the main performance pattern is displayed at a predetermined position (for example, the lower right) in the display area 32a of the liquid crystal display 32. The mini pattern M is configured with a sub-left performance pattern 360, a sub-middle performance pattern 362, and a sub-right performance pattern 364. It can be said that the sub-left performance pattern 360 corresponds to the left performance pattern 350. It can be said that the sub-middle performance pattern 362 corresponds to the middle performance pattern 352. It can be said that the sub-right performance symbol 364 corresponds to the right performance symbol 354. The mini symbol M is composed only of numbers and does not include any decorative parts. Even if the visibility of the main performance symbol decreases due to the execution of a specified performance (including a state in which the main performance symbol cannot be seen), the mini symbol M is displayed, so that the player can understand that, for example, a special symbol is being displayed in a changing manner.
[0139] Although the mini symbol M is displayed in conjunction with the main performance symbol, it may be displayed without being linked to the main performance symbol. The change of the mini symbol M may not be a scrolling change, but may be a change in which the numbers increase in sequence (increasing by 1). The display position of the mini symbol M may change when a specified performance (e.g., a reach performance) is executed during one game, but it is not displayed in a reduced size. The mini symbol M may be configured to be displayed (appear) when the main performance symbol is not displayed due to the execution of a specified performance, etc.
[0140] As shown in FIG. 8, if a "big win" is won in the first special symbol lottery in the micro time-saving state (or normal state), the state transitions to a special game state, and a specified number of special games are played. If the type of the "big win" (big win symbol) that is won is a specified type ("big win 1" or "big win 2"), the state transitions to a time-saving state after the special game state ends. If a "big win" or "small win" is won in the second special symbol lottery in the time-saving state, the state transitions to a special game state (including a small win game state), a specified number of special games (including small win games) are played, and the state transitions to the time-saving state again after the special game state ends.
[0141] In the gaming machine of this embodiment, a period in which the special game state and the time-saving state are alternately repeated (a period in which the transition of the game state between the special game state and the time-saving state is repeated) may occur. In addition, when the termination condition of the time-saving state is satisfied in the time-saving state, the state transitions to the normal state, but when the first special symbol lottery in the normal state wins "C time-saving 2", the state transitions to the time-saving state again. In other words, a pullback to the time-saving state may occur in the normal state. Hereinafter, a series of periods in which the special game state (including via the small win game state) and the time-saving state are alternately repeated is called a "continuous period" (consecutive period). In addition, when a pullback to the time-saving state is determined in the normal state after the time-saving state ends, the continuous period is continued without interruption. The normal state after the time-saving state ends refers to the normal state that starts based on the termination condition of the time-saving state being satisfied.
[0142] In this embodiment, winning a "jackpot" (any of "jackpot 1" to "jackpot 3") in the first special pattern lottery may be simply referred to as winning a "win". Also, winning a "jackpot" or a "small win" in the second special pattern lottery may be simply referred to as winning a "win". Also, the special game state based on winning a "win" in the first special pattern lottery may be referred to as the "first special game state". Also, the special game state (including via a small win game state) based on winning a "win" in the second special pattern lottery may be referred to as the "second special game state".
[0143] (First winning performance) In the first special game state based on winning the "win" in the first special symbol lottery in the minute time-saving state (or normal state), the performance control means 300 can execute a performance (first win performance) corresponding to the first special game state. As shown in FIG. 12(a), the performance control means 300 can display, as the first win performance, a display including a display (round number display S1) indicating how many times the special game (round game) has been played and a display (right-hit display S2) encouraging the player to hit the right on the liquid crystal display 32 (display area 32a). In addition, the performance control means 300 executes, as the first win performance, a performance suggesting a transition to the time-saving state (a performance encouraging a transition to the time-saving state) via the liquid crystal display 32 or the like. Note that, as the first win performance, a performance (PUSH performance) encouraging the player to press the performance button 26 at a predetermined opportunity may be executed, and based on the pressing of the performance button 26, the possibility of transition to the time-saving state may be notified. In the PUSH effect, an image (an image resembling the effect button 26) is displayed on the liquid crystal display 32 to prompt the player to press the effect button 26.
[0144] (Second winning performance) In the second special game state based on winning the "win" in the second special symbol lottery in the time-saving state, the performance control means 300 can execute a performance (second win performance) according to the second special game state. The second win performance is a performance in a manner different from the first win performance, and at least the display displayed on the liquid crystal display 32 is different. FIG. 12(b) shows a state in which the second win performance is executed in the second special game state. The performance control means 300 can display, as the second win performance, on the liquid crystal display 32 (display area 32a) a display (round number display S1) indicating the number of times the special game (round game) has been played, a display (right hit display S2) encouraging the player to hit the right, a display (cumulative winning number of winning balls display S4) indicating the total number of winning balls won in the special game (including the small win game) during the consecutive period, and a display (win icon S6) indicating the type (type) of the winning win.
[0145] The performance control means 300 receives information indicating the type of winning from the main control board 200, and determines which winning icon S6 should be displayed in the second winning performance based on the information. If the winning is a winning that sets 10,000 times as the number of time-saving times at the end of the special game state (first winning: "big win 4" or "small win 1"), the performance control means 300 displays the first winning icon, and if the winning is a winning that sets 90 times as the number of time-saving times at the end of the special game state (second winning: "big win 5" or "small win 2"), the performance control means 300 displays the second winning icon. The first winning icon includes, for example, a character string "ABC bonus", and the second winning icon includes, for example, a character string "DEF bonus". In FIG. 12(b), the second winning icon is displayed as the winning icon S6 based on the fact that the winning is the second winning. The type of the winning icon S6 is not limited to being different for each set number of time-saving times, and may be different according to, for example, the number of rounds.
[0146] The sub-memory 302 is provided with a specific storage area as a storage area capable of storing information on balls dispensed during a continuous period (information on game results during a continuous period), and a first counter is provided in the specific storage area. The sub-control board 202 receives information indicating the number of prize balls from the main control board 200, updates the storage value of the first counter based on the information, and manages the total number (total) of prize balls dispensed in special games during a continuous period. The storage value of the first counter is a value indicating the total number of prize balls dispensed in special games during a continuous period, and the sub-control board 202 adds a value corresponding to the number of prize balls to the storage value of the first counter. The storage value of the first counter is "0" at the start of the continuous period. The performance control means 300 displays the cumulative number of prize balls S4 based on the storage value of the first counter. In FIG. 12(b), the storage value of the first counter is "1470", so that the character string "TOTAL1470" is displayed as the cumulative number of prize balls S4.
[0147] (Time-saving performance) In the time-saving state, the performance control means 300 can execute a performance (time-saving performance) according to the time-saving state. FIG. 12(c) shows a state in which the time-saving state starts after the first special game state based on winning "Big Hit 2" (7R time-saving 90) in the first special symbol lottery in the micro-time-saving state ends. The performance control means 300 can display, as time-saving performance, on the liquid crystal display 32 (display area 32a) a display that encourages the player to hit the right (right hit display S2), a display that shows the number of remaining variable displays of the second special symbol until the time-saving state ends (remaining time-saving number display S3), a display that shows the total number of prize balls acquired in the special game during the continuous period (cumulative acquired prize ball number display S4), and a display that shows the number of times the time-saving state has been entered during the continuous period (continuous number icon S5). Although not shown in the figure, the presentation control means 300 can display a background (time-saving background) according to the time-saving state as a time-saving presentation on the liquid crystal display 32. In Fig. 12(c), the character string "TOTAL 1050" is displayed as the cumulative number of winning balls display S4 based on the stored value of "1050" in the first counter.
[0148] Also, the performance control means 300 displays the remaining time-saving count display S3 based on the stored value of the time-saving counter 2915 in the main memory 290. In FIG. 12(c), the character string "90 remaining" is displayed as the remaining time-saving count display S3 based on the stored value of the time-saving counter 2915 being "90". Note that, depending on the type of winning, the stored value of the time-saving counter 2915 may be set to "10000". In a time-saving state in which the stored value of the time-saving counter 2915 is set to "10000" (when the stored value of the time-saving counter 2915 is greater than a predetermined value (e.g., "1000")), the performance control means 300 may display a predetermined symbol (e.g., a symbol representing infinity) as the remaining time-saving count display S3.
[0149] Also, a second counter is provided in a specific storage area of the sub-memory 302. The sub-control board 202 receives information indicating a transition of a game state from the main control board 200, updates the stored value of the second counter based on the information, and manages the number of transitions to the time-saving state during a continuous period. The sub-control board 202 adds "1" to the stored value of the second counter each time the time-saving state starts during a continuous period. The stored value of the second counter is a value indicating the number of transitions to the time-saving state during a continuous period. The stored value of the second counter is "0" at the start of the continuous period. The performance control means 300 displays a consecutive number of times icon S5 based on the stored value of the second counter. In FIG. 12(c), an icon including a character string "XYZ time x 1" ("XYZ time" is the name of the time-saving state) is displayed as the consecutive number of times icon S5 based on the stored value of the second counter being "1". For example, when the stored value of the second counter is "15", a consecutive count icon S5 including the character string "XYZ time x 15" is displayed as shown in FIG. 12(d).
[0150] In addition, the performance control means 300 can store information indicating the type of winning and the number of winnings during the consecutive period (information about the winning icon S6 displayed during the consecutive period) in a specific storage area as information about the balls dispensed during the consecutive period. The performance control means 300 can refer to the specific storage area when starting the time-saving performance, and can display the winning icons S6 displayed during the consecutive period (at least the winning icons displayed in the second special game state) side by side on the liquid crystal display 32 as a time-saving performance, as shown in FIG. 12(d). As a time-saving performance, the winning icon S6 corresponding to the winning won during the consecutive period is displayed, and the type of winning and the number of winnings won during the consecutive period are notified. For example, when the first winning icon (ABC bonus) is displayed four times during the consecutive period, a winning icon S6 of "ABC bonus x 4" may be displayed. In addition, the "win icon S6 displayed during the continuous period" is not limited to the win icon corresponding to the second special game state, but may include a win icon corresponding to the first special game state (ie, the first win).
[0151] (Select performance mode) In this embodiment, in the special game state (during the predetermined period during which the special symbol is displayed as a stop related to a win), if the winning win is a predetermined win (a win in which the number of time-saving times is set to 90 at the end of the special game state), the presentation control means 300 can display the presentation mode selection display L shown in Fig. 13 on the liquid crystal display 32. The player can select the presentation mode to be executed in the time-saving state that starts after the end of the special game state from among a plurality of types of presentation modes.
[0152] Each presentation mode differs at least in the manner of the presentation (suggestive presentation) that suggests a high expectation of a "hit" (high probability of a hit) that may be executed at a specified opportunity. In this embodiment, an icon corresponding to each presentation mode is prepared for the presentation mode selection display L, and the presentation control means 300 switches the icon to be displayed each time the presentation button 26 is operated (pressed). The player can select the desired presentation mode by operating (pressing) the presentation button 26 to cause the icon relating to the desired presentation mode to be displayed on the liquid crystal display 32. The presentation control means 300 can execute a presentation relating to the presentation mode selected as the time-saving presentation in the time-saving state after the special game state ends.
[0153] The presentation modes include a normal mode (FIGS. 12(c) and 12(d)) in which the main presentation symbol is changed and stopped. The presentation modes include, for example, a presentation mode in which a non-illuminated lamp image (image imitating a lamp) is displayed on the liquid crystal display 32 instead of the main presentation symbol, and the lamp image is lit at a predetermined opportunity (based on a winning win), thereby informing the player that the expectation of a win is high (high probability of a win). The presentation modes include, for example, a presentation mode in which a predetermined image is displayed on the liquid crystal display 32 instead of the main presentation symbol, and the presentation button 26 vibrates at a predetermined opportunity (based on a winning win), thereby informing the player that the expectation of a win is high (high probability of a win). The presentation modes include the following specific presentation modes.
[0154] (Specific performance mode) FIG. 14 shows the liquid crystal display 32 immediately after the start of the time-saving state when the special performance mode (special performance, timer performance) is selected. In the special performance mode, a special display T (timer display T) in which a numerical display ("90.00") corresponding to the number of times (90 times) is set is displayed on the liquid crystal display 32. The numerical display (numbers) starts to vary based on the start of variation of the special pattern (second special pattern) (details will be described later). In addition, in the special performance mode, the variation (countdown) of the numerical display can be stopped at a predetermined opportunity (based on winning), and the cessation of the variation of the numerical display can be used to notify (announce) that the expectation of a win is high (high probability of winning).
[0155] The numeric display includes an integer part and a decimal part. In this embodiment, at least the tens digit, the ones digit, the tenths digit, and the hundredths digit can be displayed as the numeric display. The number of displayed digits (number of digits) is not limited to this, and for example, a configuration may be made such that more digits can be displayed. In addition, a dot (decimal point) is displayed between the integer part and the decimal part (between the ones digit and the tenths digit). In this embodiment, the numeric display includes a dot and a decimal part, but this is not limited thereto, and the numeric display may be composed of only the integer part.
[0156] The number in the hundreds digit is displayed on the 7-segment display unit T1. The number in the ones digit is displayed on the 7-segment display unit T2. The number in the tenths digit (first decimal place) is displayed on the 7-segment display unit T3. The number in the hundredths digit (second decimal place) is displayed on the 7-segment display unit T4. Dots are displayed on the dot display unit T5 between the 7-segment display units T2 and T3. The numbers displayed on the 7-segment display units T1 to T4 and the dots displayed on the dot display unit T5 are, for example, red. The background is, for example, black.
[0157] In the specific presentation mode, the presentation control means 300 displays an explanatory display E on the liquid crystal display 32 in addition to the specific display T. The explanatory display E includes the text "Stop for a jackpot!?". By looking at the explanatory display E, the player can understand that if the fluctuation (decrease) of the number display stops, there is a high possibility of a win. In the specific presentation mode, in addition to the specific display T and the explanatory display E, a right-hit display S2, a cumulative number of winning balls display S4, a mini pattern M, and a reserved number display N are also displayed on the liquid crystal display 32.
[0158] Next, the relationship between each effect executed when the specific effect mode is selected will be described with reference to FIG. 15. Here, the variation of the second special symbol on odd-numbered times (1st, 3rd, 5th, ...) in the time-saving state (specific effect) is referred to as odd-numbered variation, and the variation of the second special symbol on even-numbered times (2nd, 4th, 6th, ...) is referred to as even-numbered variation. The effect control means 300 displays the specific display T showing the number display "90.00" at the start of the time-saving state. In this embodiment, the initial value of the number display is a value corresponding to the number of time-saving times (90 times). Note that in FIG. 15, it is assumed that the right hit is performed in the time-saving state and that the second special random number value is reserved. Also, in the description related to FIG. 15, it is assumed that the "win" is not won in the second special symbol lottery.
[0159] As described above, the special symbol selection means 230 performs a variation pattern determination process as a special symbol selection (second special symbol selection) and determines the variation time of the special symbol (second special symbol). In this embodiment, the variation time of the second special symbol includes at least a first scale (about 1 second) and a second scale (about 7 seconds) longer than the first scale.
[0160] (1st time) It is assumed that the first scale is determined as the time for the first second special symbol to change in the time-saving state (specific effect). The effect control means 300 starts the change of the mini symbol M based on the start of the first change of the second special symbol. The performance control means 300 starts changing (decreasing) the number display based on the first start of the second special pattern change. Specifically, the number display is set to "89.XX" based on the first start of the second special pattern change. In this specification, "X" indicates that the number is changing at a high speed. The integer part (the ones digit) decreases by "1," and the decimal part changes at a high speed. The decimal part may change, for example, by decreasing the number by 1 from "99" to "00." Also, the tenths digit and the hundredths digit may change independently. The performance control means 300 starts outputting a sound A (details of which will be described later) relating to the odd number variation, based on the start of the first variation of the second special symbol. The performance control means 300 stops the variation of the mini symbol M based on the first stopping of the variation of the second special symbol. In addition, the display of the number display "89.XX" and the output of sound A end (are updated) based on the start of the second (next) change in the second special pattern.
[0161] (2nd time) It is assumed that the first scale is determined as the time for the second special symbol to change for the second time in the time-saving state (specific effect). The effect control means 300 starts changing the mini symbol M based on the start of the second change of the second special symbol. The performance control means 300 changes the number display to "88.XX" based on the start of the second variation of the second special symbol. The integer part (the ones digit) decreases by "1" and the decimal part varies at high speed. The performance control means 300 starts outputting a sound B (details of which will be described later) relating to the even number variation, based on the start of the second variation of the second special symbol. The performance control means 300 stops the variation of the mini symbol M based on the second stopping of the variation of the second special symbol. In addition, the display of the number display "88.XX" and the output of sound B will end (be updated) based on the start of the third (next) change in the second special pattern.
[0162] (3rd time) The second scale is determined as the time for the third variation of the second special symbol in the time-saving state (specific effect). The effect control means 300 starts the variation of the mini symbol M based on the start of the variation of the third second special symbol. The performance control means 300 changes the number display to "87.XX" based on the start of the third variation of the second special symbol. The integer part (the ones digit) decreases by "1" and the decimal part of the number varies at high speed. The performance control means 300 starts outputting sound A related to the odd number fluctuation based on the start of the third fluctuation of the second special symbol. Although the details will be described later, the performance control means 300 starts outputting sound C (loop output) after the output of sound A ends. The performance control means 300 stops the variation of the mini symbol M based on the third stopping of the variation of the second special symbol. In addition, the display of the number display "87.XX" and the output of sound C are terminated (updated) based on the start of the fourth (next) change in the second special pattern.
[0163] (4th time) It is assumed that the first scale is determined as the fourth variation time of the second special symbol in the time-saving state (specific effect). The performance control means 300 starts the variation of the mini symbol M based on the start of the variation of the fourth second special symbol. The performance control means 300 changes the number display to "86.XX" based on the start of the fourth variation of the second special symbol. The integer part (the ones digit) decreases by "1" and the decimal part varies at high speed. The performance control means 300 starts outputting a sound B related to the even number variation based on the start of the fourth variation of the second special symbol. The performance control means 300 stops the variation of the mini symbol M based on the fourth stopping of the variation of the second special symbol. In addition, the display of the number display "86.XX" and the output of sound B will end (be updated) based on the start of the fifth (next) change in the second special pattern.
[0164] Based on the start of the change of the second special symbol in the time-saving state (specific performance), the integer part of the number display (the ones digit) decreases by "1" and the decimal part of the number display changes at high speed. The decimal part of the number display changes continuously (continues to change).
[0165] In FIG. 15, although illustration is omitted, the variation (countdown) of the number display does not stop and the same performance is executed unless a winning prize is won. Then, when the end condition of the time-saving state is established, the state transitions to the normal state, and the performance according to the normal state starts. The case where a winning prize is won will be described later with reference to FIG. 17.
[0166] In this embodiment, in the specific performance mode, two types of sounds (sound data) are provided to be output (played) when the second special symbol starts to change (triggered by the start of the change), one being sound A related to the odd number change, and the other being sound B related to the even number change. The performance control means 300 outputs sound A when the odd number change of the second special symbol starts, and outputs sound B when the even number change of the second special symbol starts. In other words, sound A and sound B are output alternately.
[0167] Fig. 16(a) is a diagram showing the waveform of sound A. Fig. 16(b) is a diagram showing the waveform of sound B. Fig. 16(c) is a diagram showing the waveform of sound C. In each diagram, the upper waveform is the waveform of Lch (sound output from the left speaker 14), and the lower waveform is the waveform of Rch (sound output from the right speaker 14). In Fig. 16, the horizontal axis of the graph is time (s), and the vertical axis is amplitude (dB).
[0168] (Sound A) Sound A includes a first sound and a third sound. The length (playback time) of sound A is about 2 seconds. The first sound is a "pu" sound, and has a lower pitch (tone, interval) than the second sound "pi" related to sound B described later. The first sound is output when sound A starts to be played (immediately after playback starts). The third sound is a "chi" sound. The third sound is output at regular intervals from when playback of sound A starts to when playback ends. The maximum amplitude (volume) of the third sound is smaller than the maximum amplitude (volume) of the first sound. Note that the configuration related to the volume is based on the premise that the volume setting in the gaming machine is constant. Hereinafter, the continuous output of the third sound may be expressed as "chichichichi...".
[0169] (sound B) Sound B includes a second sound and a third sound. The length (playback time) of sound B is about 2 seconds. The second sound is a "beep" sound, and has a higher pitch (tone, interval) than the first sound "pu" related to sound A. The second sound is output when sound B starts to be played (immediately after playback starts). Compared to the first sound, the second sound has a longer period during which the amplitude (volume) is large (longer reverberation). It can be said that the timing at which the amplitude (volume) of the second sound starts to decrease is later than that of the first sound. The third sound is output at regular intervals from the start of playback of sound B until the end of playback. The maximum amplitude (volume) of the third sound is smaller than the maximum amplitude (volume) of the second sound.
[0170] The first sound is a sound specific to sound A (a sound of a different type from the second sound), and can be said to be a sound corresponding to a decrease in the integer part (the ones digit) of the numeral display. The second sound is a sound specific to sound B (a sound of a different type from the first sound), and can be said to be a sound corresponding to a decrease in the integer part (the ones digit) of the numeral display. The third sound is a sound that is contained in both sound A and sound B, and can be said to be a sound (count fluctuation sound) that corresponds to the fluctuation (high-speed fluctuation) of the numbers after the decimal point in the numeric display.
[0171] Sound A can be said to be composed of the first sound and the third sound partially overlapping. By partially overlapping, the reverberation of the first sound and the third sound can be output simultaneously. In other words, it is possible to prevent the third sound from being interrupted due to the output of the first sound. This makes it possible to prevent the player from feeling uncomfortable. Sound B can be said to be composed of the second sound and the third sound partially overlapping. By partially overlapping, the reverberation of the second sound and the third sound can be output simultaneously. In other words, it is possible to prevent the third sound from being interrupted due to the output of the second sound. This makes it possible to prevent the player from feeling uncomfortable. In addition, in sound A, the first sound and the third sound do not have to overlap, and the third sound may be configured to start outputting after the first sound has finished outputting. In this case, the first sound can be heard more clearly. In addition, in sound B, the second sound and the third sound do not have to overlap, and the third sound may be configured to start outputting after the second sound has finished outputting. In this case, the second sound can be heard more clearly.
[0172] In the specific presentation mode, if the same sound is output every time the second special symbol starts to change (every time the number in the ones digit decreases), the presentation becomes monotonous. In this embodiment, in the specific presentation mode, the first sound (pu) is output at the start of the odd number change of the second special symbol, and the second sound (pi) is output at the start of the even number change of the second special symbol. In other words, the first sound and the second sound, which have different pitches, are output alternately. Therefore, the monotony (boredom) of the presentation can be suppressed, the player's sense of elation (sense of realism) can be enhanced, and the interest of the game can be improved. Furthermore, a third sound corresponding to the high-speed change of the numbers after the decimal point of the number display is output. Therefore, the player's sense of elation (sense of realism) can be enhanced, and the interest of the game can be improved.
[0173] (sound C) As shown in Fig. 16(c), sound C contains (only) the third sound. The length (playback time) of sound C is approximately 2 seconds. The third sound is output at regular intervals from the start of playback of sound C to its end. It can be said that sound C is output so that the third sound is output continuously.
[0174] The performance control means 300 controls so that sound A is output when the odd number variation of the second special symbol starts, and sound C is continuously output after the output of sound A ends. In other words, after sound A is played once, sound C is played in a loop. In addition, the performance control means 300 outputs sound B when the even number variation of the second special symbol starts, and controls so as to continuously output sound C after the output of sound B ends. In other words, after sound B is played once, sound C is played in a loop. It can be said that the configuration is such that sound C can be played back in a loop after the playback of sound A or sound B has finished.
[0175] As shown in FIG. 15, the variation time of the second special symbol is not fixed, and the variation time of a long length (for example, the second length) can be determined. Since the sound C is configured to be played in a loop as described above, when the variation time of a long length (the second length) is determined, the sound C is played and the third sound (chichichichi...) is output without interruption. By continuing the situation in which the numbers after the decimal point in the numerical display vary at high speed and the third sound (chichichichi...) is output for a relatively long time, the player can have a sense of expectation (a sense of excitement) that the variation of the numerical display may stop (excite the player), and the interest of the game can be improved.
[0176] Furthermore, when the first scale (approximately 1 second) is determined, such as the first and second fluctuations of the second special symbol in Figure 15, the actual passage of time and the decrease in the number display (countdown) are linked, allowing the player to experience the sensation of an actual timer operating.
[0177] In Fig. 15, it is assumed that the second special random number value is reserved, but if there is no reservation and the next variation of the second special symbol does not start, the number after the decimal point in the number display changes at high speed and the third sound (chichichichi...) continues to be output. The high speed variation of the number after the decimal point in the number display and the continuous output of the third sound may be configured to stop based on the passage of a predetermined time (e.g., one minute) since the previous variation of the second special symbol stopped, or may be configured to continue until the variation of the next second special symbol starts.
[0178] The performance control means 300 has a plurality of tracks, and is capable of outputting sounds to be reproduced on each track (each channel). For example, in the case of sound A, if a first sound is reproduced on a first track and a third sound is reproduced on a second track at the same time, two tracks are used. By configuring sound A to include the first sound and the third sound as in this embodiment, the first sound and the third sound can be output on one track, reducing the number of tracks used, and the freed track can be used to output other sounds.
[0179] (Pre-judgment) The special symbol lottery means 230 also performs a jackpot determination process, a symbol determination process, etc. as a pre-determination process when storing the first special random number value or the second special random number value in the special random number storage means 2914. When the special symbol lottery means 230 (pre-determination means) acquires a random number value for special symbol lottery from the random number generation means 210 based on the input of a detection signal from the first start hole switch 100, it performs a jackpot determination process, a symbol determination process, etc. as a pre-determination process for the first special random number value according to the game state and the reserved number at that time point before storing the first special random number value in any one of the first special reserved storage areas 1 to 4 as the first special random number value. In addition, when the special pattern lottery means 230 (pre-judgment means) acquires a random number value for special pattern lottery from the random number generating means 210 based on the input of a detection signal from the second start port switch 103, it performs a jackpot determination process, a pattern determination process, etc. as a pre-judgment process on the second special random number value depending on the game status and the number of reserved balls at that time before storing the second special random number value in any of the second special reserve memory areas 1 to 4 as a second special random number value. In addition, the pre-determination process may be configured to have a dedicated process for pre-determination (pre-determination process for jackpot, pre-determination process for pattern) instead of the same process (for example, a lottery process based on the same table data) as the jackpot determination process or the pattern determination process executed when the variation based on the random number value for the special pattern lottery actually stored as reserved is executed. Also, in the pre-determination process, a pre-determination regarding the variation time of the special pattern may be performed.
[0180] The special pattern lottery means 230 transmits the pre-determination result, which includes the results of each of the pre-determination processes such as the jackpot determination process and the pattern determination process, to the sub-control board 202 (performance control means 300) as pre-determination result information, and stores it in one of the first special reserve memory area 1 to the first special reserve memory area 4 (or the second special reserve memory area 1 to the second special reserve memory area 4) in correspondence with the first special random number value (or the second special random number value) that was the subject of the pre-determination process.
[0181] In FIG. 15, after the fourth variation of the second special symbol in the time-saving state (specific performance), the fifth to seventieth variations of the second special symbol are performed without winning. Next, with reference to FIG. 17, a case where a "win" is won in the second special symbol lottery and the variation of the number display stops will be described. In FIG. 17, the reserved second special random number value, which corresponds to the 73rd variation of the second special symbol in the time-saving state (specific performance), is associated with a pre-determined result that a "win" has been won. Note that the second special random number value corresponding to the 71st and 72nd variations of the second special symbol in the time-saving state (specific performance) is not associated with a "win".
[0182] (71st time) The second scale is determined as the time for the 71st second special symbol to change in the time-saving state (specific effect). The effect control means 300 starts the change of the mini symbol M based on the start of the change of the 71st second special symbol. The performance control means 300 changes the number display to "19.XX" based on the start of the variation of the second special symbol for the 71st time. The performance control means 300 starts outputting the sound A related to the odd number variation based on the start of the variation of the second special symbol for the 71st time. Also, after the output of the sound A ends, the output of the sound C is started. The performance control means 300 stops the variation of the mini symbol M based on the stopping of the variation of the second special symbol for the 71st time. In addition, the display of the number display "19.XX" and the output of sound C are terminated (updated) based on the start of the 72nd (next) second special pattern fluctuation.
[0183] The variation of the second special symbol (71st time) based on the second special random number value two numbers before the second special random number value associated with the result of the advance determination of the winning may be controlled to be a long length (second length), and the performance control means 300 may be configured to execute a performance that matches the second length. By executing a performance that creates a sense of expectation in the player for a relatively long period of time just before the variation of the number display stops, the interest of the game can be improved.
[0184] (72nd time) It is assumed that the first scale is determined as the 72nd variation time of the second special symbol in the time-saving state (specific performance). When the pre-determination result of "win" is associated with the second special random number value corresponding to the next variation of the variation, the performance control means 300 performs control as follows. The performance control means 300 starts the variation of the mini symbol M based on the start of the variation of the second special symbol for the 72nd time. The performance control means 300 changes the number display to "18.XX" based on the start of the variation of the second special symbol for the 72nd time. The performance control means 300 starts outputting a sound B related to the even number variation based on the start of the variation of the second special symbol for the 72nd time. The performance control means 300 stops the change of the number display before the change of the second special symbol (mini symbol M) related to the game (72nd time) stops. Specifically, the integer part of the number is fixed to the displayed number (value), while the decimal point part is stopped from changing and set to "00". In this example, it is set to "18.00". In addition, the display of the number display "18.00" does not end based on the start of the 73rd (next) second special pattern change, but ends at a predetermined timing after the 73rd second special pattern change (a predetermined timing after the start of the winning change).
[0185] The performance control means 300 stops the output of the sound (sound B) at the timing when the variation of the number display is stopped. In other words, the variation of the number display is stopped and the output of the sound (sound B) is stopped. In this embodiment, during the variation of the second special pattern (mini pattern M) based on the second special random number value immediately before the second special random number value associated with the pre-determination result of the winning, the variation of the number display (countdown) is stopped and the output of the sound related to the variation of the number display (decrease) is stopped. Then, after the variation of the number display is stopped and the output of the sound related to the variation of the number display (decrease) is stopped, the variation of the mini pattern M is stopped.
[0186] (73rd time) The 73rd variation of the second special symbol in the time-saving state (specific performance) is a winning variation, and the third scale longer than the second scale is determined as the variation time of the second special symbol. When the variation of the second special symbol is a winning variation, the performance control means 300 controls as follows. The performance control means 300 starts the variation of the mini symbol M based on the start of the variation of the second special symbol for the 73rd time while displaying the stopped number display "18.00". The performance control means 300 does not change the number display to "17.XX" based on the start of the variation of the second special symbol for the 73rd time. In addition, the performance control means 300 does not start the output of the sound A related to the variation of odd numbers based on the start of the variation of the second special symbol for the 73rd time. At a predetermined timing after starting to vary the mini pattern M, the performance control means 300 makes the number display "18.00" not displayed (hides), and outputs sound D. Although not shown, sound D includes a fourth sound, which is an explosion sound (boom). The fourth sound is output immediately after the start of playback of sound D. The fourth sound has a louder volume (maximum amplitude) than the first sound, the second sound, and the third sound. The performance control means 300 stops the variation of the mini symbol M (stopped display) based on the 73rd stop of the variation of the second special symbol. The mini symbol M stops in a manner corresponding to the winning symbol. In addition, the main performance symbol may be displayed and the main performance symbol may be stopped in a manner corresponding to the winning symbol.
[0187] As shown in Figure 15, when the time-saving state (specific presentation) is in effect and the change in the second special pattern is not executed in response to a win (specific result) being obtained in the second special pattern drawing, the change in the mini pattern M starts in accordance with the timing at which the integer part of the number display decreases, and the change in the mini pattern M stops at a timing before the next decrease in the integer part of the number display.
[0188] As shown in Figure 17, when a specific change (winning change) of the second special pattern is executed in the time-saving state (specific performance) in response to a winning (specific result) being obtained in the second special pattern lottery, the change of the mini pattern M starts in accordance with the timing at which the integer part of the number display decreases, based on the start of the change immediately before the specific change, the change of the number display stops at a first timing after the start of the change of the mini pattern M, the change of the mini pattern M stops at a second timing after the first timing, and while the specific display T with the number display stopped is displayed, the change of the mini pattern starts based on the start of the specific change (winning change), and at a third timing after the start of the change of the mini pattern M, the specific display T becomes undisplayed (hidden).
[0189] In this embodiment, the specific effect starts with the start of the time-saving state, and the specific display T showing the number display "90.00" is displayed at the start of the time-saving state, and the initial value of the number display "90.00" corresponds to the number of times the time-saving state is performed (90 times). However, this is not limited to this, and for example, the specific effect may be configured to start in the middle of the time-saving state, and in that case, the initial value of the number display may be set to the number of times the second special pattern is to be displayed remaining until the time-saving state ends. In addition, in this embodiment, the specific effect is executed in the time-saving state, but the specific effect may be executed in other game states other than the time-saving state. In other words, the specific game state may be another game state, and the specific effect may be executed in that game state, and the number display may change (decrease) as the special symbol starts to change.
[0190] In addition, in the present embodiment, the number display decreases by 1 as the special symbol (second special symbol) starts to change in the specific performance, but the number display may be configured to increase by 1 as the special symbol (second special symbol) starts to change. In that case, when the change (increase) of the number display stops, a notification (announcement) is made that the expectation of a win is high (the win is highly likely).
[0191] (Chance Up Production) In the specific performance (specific performance mode), the performance control means 300 may execute a performance (chance up performance) that suggests an increase in the expectation of a win (high expectation of a win) based on the variation of a predetermined second special pattern. The performance control means 300 determines whether or not to execute the chance up performance by drawing a lottery or the like. In the chance up performance in the specific performance mode, the performance control means 300 changes the color of the background to a predetermined color and outputs a chance up sound. Specifically, for example, the numbers and dots related to the number display are changed from red to black for a predetermined time, and the background is changed from black to red (the color is reversed). In addition, as the chance up sound, for example, a fifth sound (keen) with a relatively high pitch is output. Although not shown, the performance control means 300 plays the sound E to output the fifth sound.
[0192] For example, when the performance control means 300 executes a chance-up performance based on the start of a predetermined odd-number variation of the second special symbol, the performance control means 300 starts outputting sound A related to the odd-number variation and starts outputting sound E related to the chance-up performance based on the start of the odd-number variation of the second special symbol. Specifically, the performance control means 300 plays sound A on the first track and simultaneously plays sound E on the second track (playing sound A and sound E on separate tracks). This causes the first sound related to sound A and the fifth sound related to sound E to be output, respectively. The player can hear both the first sound and the fifth sound. Note that when sound A and sound E are played simultaneously, the sound control means 300 may be configured (controlled) to reduce the volume of sound A while sound E (fifth sound) is being output. In that case, sound D (fifth sound) can be made to be more clearly audible. To avoid redundancy, explanation will be omitted, but the same is true when the performance control means 300 starts outputting sound B related to the even number fluctuation based on the start of a predetermined even number fluctuation of the second special pattern, and also starts outputting sound E related to the chance-up performance.
[0193] The gaming machine of this embodiment is A gaming machine having a gaming area (e.g., a gaming area 4) in which a gaming medium moves, and launching a gaming medium into the gaming area in response to an operation by a player, A lottery means (e.g., a special symbol lottery means 230) that executes a lottery based on the entry of a game medium into a predetermined area (e.g., a second starting hole 49) provided in the game area; A state control means (e.g., a game state transition control means 250) that controls transition of a game state between a plurality of game states including a specific game state (e.g., a time-saving state); A performance control means (e.g., the performance control means 300) for controlling the execution of the performance; A display means (e.g., a liquid crystal display 32), the effect control means is capable of executing a specific effect in which a number is displayed on the display means in the specific gaming state and the number is decreased; In the specific performance, the number is decreased every time the special symbol (for example, the second special symbol) based on the execution of the lottery starts to change, The odd-numbered fluctuation of the special symbol in the specific performance is defined as an odd-numbered fluctuation, If the variation of the special symbol in the even-numbered times in the specific performance is an even variation, A first sound is output based on the start of the odd-number variation, and a second sound is output based on the start of the even-number variation.
[0194] When a specific performance is executed in a specific game state, the number decreases each time the special symbol starts to change, and a first sound is output when an odd number change starts, and a second sound is output when an even number change starts. That is, the first sound and the second sound are output alternately. Therefore, compared to when the same sound is output at the start of each change, it is possible to prevent the performance from becoming monotonous, increase the player's sense of excitement (sense of realism), and improve the interest of the game.
[0195] In addition, in the gaming machine of this embodiment, the first sound and the second sound have different pitches. By alternately outputting sounds with different pitches, the player's sense of excitement (sense of realism) can be enhanced, and the player's interest in the game can be improved.
[0196] In addition, the gaming machine of this embodiment has In the specific performance, the number is displayed as an integer part and a decimal part, When the special symbol starts to vary, the integer part of the number decreases and the decimal part of the number varies at a high speed. Rapid fluctuation of the decimal part of the number gives the player the sensation that the number is changing from moment to moment, which gives the player a sense of excitement (tension) and increases the player's interest in the game.
[0197] In addition, the gaming machine of this embodiment has A third sound is output corresponding to the rapid variation of the fractional part digit. By outputting the third sound corresponding to the rapid fluctuation of the decimal part of the number, the player is given a greater sense of the numbers fluctuating from moment to moment, which gives the player a sense of excitement (tension) and increases the player's interest in the game.
[0198] In addition, the gaming machine of this embodiment has The performance control means is capable of executing, in the display means, a first pattern performance in which a main performance pattern is varied in response to the variation of the special pattern, and a second pattern performance in which a sub-performance pattern smaller than the main performance pattern is varied in response to the variation of the special pattern; When the second symbol effect and the specific effect are executed in the specific gaming state, and the variation of the special symbol related to the specific result (win) obtained in the lottery in the specific gaming state is not executed, The variation of the sub performance symbols starts in accordance with the timing when the numbers decrease, and the variation of the sub performance symbols stops at a timing before the timing when the numbers decrease next time.
[0199] In addition, the gaming machine of this embodiment has The performance control means is capable of executing, in the display means, a first pattern performance in which a main performance pattern is varied in response to the variation of the special pattern, and a second pattern performance in which a sub-performance pattern smaller than the main performance pattern is varied in response to the variation of the special pattern; When the second symbol effect and the specific effect are executed in the specific game state, and a specific variation of the special symbol related to a specific result (win) being obtained in the lottery in the specific game state is executed, Based on the start of the fluctuation immediately before the specific fluctuation, the fluctuation of the sub-effect pattern begins in accordance with the timing at which the number decreases, The change in the numbers stops at the first timing after the change in the sub-performance pattern starts, The variation of the sub-performance symbols stops at a second timing that is later than the first timing, When the variation of the numbers is stopped, the variation of the sub-effect pattern is started based on the start of the specific variation, At a third timing after the sub-performance symbols start to vary, the numbers are not displayed.
[0200] The present invention is not limited to the above-mentioned embodiment, and can be modified in various ways without departing from the gist of the present invention. For example, various controls are not limited to those of the above-mentioned embodiment. Furthermore, the present invention allows free combinations, modifications of each component, or omission of components within the scope of the invention. Furthermore, the present invention can be applied to conventional pachinko gaming machines, that is, pachinko gaming machines in which a player can physically touch a gaming ball and the gaming ball is paid out to a receiving tray based on the entry of the gaming ball into a predetermined winning hole.
[0201] (About slot machines) In this embodiment, the present invention is applied to a pachinko game machine, but the present invention may be applied to a slot machine (a medal-less game machine). In a slot machine, a bet amount is set using a game value, and reels (multiple reels with multiple types of symbols arranged on the outer periphery) rotate based on a game start operation on a start lever, and the rotating reels stop based on a stop operation on a stop button, and a predetermined combination can be won based on the stopping mode (combination of symbols) of the reels. In addition, the slot machine may be provided with a performance state (AT performance state) in which an instruction performance (batting order navigation performance) that assists the winning of a specific combination is executed. The batting order navigation performance is executed when a specific combination is won, and is a performance that notifies the mode of the stop operation (operation order, operation timing, etc.) that enables the winning of a specific combination by displaying a navigation image or outputting a performance sound.
[0202] The slot machine may be configured to execute the above-mentioned special effect in a predetermined effect state (for example, chance effect state). A special display T is displayed with the start of the special effect, and a number display (initial value) related to the special display T may correspond to the number of games played in the effect state. In this case, for example, the number display may decrease (or increase) every time a game related to the special effect is played, and based on the fact that the fluctuation (for example, decrease) of the number display has stopped, it may be suggested that there is a high expectation of a transition to the AT effect state. Also, a first sound may be output based on the start of an odd-numbered game in the special effect, and a second sound may be output based on the start of an even-numbered game in the special effect. Also, the decimal part of the number display may fluctuate at high speed, and a third sound corresponding to the high-speed fluctuation may be output. [Explanation of symbols]
[0203] 4. Gaming area 32 Liquid crystal display (display means) 40 Second starting point 250 Game state transition control means (state control means) 300 Production control means
Claims
[Claim 1] A gaming machine having a game area in which a game medium moves, and launching the game medium into the game area in response to an operation by a player, A lottery means for executing a lottery based on the entry of a game medium into a predetermined area provided in the game area; A state control means for controlling a transition of a game state between a plurality of game states including a specific game state; A performance control means for controlling the execution of the performance; A display means, the effect control means is capable of executing a specific effect in which a number is displayed on the display means in the specific gaming state and the number is decreased; In the specific performance, the number is decreased every time the variation of the special symbol based on the execution of the lottery begins, The odd-numbered fluctuation of the special symbol in the specific performance is defined as an odd-numbered fluctuation, If the variation of the special symbol in the even-numbered times in the specific performance is an even variation, The gaming machine is configured to output a first sound based on the start of the odd number variation, and output a second sound based on the start of the even number variation.
Citation Information
Patent Citations
Game machine
JP2019017463A