Game machine

By incorporating two multicolor production units that perform different multicolor productions in various performance modes, the gaming machine addresses the need to enhance player engagement and fun, achieving a more dynamic and interactive gaming experience.

JP2025040980AActive Publication Date: 2025-03-25NEWGIN KK
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Patent Information

Application Number
JP2024177758
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-10
Publication Date
2025-03-25
Estimated Expiration
2044-10-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack features to enhance the fun and engagement of players, leading to a need for improved game experiences.

Method used

The gaming machine incorporates two multicolor production units that perform different multicolor productions in various performance modes, allowing for parallel execution and suggesting advantageous events, thereby increasing player engagement.

Benefits of technology

The solution enhances the fun and engagement of players by providing a more dynamic and interactive gaming experience through the use of multicolor productions and parallel performance modes.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the amusement of a game.SOLUTION: In a game machine, a first multicolor performance can be executed with multiple colors in a first multicolor performance part; a second multicolor performance can be executed with multiple colors in a second multicolor performance part; the first multicolor performance and the second multicolor performance are executed in different performance modes in which a common specific color can appear; the first multicolor performance can give, in association with its execution, a suggestion or notification that an event advantageous for a player will occur after the execution; the second multicolor performance can give, in association with its execution in a first mode, a suggestion or notification that an event advantageous for the player will occur after the execution, and can give, in association with its execution in a second mode, a suggestion or notification having a content different from that in the first mode; and the more frequently a specific situation in which the second multicolor performance in the first mode can be executed occurs, the more likely an execution trigger of the second multicolor performance in the second mode occurs.SELECTED DRAWING: Figure 8
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Description

[Technical field]

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

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

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

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

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

[0006] In a representative embodiment of the present invention, in a gaming machine having a first multi-color presentation section and a second multi-color presentation section, the first multi-color presentation section is capable of executing a first multi-color presentation using a plurality of colors, the second multi-color presentation section is capable of executing a second multi-color presentation using a plurality of colors, the first multi-color presentation and the second multi-color presentation are executed in different presentation modes in which a common specific color can appear, the first multi-color presentation and the second multi-color presentation can be executed in parallel, the first multi-color presentation can suggest or inform the player that an event advantageous to the player may occur after the execution, the second multi-color presentation can suggest or inform the player that an event advantageous to the player may occur after the execution, and the second multi-color presentation can suggest or inform the player of content different from the first presentation, and the more specific situations occur in which the second multi-color presentation in the first presentation mode can be executed, the more likely it is that an opportunity to execute the second multi-color presentation in the second presentation mode will occur. Effect of the Invention

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

[0008] [Figure 1] A view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] 1 is a diagram for explaining an overview of a multi-color light emission effect using a performance LED (light emitting means). [Figure 6] 1A to 1C are diagrams illustrating an overview of a multi-color display presentation in a first mode by a display device (display means, display). [Figure 7] 13 is a diagram illustrating an overview of a multi-color display effect in a second mode by a display device (display means, display). FIG. [Figure 8]FIG. 1 is a screen transition diagram (part 1) illustrating a screen transition (screen transition) of a display screen of a display device in time series together with a light-emitting portion that is a part of a light-emitting device. [Figure 9] FIG. 2 is a screen transition diagram (part 2) illustrating a screen transition (screen transition) of the display screen of the display device in time series together with a light-emitting portion that is a part of the light-emitting device. [Figure 10] FIG. 10 is a screen transition diagram showing a modification (modification 1) of the screen transitions in FIGS. 8 and 9. [Figure 11] FIG. 13 is a diagram showing a slot machine (pachinko slot machine) according to an application example (variation 2) to which an embodiment according to a pachinko machine is applied. [Figure 12] FIG. 11 is a screen transition diagram according to Modification 2, illustrating a screen transition (screen shift) of a display screen of a display device in chronological order together with a light-emitting portion that is a part of a light-emitting device (part 1). [Figure 13] FIG. 11 is a screen transition diagram according to Modification 2, illustrating screen transitions (screen transitions) of a display screen of a display device in chronological order together with a light-emitting portion that is a part of the light-emitting device (part 2). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

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

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

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

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

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

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

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

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects that it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of (for example, four) switches arranged on the front, back, left, right, etc. The directional key switch 450, for example, adjusts the light amount (luminance, brightness) of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back. The directional key switch 450 can also be used to set the contents of customization, for example, by selecting an item of a menu displayed on the display device 41. The directional key switch 450 may have not only left and right and front and back switches, but also a button switch in the center. In the directional key switch 450, a detection signal indicating an on / off state can be generated from each switch on the left, right, front, back, etc. In addition, the gaming machine 10 may have a light amount adjustment switch that adjusts the light amount of the effect LED 46 and a switch that adjusts the volume of the speaker 19, independent of the directional key switch 450.

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

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

[0021] The game state when the variable display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). The special game state is a non-normal game state, and includes a specific game state and a special game state. For example, the specific game state includes a normal power support state (high base state) in which it is easy to win the second start winning port of the normal variable winning device 37, and a state in which the probability of occurrence of a special result (for example, a jackpot) is high in the variable display game (probability change state, probability change state). The special game state includes a jackpot state and a small win game state (small win state). The high base state is a state in which the ball payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0037] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area. When there is another display capable of displaying images in addition to the display device 41, the display device 41 may function as a main display (primary display), and the other display may function as a sub-display (auxiliary display). For example, the sub-display is smaller in size than the display device 41, and can be moved from near the periphery of the display device 41 to near the center in front as part of the production, and can also function as a production movable body 44 (movable role object, see FIG. 4).

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

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

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

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

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

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

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

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

[0046] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). In this embodiment, the special variable winning device 39 is opened by a small win, and the gaming ball V-enters the specific area 86 (V winning port) in the special variable winning device 39, causing a big win. The configuration of this embodiment can also be applied to gaming machines other than the 1 type 2 type mixed machine. For example, it can be applied to a V-variable machine (V-ST machine) in which a variable probability state (high probability state, specific gaming state) after the big win is determined when a gaming ball enters the specific area 86 (V winning port), and this embodiment can also be partially applied to a gaming machine that does not have the specific area 86.

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

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

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

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

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

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

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

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

[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the normal map variation display game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 is converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number is incremented (+1). The game control device 100 (RAM 111c) serves as a start memory means that stores the extracted predetermined random number (normal map winning random number, normal map random number) as a start memory that becomes the execution right of the normal map variation display game, up to a predetermined number, based on the passage of the game ball through the normal map start gate 34. In addition, when there are multiple types of winning results (normal map winning patterns) of the normal map variation display game, the normal map winning pattern random number is also extracted to distribute the winning results (to draw), and both the normal map winning random number and the normal map winning pattern random number are stored as start memories.

[0056] In this way, the normal map start memory (normal map reserve) stores a normal map hit random number value as a hit determination random number value for determining whether the normal map fluctuation display game is a hit or a miss, and when this hit determination random number value matches the determination value, the normal map fluctuation display game is a hit and a specific result pattern is derived.

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

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

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

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

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

[0062] The special chart 1 variable display game (first special chart variable display game, first pattern variable display game) and the special chart 2 variable display game (second special chart variable display game, second pattern variable display game) are played by displaying a predetermined result pattern after displaying the identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52. ​​The stop patterns as the predetermined result pattern displayed on the special chart 1 display 51 and the special chart 2 display 52 include a big win pattern (a big win stop pattern), a small win pattern (a small win stop pattern), a time-saving pattern (a support win stop pattern), and a loss pattern (a loss stop pattern).

[0063] In addition, the display device 41 executes a decorative special chart variable display game that variably displays multiple types of identification information corresponding to each special chart variable display game on the special chart 1 display device 51 or the special chart 2 display device 52. The identification information on the display device 41 is composed of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

[0064] The decorative special symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scroll display or rotation display) of the identification information (decorative special symbol, decorative special symbol) consisting of the above-mentioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the varying symbols sequentially after a predetermined time, thereby displaying the result of the special symbol variation display game. In the display device 41, multiple types of identification information are displayed in a variable manner while being replaced. In this way, the identification information (decorative special symbol) displayed on the display device 41 varies (including change and movement) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a pattern variation game. In addition, in the display device 41, various performance displays such as the appearance of character images (picture images) are performed to increase interest. In addition, instead of or together with the decorative special pattern change display game, a decorative ordinary pattern change display game in which the identification information (decorative ordinary pattern, decorative ordinary pattern) changes over time in response to the ordinary pattern change display game (pattern change game) on the ordinary pattern display 53 may be executed on the display device 41 by scrolling or rotating, etc., in the same manner as the decorative special pattern change display game.

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

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

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

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

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

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

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

[0072] In addition, the special chart 2 variable display game is executed with priority over the special chart 1 variable display game, and when there is a start memory of the special chart 1 variable display game and the special chart 2 variable display game, and the special chart 2 variable display game is in a state where it is possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority variation). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory of the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it is possible to execute the special chart variable display game, the variable display game based on the oldest start memory may be executed. In addition, unless otherwise specified, in this embodiment, it is assumed that the special chart 2 priority variation (special chart 2 reserved priority consumption) and the special chart 2 variable display game is executed with priority over the special chart 1 variable display game.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0100] [Safety device (complete function)] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game not possible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (game during a big win or a small win) cannot be executed as games by establishing an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. In this way, in the game stop state, the execution of games on the collective display device 50 and the display device 41 is restricted. The safety device can take appropriate measures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to suppress the player's addiction to the game. If addiction is suppressed, the player can play with peace of mind.

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

[0102] In this embodiment, the operating condition of the safety device is (1) that the value (counter value) of the counting counter capable of counting (measuring) MY has reached a reference value (a predetermined value, 95000 in this embodiment), and (2) that the game is neither a big win nor a small win. MY corresponds to the increase in the number of game balls from the reference value, which is the time when the game balls are the most decreased (when the loss of game balls on the player's side is the greatest) when the game results are obtained during the business hours of the game establishment in one day (the operation of the game machine 10 in one day). The counting counter (which may be called a reference value counter), which is a counter for counting MY, basically counts (counts) the value obtained by subtracting the number of discharged balls (number of out balls) from the number of safe balls (number of safe balls - number of discharged balls), but when the counting counter is 0, it does not subtract even if there are discharged balls (outs) (counter value ≧ 0). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The operating conditions may be other conditions, for example, condition (1) may be that the number of safe balls or the specific number of balls (number of safe balls - number of discharged balls) reaches a reference value. Condition (2) may be that the special variable winning device is not in operation or that the large winning port is not open.

[0103] In this embodiment, the number of safe balls is the total number (number of acquired balls, number of balls dispensed) of prize balls determined to be awarded (basically equal to the prize balls actually awarded). The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter is basically an addition specification, and when a prize is won at the winning port, the safe balls are increased by the number of prize balls, thereby increasing (adding), and when one game ball is discharged from the game area 32, the number of discharged balls is increased by 1, thereby decreasing (however, when the counting counter is 0, it does not decrease and remains 0). The counting counter can be set, for example, by providing an area for storing the counter value in the RAM 111c of the game control device 100. The counter value of the counting counter may basically be a subtraction specification. For example, the origin of the counter value of the counting counter may be 95,000, and the counter value may decrease (subtract) in response to an increase in the number of safe balls, and increase in response to an increase in the number of discharged balls (however, when the counting counter is at the origin of 95,000, the counter value does not increase and remains at 95,000). Also, for example, when the counter value of the subtraction specification becomes 0, it corresponds to the counter value of the addition specification becoming 95,000, and in this case, if it is neither a big win nor a small win, the safety device (complete function) may be activated.

[0104] Note that the number of launched balls, which is the number of launched balls launched and introduced into the play area 32, may be used instead of the number of ejected balls. The number of launched game balls and the number of ejected game balls may be collectively called the number of balls used. Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the counter value of the counting counter is decremented by -1 each time a game ball is launched by the ball launcher, and is incremented by +1 each time a foul ball is produced.

[0105] For example, the state of the safety device (complete function) becomes an inoperative state (a normal state in which a complete function activation warning, complete function activation notice, or complete function activation notification is not being executed) in response to a counter value of less than 90,000. The state of the safety device becomes a complete function activation warning state that notifies (warns) that the safety device may be activated in response to a counter value of 90,000 to 94,999. The state of the safety device becomes a complete function activation notice state that notifies (notifies) that the safety device will be activated (is scheduled to be activated) or a complete function activation notification state (activated state, activated state) in which the safety device is activated in response to a counter value of 95,000.

[0106] In addition, when the counter value reaches 95,000 (reference value), if there is a big hit or a small hit, the complete function activation notice state will be entered, and if there is neither a big hit nor a small hit, the complete function activation notification state will be entered. Therefore, if the safety device enters the complete function activation notice state (activated state) before a big hit or a small hit occurs, a game stop state (unplayable state, game prohibited state) will occur immediately after, and the complete function activation notice state will not occur. In addition, in a time-saving state or a probability change state, the safety device is likely to enter the complete function activation notice state (activated state) before a big hit or a small hit occurs.

[0107] On the other hand, when the big hit or small hit ends and it is no longer a big hit or a small hit, the safety device transitions from the complete function activation notice state to the complete function activation notification state (activated state, activated state).

[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of activation of the complete function. As the complete function activation warning, the remaining number (difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is counted down and a predetermined text display (for example, "Playing will end soon" is displayed). In the complete function activation notice state of the safety device during a small win or a big win, the performance control device 300 displays a complete function activation notice (for example, the text "Playing will end after the win ends") on the display device 41 to notify the operation of the complete function. For example, the complete function activation warning and the complete function activation notice may be displayed on a part of the display device 41, and may be displayed on the front layer while blocking other displays on the back layer and parts of other effects without stopping other displays or other effects.

[0109] In the complete function operation notification state (not during a small win or a big win), which is the operation state of the safety device, that is, in the game stop state, the performance control device 300 displays a complete function operation notification (for example, the characters "stopped") indicating that the complete function is operating on the display device 41. For example, the complete function operation notification is displayed on the entire display screen of the display device 41, and other displays and other performances other than the complete function operation notification may be either terminated or may be shielded (restricted) so that they are not visible on the back layer by the complete function operation notification on the front layer. When the game control device 100 becomes in the complete function operation notification state (operation state) of the safety device, it sets a safety device operation flag (safety device operation flag) indicating that the safety device is operating to ON. The safety device operation flag (safety device operation flag) is cleared to 0 (safety device operation flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is released.

[0110] In the game stop state, the special chart change display game, the normal chart change display game, and the round game (game during a big win or a small win) cannot be executed as games. In order to do this, for example, in the game stop state, the detection of the game ball at the winning port switch is invalidated, the winning port (winning) is invalidated, the solenoid stops so that the big winning port, the specific area 86, the normal winning device 37, etc. are closed, the launch of the game ball from the ball launching device is stopped (prohibited) and the launch is stopped, and the collective display device 50 and the performance display device 152 are turned off. In the game stop state, not only can the special chart change display game and the normal chart change display game not be continued, but a new special chart change display game and a new normal chart change display game cannot be started. It is also possible to configure the game so that the launch of the game ball is not stopped in the game stop state. In the game stop state, all the light-emitting parts (LEDs) of the collective display device 50 and the performance display device 152 are turned off (all off). However, this is not limited to this, and in the game stop state, the light emitting parts (LEDs) of the collective display device 50 and the performance display device 152 may be partially lit (partially lit) or all lit (fully lit). Furthermore, in the game stop state, a security signal is generated that is output as an external information signal to an external device such as a hall computer, and a test firing test signal corresponding to the game stop state may be output to the test firing test device (a configuration in which the test firing test signal is not output is also possible). In the game stop state, the performance control device 300 turns off all the performance LEDs 46 (fully lit), or turns on some or all of them. However, during the occurrence of an error, some or all of the performance LEDs 46 may be lit in red. In addition, in the game stop state, the performance control device 300 may stop the audio output from the speaker 19 to be silent (a configuration in which it is not silent is also possible).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0125] [Basic Control] Next, the basic control in the gaming machine 10 will be described. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores a normal map start memory based on the input of a game ball detection signal from the gate switch 34a provided in the normal map start gate 34, extracts a random number value for determining whether the normal map is a hit (a normal map hit random number value) based on the normal map start memory, and compares it with a determination value stored in the ROM 111b to determine whether the normal map variation display game is a hit or a miss. This determination may be performed when the normal map variation display game starts (at the start or immediately before the start).

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

[0127] In addition, the first start memory is stored based on the input of the detection signal of the game ball from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for jackpot judgment of the special chart 1 variable display game (jackpot random number value) is extracted and compared with the judgment value stored in ROM 111b to judge whether the special chart 1 variable display game is a hit or a miss. This judgment may be executed at the start of the special chart 1 variable display game (at the start or immediately before the start).

[0128] In addition, the second start memory is stored based on the input of the detection signal of the game ball from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for jackpot judgment of the special chart 2 variable display game (jackpot random number value) is extracted and compared with the judgment value stored in ROM 111b to judge whether the special chart 2 variable display game is a hit or a miss. This judgment may be executed at the start of the special chart 2 variable display game (at the start or immediately before the start).

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

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

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

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

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

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

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

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

[0137] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal pattern variation time, normal pattern stop time, normal power opening count, normal pattern opening time, and normal pattern probability. As a result, in the time-saving state, it becomes easier to win the normal variation winning device 37 than in the normal game state in which no special game is played, and the number of times the special pattern variation display game is executed per unit time can be increased more than in the normal game state, and the execution interval of the special pattern variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which the things to be changed are different. It is also possible to set the movable member 37b not to be opened in the normal operation state (normal pattern probability is 0). When there are multiple types of normal pattern winning results (normal pattern winning patterns), the normal pattern opening time (long opening, short opening) and the number of times the normal pattern is opened may be changed according to the type of normal pattern winning result (normal pattern winning A, normal pattern winning B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.

[0138] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, the low base state in which the ball payout rate (base value) is as low as the normal game state because the opening time of the normal variable winning device 37 is very short may be treated as the normal game state in which no special game is played (of course, it may be treated as the time-saving state).

[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot due to a jackpot (a time-saving), a time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, b time-saving, play time), and a time-saving state that occurs when the time-saving pattern stops displaying (support hit) without a jackpot (sudden time-saving, c time-saving). In addition, when the number of times (excluding the number of times in the probability change state) of the special pattern variable display game executed after turning on the power or after the jackpot state ends reaches the ceiling number of times, the time-saving state (play time) will be entered even if the jackpot or time-saving pattern is not won. Regarding a time-saving (b time-saving or c time-saving is also possible), there may be multiple time-saving states (a1 time-saving, a2 time-saving, a3 time-saving, etc.) that correspond to the normal hit result (normal hit pattern) and have different normal power opening times and normal power opening times. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. In addition, the time-saving state in which the time-saving end condition can be specified by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

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

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

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

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

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

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

[0146] Furthermore, the timer interrupt process can execute a safety device-related process that performs processing related to the safety device (complete function), a counting process that updates the counter value of a counting counter that can count MY, etc. In the safety device-related process, safety device-related information such as the complete function operation notification state (operation state) of the safety device is transmitted as a command to the performance control device 300, and a safety device operation flag that indicates that the safety device is in operation is set.

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

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

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

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

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

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

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

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

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

[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41 as an error display, and may notify the error by illuminating the performance LED 46 and making a sound from the speakers 19a, 19b according to the type of error command. If the error command includes information indicating the contents of the error, the contents of the error may be displayed on the display device 41. For an illegal error such as a magnetic error detected by a magnetic sensor switch, the error display (text display, etc.) on the display device 41 may be displayed on the full screen of the display device 41 while stopping other displays and other performances. Alternatively, for an illegal error, the error display on the display device 41 may be displayed on the full screen of the front layer while hiding other displays and other performances without stopping other displays and other performances. On the other hand, for errors other than the illegal error, the error display on the display device 41 may be displayed on a part of the display device 41, for example, it may be displayed on the front layer while blocking other displays and other performances on the back layer without stopping other displays and other performances.

[0157] When the performance control device 300 receives the counter information command, it displays information about the counter value of the counting counter on the display device 41. As information about the counter value, it displays the remaining number (the difference between the reference value and the counter value) up to the reference value (95000) in a countdown manner. However, this is not limited to this, and a count-up display that displays the counter value as is is also possible. When the performance control device 300 receives an operation warning command, an operation notice command, or an operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command. Furthermore, when the performance control device 300 receives an operation warning command, it allows the countdown display of the counter value to be started.

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

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

[0160] In the variation-related performance setting process, a lottery is performed using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stop symbol, etc., and the like, and the preview performance that appears during the special symbol variation display game and can predict the result of the special symbol variation display game, the variation performance such as the pseudo-successive performance and the reach performance on the display device 41, and the decorative stop symbol can be specifically set (selected). The variation command may include information on the number of pseudo consecutive performances, which is the number of pseudo-successive performances (number of pseudo-variations), and information on the type (type) of the reach performance corresponding to the reach state. The pseudo-successive performance is a performance in which a pseudo-variation that changes and temporarily stops the decorative special symbol on the display device 41 is performed a predetermined number of times in one special symbol variation display game. In addition, in the variation-related performance setting process, the light emission mode of the performance LED 46 and the sound mode of the speakers 19a, 19b according to the preview performance and the variation performance can be set.

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

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

[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliability, possibility) for deriving a special result mode (big win mode or small win mode) are set as systems (types) such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectation (reliability) of a big win increases in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. Also, a state in which a reach state has occurred is a state in which the expectation (probability) of a big win is higher than when a reach state does not occur.

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

[0165] Also, the appearance rate (occurrence rate) of the effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) at the time of drawing the effect. For example, the appearance rate per one variable display game (appearance rate per one start memory in the case of the pre-reading notice effect described later) is the sum of (probability of losing x selection rate when it is a losing) and (probability of winning x selection rate when it is a winning). Also, the appearance rate of the effect may be set for each period during one variable display game (for example, for the first half period and the second half period) (i.e., the selection rate of the effect may be adjusted corresponding to each period and the lottery for the effect may be performed).

[0166] When the performance control device 300 receives a pattern stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. It is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.

[0167] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a small or big win, when it receives a round command, it executes a round performance, which is the performance during a round, when it receives an interval command, it executes an interval performance in the interval between rounds, and when it receives an ending command, it executes an ending performance corresponding to the ending of a big or small win.

[0168] When the performance control device 300 receives the special chart 1 reserved number command or the special chart 2 reserved number command, it displays reserved displays corresponding to the special chart start memory (special chart reserved) on the display device 41 or the like in the same number as the special chart 1 reserved number or the special chart 2 reserved number. In addition, when the performance control device 300 receives the normal chart reserved number command, it may display reserved displays corresponding to the normal chart start memory (normal chart reserved) in the same number as the normal chart reserved number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as a look-ahead command, it sets a look-ahead notice performance (look-ahead performance, look-ahead notice) by drawing a drawing probability corresponding to the look-ahead command. Examples of look-ahead notice performance include continuous notice performance and reserved change notice (reserved change performance). Examples of continuous notice performance include a chance eye look-ahead performance related to a decorative stop pattern. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display will change from the normal (default) mode, and that the expectation of winning the variable display game based on the hold is higher than when there is no hold change (normal).

[0169] When the performance control device 300 receives a left hit instruction notification command and a right hit instruction notification command as the hitting instruction notification command, it can execute a left hit instruction display and a right hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance to congratulate the V winning on the display device 41.

[0170] In addition, the performance control device 300 can receive commands necessary for control other than those described above from the game control device 100. In addition, the performance control device 300 may set or control the performance related to the normal chart variation display game in the same manner as the above-mentioned performance related to the special chart variation display game.

[0171] [Overview of multi-color LED lighting effects] FIG. 5 is a diagram for explaining an outline of a multi-color light-emitting effect by the effect LED 46 (light-emitting means). The effect LED 46 constitutes a first multi-color effect section as a full-color LED, and can execute a multi-color light-emitting effect (first multi-color effect) by a plurality of colors. The multi-color light-emitting effect can be a notice effect that suggests or notifies the player that an event advantageous to the player (e.g., a big win or a small win) may occur after the execution of the multi-color light-emitting effect. The notice effect may notify the player of the expectation of an event advantageous to the player, such as the expectation of a big win. Note that the multi-color light-emitting effect may not be a notice effect, but may simply be an effect that suggests or notifies the player of an event that has already occurred at the time of its execution (e.g., a game state such as a win state or a RUSH state (time-saving state)).

[0172] For example, the multi-colored light-emitting effect may predict a hit (big hit, small hit, or regular hit) as a special result of a game (special chart change display game, regular chart change display game) as a definite or non-definite advantageous event (definite effect, non-definite effect), may predict an advantageous event during the game (such as the occurrence of a reach), or may predict an advantageous event after the end of a winning state (such as the occurrence of a RUSH state).

[0173] The performance control device 300 can set the multi-color light-emitting performance by the performance LED 46 in the above-mentioned variable-related performance setting process, the setting process of the pre-reading notice performance, the setting process of the winning performance, etc., and execute the set multi-color light-emitting performance by controlling the light-emitting operation of the performance LED 46. The winning performance consists of the above-mentioned opening performance, round performance, interval performance, and ending performance.

[0174] The multi-color light emission effect is a so-called rainbow light emission effect. The rainbow may be configured to include seven colors, i.e., red, orange, yellow, green, blue, indigo, and purple, but in this embodiment, for simplicity, the rainbow may be configured to include fewer than seven colors.

[0175] In Fig. 5, for convenience, a portion 40a-1 (light-emitting portion) in an upper performance unit 40a (light-emitting device) of the game board 30 is illustrated as an example of an area in which a multi-color light-emitting performance is performed by a plurality of performance LEDs 46. The portion 40a-1 of the upper performance unit 40a is shown by a dotted rectangle in Figs. 1 and 2. Note that a multi-color light-emitting performance similar to that of the portion 40a-1 may also be performed in other portions of the upper performance unit 40a.

[0176] Like the upper performance unit 40a, the side performance unit 40b of the game board 30 and the frame decoration device 18 (decoration devices 18a, 18b, 18c) of the glass frame 15 also constitute light-emitting devices that can emit light using the performance LED 46. And, in parts of the light-emitting device other than the upper performance unit 40a, a multicolor light-emitting performance similar to that of the part 40a-1 may be executed.

[0177] In the portion 40a-1, four LEDs, LED1, LED2, LED3, and LED4, are provided as a plurality of performance LEDs 46. The colors of the LEDs 1-4 are updated (switched) in synchronization with each other at a predetermined color update period A (color switching period). In this embodiment, the LEDs 1-4 are turned off for a short period of time within a range that can be recognized by humans before the color is updated and they emit light, and the turning off and color update (light emission) are repeated, but a configuration in which the color is updated without turning off the lights in this manner is also possible.

[0178] In pattern 1 of FIG. 5(a), the four LEDs 1-4 of the portion 40a-1 can emit light in different colors at any timing. LED 1 emits light in red first, and the emitted light color is cyclically updated in the order of red → blue → green → yellow → red →.... LED 2 emits light in yellow first, and the emitted light color is cyclically updated in the order of yellow → red → blue → green → yellow →.... LED 3 emits light in green first, and the emitted light color is cyclically updated in the order of green → yellow → red → blue → green →.... LED 4 emits light in blue first, and the emitted light color is cyclically updated in the order of blue → green → yellow → red → blue →....

[0179] In pattern 1, the entire portion 40a-1 expresses rainbow colors in one color update period A, but each LED (first multi-color production section) of the multiple LEDs 1-4 expresses rainbow colors in multiple (here, four) color update periods A. In addition, the light emission color of each LED changes over time and is repeatedly changed to the light emission color of the adjacent LED, so that the rainbow is visually perceived as moving horizontally. In FIG. 5(a), the rainbow colors in the entire portion 40a-1 are shown with the areas of each light emission color (red, yellow, green, blue) clearly distinguished for ease of understanding, but the colors may gradually change in a gradational manner within the portion 40a-1 without being distinguished. If the gradational manner is used, the rainbow colors may also include intermediate colors such as yellow-green.

[0180] In pattern 2 in FIG. 5(b), the four LEDs 1-4 of portion 40a-1 can emit light in the same color at any timing. All four LEDs 1-4 initially emit light in red, and the emitted color is cyclically updated in the order of red → yellow → green → blue → red →... In pattern 2, each LED (first multi-color production section) and portion 40a-1 as a whole will express rainbow colors in multiple (four in this case) color update periods A. Note that the color update periods do not need to be the same in pattern 1 and pattern 2, and may be different between pattern 1 and pattern 2. This allows a colorful rainbow multi-color light emission performance to be executed.

[0181] In pattern 2, as in pattern 1, LED1-4 may be turned off for a predetermined time before the color is updated, and the turning off and updating of the color may be repeated. When the time that LED1-4 is turned off becomes equal to the time that LED1-4 is lit (the time that LED1-4 is turned on), the entire portion 40a-1 starts to flash.

[0182] In pattern 2, each LED and its neighbors also emit light of the same color, so unlike pattern 1, the rainbow is not perceived as moving.

[0183] The color modes of the light-emitting effects in light-emitting devices such as the upper performance unit 40a include monochromatic white (or colorless), blue, red, and multiple rainbow colors. The degree of expectation, such as the probability of a jackpot, may differ depending on the color mode of the light-emitting effects. In this embodiment, the degree of expectation increases in the following order: white (or colorless) < blue < red < rainbow. White (or colorless) is the default mode in which the light-emitting device is turned off, and corresponds to the light-emitting effects not being executed.

[0184] [Overview of multi-color display using a display device] 6 and 7 are diagrams for explaining an overview of a multi-color display performance by the display device 41 (display means, display). The display device 41 constitutes a second multi-color performance section as a full-color display, and is capable of executing a multi-color display performance (second multi-color performance) using a plurality of colors. The multi-color display performance (second multi-color performance) is executed in a different performance mode from the multi-color light-emitting performance (first multi-color performance), and can be executed in parallel with the multi-color light-emitting performance (first multi-color performance). A sub-display may be provided in addition to the display device 41 (main display), and the multi-color display performance may be executed on the sub-display instead of or in addition to the display device 41.

[0185] The performance control device 300 can set multi-color display performances on the display device 41, etc., in the aforementioned variable-related performance setting process, the pre-reading preview performance setting process, the winning performance setting process, etc., and can execute the set multi-color display performance by controlling the display operation of the display device 41, etc.

[0186] The multi-color display performance is a so-called rainbow-colored display performance. The rainbow colors may be configured to include seven colors, namely red, orange, yellow, green, blue, indigo, and purple, but in this embodiment, for simplicity, the rainbow may be configured to include fewer than seven colors. The multi-color display performance (second multi-color performance) is executed in a different performance mode from the multi-color light-emitting performance (first multi-color performance), but even in different performance modes, a common plurality of specific colors (at least red and yellow in this embodiment) can appear. This allows the multi-color light-emitting performance and the multi-color display performance to have commonality and association, which can suitably improve the interest of the game.

[0187] 6 shows a multi-color display effect in the first mode. When executed in the first mode, the multi-color display effect can suggest or inform the player that an advantageous event may occur after the execution as a notice effect. The multi-color display effect (notice effect) in the first mode may suggest or inform the player of the likelihood of an advantageous event, such as the likelihood of a jackpot.

[0188] In Fig. 6(a), the multi-color display effect in the first mode is shown as a circular preview image I (circular figure or picture) that can be displayed on the display device 41. For example, the preview image I may, as a preview effect (suggestion effect, notification effect), predict a win (big win, small win, or regular win) as a special result of a game (special chart variation display game, regular chart variation display game) as a definite or non-definite advantageous event (definite effect, non-definite effect), predict an advantageous event during the game (such as the occurrence of a reach), or predict an advantageous event after the end of a winning state (such as the occurrence of a RUSH state).

[0189] Preview image I consists of four regions: region 1, region 2, region 3, and region 4. The multiple regions 1-4 are displayed in different colors at any timing, and the colors are updated (switched) in synchronization with a predetermined color update cycle B (color switching cycle) that is different from the color update cycle A of the multi-color light-emitting performance. The entire preview image I expresses the colors of the rainbow within one color update cycle B. Regions 1-4 are not hidden before the color is updated and displayed, but are repeatedly updated (displayed). Here, "hidden" means a state in which a person can recognize that nothing is being displayed, and does not include the momentary absence of display while the display screen is updated at the refresh rate.

[0190] In area 1, red is displayed first, and the display color is cyclically updated in the order of red → purple → blue → yellow → red → .... In area 2, yellow is displayed first, and the display color is cyclically updated in the order of yellow → red → purple → blue → yellow → .... In area 3, blue is displayed first, and the display color is cyclically updated in the order of blue → yellow → red → purple → blue → .... In area 4, purple is displayed first, and the display color is cyclically updated in the order of purple → blue → yellow → red → purple → ....

[0191] Each of the multiple regions 1-4 expresses the colors of the rainbow with multiple (here, four) color update periods B. Also, the display color of each region changes over time and is repeatedly changed to the display color of the adjacent region, so that the rainbow is visually perceived as rotating and moving. Note that in FIG. 6(a), the rainbow colors in the entire preview image I are shown with the regions of each display color (red, yellow, blue, purple) clearly distinguished for ease of understanding, but the colors may change gradually in a gradational manner within the preview image I without being distinguished. If in a gradational manner, the rainbow colors may also include intermediate colors such as blue-purple and red-purple.

[0192] In FIG. 6(b), the multi-color display performance in the first mode is shown as an elliptical ring-shaped preview image II (an elliptical ring-shaped figure or picture) that can be displayed on the display device 41. In the preview image II, the color areas are not clearly distinguished and the colors change gradually in a gradational manner. The preview image II includes seven colors, red, orange, yellow, green, blue, indigo, and purple, and the colors of each part are updated in synchronization with a predetermined color update period B. The display color of each part changes over time and is repeatedly changed to the display color of the adjacent part, so that the rainbow is visually perceived as moving within the elliptical ring. In the preview image II, the colors are repeatedly updated (displayed) without being hidden before being updated and displayed.

[0193] The entire preview image II expresses the rainbow colors within one color update cycle B, but each part expresses the rainbow colors in multiple (here, four) color update cycles B.

[0194] For example, preview image II, like preview image I, may be used as a preview effect to predict a win as a special result of a game (special chart change display game, regular chart change display game) as a definite or non-definite advantageous event (definite effect, non-definite effect), to predict an advantageous event during the game (such as the occurrence of a reach), or to predict an advantageous event after the end of a winning state (such as the occurrence of a RUSH state).

[0195] In Fig. 6(c), the multi-color display effect in the first mode is shown as a notice character string (in this example, "RUSH Entry") that can be displayed on the display device 41. For example, the notice character string may, as a notice effect, notify (announce) that an advantageous event (such as a RUSH state) will occur after the end of a predetermined game state such as a winning state, either at the time when the advantageous event occurs or immediately before the advantageous event occurs.

[0196] In this example, the preview character string consists of six characters (predetermined number): character 1 "R", character 2 "U", character 3 "S", character 4 "H", character 5 "Thrust", and character 6 "Enter". The multiple characters 1-3 are displayed in different colors at any timing, and the colors are updated (switched) in synchronization with each other at a predetermined color update period B (color switching period). Characters 1-3 are not hidden before their colors are updated and displayed, but are repeatedly updated (displayed). Characters 4-6 also exhibit the same characteristics and behavior as characters 1-3.

[0197] Characters 1 and 4 are each initially displayed in red, and the display color is cyclically updated in the order of red → green → yellow → red → .... Characters 2 and 5 are each initially displayed in yellow, and the display color is cyclically updated in the order of yellow → red → green → yellow → .... Characters 3 and 6 are each initially displayed in green, and the display color is cyclically updated in the order of green → yellow → red → green → ....

[0198] The entire preview character string expresses the rainbow colors in one color update period B, but each of the multiple characters 1-6 expresses the rainbow colors in multiple (here, three) color update periods B. Also, the display color of each character changes over time and is repeatedly changed to the display color of the adjacent character, so that the rainbow is visually perceived as moving horizontally. Note that in FIG. 6(c), the rainbow colors in the entire preview character string are shown clearly distinguished with each display color (red, yellow, green) corresponding to one character for ease of understanding, but the colors may not be distinguished and may gradually change in a gradation pattern throughout the entire preview character string. In this case, the colors will gradually change in a gradation pattern even within one character. If it is a gradation pattern, the rainbow colors may also include intermediate colors such as yellow-green, and the colors may be changed vertically so that the rainbow is visually perceived as moving vertically.

[0199] As described above with reference to Fig. 6, the color update cycles of (a) preview image I, (b) preview image II, and (c) preview character string do not need to be the same, and may be different. This allows a colorful rainbow multicolor display to be produced.

[0200] The display color of the display device 41 may be a single color (or black), blue, red, or rainbow. The expectation level of a big win may vary depending on the color of the display. In this embodiment, the expectation level increases in the order of white (or black) < blue < red < rainbow.

[0201] Furthermore, the multi-color display performance in the first mode may not be a preview performance, but may be a non-preview performance that simply suggests or notifies of an event that is already occurring at the time of its execution (for example, a game state such as a winning state or a RUSH state (time-saving state)). In the case of a non-preview performance, the multi-color display performance in the first mode may be executed by changing the type of color and the color update cycle from that in Fig. 6. Furthermore, the multi-color display performance in the first mode may be an effect instead of a figure or picture as in Figs. 6(a)(b).

[0202] 7 shows a multi-color display in the second mode. The multi-color display in the second mode is different from the multi-color display in the first mode in the display mode such as the content of the display, the shape of the display, the type of the display color, the number of the display colors, the color update cycle, or the size of the displayed area (display area, suggestion notification area).

[0203] By executing in the second mode, the multi-color display presentation can suggest or notify content different from that in the first mode. In this embodiment, the multi-color display presentation in the second mode is a non-advance notice presentation, and can suggest or notify an event (such as presentation content) that has already occurred at the time of its execution as content other than the advance notice. Therefore, by using the first mode and the second mode depending on the content of the suggestion or notification, a wide variety of multi-color presentations can be executed. The first mode of the multi-color display presentation is an advance notice presentation, and the second mode is a non-advance notice presentation, making it easier for the player to distinguish between the advance notice presentation and the non-advance notice presentation, which can suitably increase the player's interest in the game.

[0204] In this way, the multi-color display presentation of the second mode suggests or notifies content that is less important in the game compared to the multi-color display presentation of the first mode, such as content other than the advance notice. For this reason, the display area may be narrow in the multi-color display presentation of the second mode and wide in the multi-color display presentation of the first mode. The multi-color display presentation of the second mode may basically be displayed narrowly at the edge or corner of the display screen of the display device 41, except for the enlarged mode (special mode) described below. Note that the size of the display area (suggestion / notification area) depends on the content of the suggestion or notification of the multi-color display presentation, and therefore may be included in the concept of the content of the suggestion or notification.

[0205] In Fig. 7(a), the multi-color display effect in the second mode is shown as a non-notice character string I ("Premium" in this example) that can be displayed on the display device 41. The non-notice character string I is not an advance notice effect, and can, for example, suggest or notify that a premium effect is occurring as the effect content at the time (when) it is displayed. A premium effect is an effect that appears only rarely and has a special feeling (premium feeling), and is also an effect that has a high expectation rate for a jackpot, etc.

[0206] In this example, the non-announcement character string I is made up of four (predetermined number) characters 1 "PU", character 2 "RE", character 3 "MI", and character 4 "A". The multiple characters 1-4 are displayed in different colors at any timing, and the colors are updated (switched) in synchronization with each other at a predetermined color update cycle C (color switching cycle). The entire non-announcement character string I expresses rainbow colors within one color update cycle C. The color update cycle C is different from the color update cycle A of the multi-color light emission performance, and is also different from the color update cycle B of the multi-color display performance in the first mode. Note that the color update cycle B and the color update cycle C of the multi-color display performance may be the same. The characters 1-4 are not hidden before the color is updated and displayed, and the color is repeatedly updated.

[0207] Character 1 is first displayed in red, and its display color is cyclically updated in the order of red → purple → green → yellow → red → ···. Character 2 is first displayed in yellow, and its display color is cyclically updated in the order of yellow → red → purple → green → yellow → ···. Character 3 is first displayed in green, and its display color is cyclically updated in the order of green → yellow → red → purple → green → ···. Character 4 is first displayed in purple, and its display color is cyclically updated in the order of purple → green → yellow → red → purple → ···.

[0208] Each of the multiple characters 1-4 expresses rainbow colors with multiple (here, four) color update periods C. In addition, the display color of each character changes over time and is repeatedly changed to the display color of the adjacent character, so that the rainbow is visually perceived as moving horizontally. In FIG. 7(a), the rainbow colors of the entire non-announcement character string I are clearly shown with each display color (red, yellow, green, purple) corresponding to one character for ease of understanding, but the colors may not be distinguished and may gradually change in a gradation pattern throughout the entire non-announcement character string I. In this case, the colors will gradually change in a gradation pattern even within one character. If the colors are gradational, the rainbow colors may include intermediate colors such as yellow-green and red-purple, and the colors may be changed vertically so that the rainbow is visually perceived as moving vertically.

[0209] In Fig. 7(b), the multi-color display effect in the second mode is shown as a non-notice character string II (in this example, "rainbow light emission") that can be displayed on the display device 41. The non-notice character string II is not a notice effect, and can suggest or inform that, for example, at the time (when) it is displayed, rainbow light emission (i.e., a multi-color light emission effect) is occurring as the effect content in the light-emitting device or a part thereof.

[0210] In this example, the non-announcement character string II is made up of four (predetermined number) characters: character 1 "rainbow", character 2 "flash", character 3 "light", and character 4 "medium". The multiple characters 1-4 are displayed in different colors at any timing, and the colors are updated synchronously at a predetermined color update cycle C. The entire non-announcement character string II expresses the colors of the rainbow within one color update cycle C. The characters 1-4 are not hidden before their colors are updated and displayed, but are updated in color repeatedly. The manner in which the colors of the characters 1-4 of the non-announcement character string II change (the way in which they change) is the same as that of the non-announcement character string I.

[0211] In FIG. 7(c), the multi-color display effect in the second mode is shown as a non-preview character string III (in this example, a number indicating the number of balls acquired) that can be displayed on the display device 41. The non-preview character string III is not a preview effect, but, for example, an acquired ball number display that can suggest or notify the number of balls acquired at the time (at the time) of its display as a game result. The acquired ball number may be the number of balls acquired during a win, or the number of balls acquired during a consecutive win. Note that a consecutive win is a game state other than the normal game state (a big win state, a small win state, a time-saving state, a probability change state, etc.) that continues without going through the normal game state (normal mode). In this embodiment, the number of consecutive wins is the number of consecutive wins that continue without going through the normal game state.

[0212] In this example, the non-announcement character string III is made up of four (predetermined number) characters 1 (e.g., "9"), 2 (e.g., "1"), 3 (e.g., "3"), and 4 (e.g., "2"). The characters 1-4 are displayed in different colors at any timing, and the colors are updated synchronously at a predetermined color update period C. The entire non-announcement character string III expresses rainbow colors within one color update period C. The characters 1-4 are not hidden before their colors are updated and displayed, but are updated in color repeatedly. The manner in which the colors of the characters 1-4 of the non-announcement character string III change is the same as that of the non-announcement character string I.

[0213] 7 has been described above, but the color update cycles do not need to be the same among (a) non-prediction character string I, (b) non-prediction character string II, and (c) non-prediction character string III, and may be different. This allows a rainbow of colorful multi-color display effects to be performed. The multi-color display effects in the second mode may be performed not only for non-prediction character strings, but also for non-prediction images of graphics or pictures, such as character images (character figures, picture images).

[0214] Other non-announced character strings related to the multi-color display performance in the second mode may include "ranked" and "best record." The non-announced character string "ranked" can suggest or inform as a game result that the MY value or number of consecutive wins at the time of its display has reached a predetermined rank within a day or week, resulting in a win in the rankings. The non-announced character string "best record" can suggest or inform as a game result that the MY value or number of consecutive wins at the time of its display has reached the best record within a day or week.

[0215] As described above, the multi-color light-emitting effect (first multi-color effect) and the multi-color display effect (second multi-color effect) have been described in Figs. 5 to 7, but the multi-color light-emitting effect and the multi-color display effect are executed in different performance modes. The multi-color light-emitting effect and the multi-color display effect are different from each other in terms of performance means (display and light-emitting, display and LED). The color update cycle A of the multi-color light-emitting effect and the color update cycles B and C of the multi-color display effect are different. In addition, the multi-color light-emitting effect has a pause (light-off) between color updates (light-emitting), but the multi-color display effect does not have a pause (non-display) between color updates (display). However, the multi-color light-emitting effect and the multi-color display effect can have a common multiple specific colors (for example, red, yellow, and green (or blue)). Therefore, the commonality of the two types of multi-color effects is ensured and associated, while they are made into different performance modes, thereby suitably improving the interest of the game.

[0216] The multi-color light-emitting performance (first multi-color performance) and the multi-color display performance (second multi-color performance) can be executed in parallel. Therefore, when one color (e.g., red) of a plurality of common specific colors (e.g., red, yellow, and green (or blue)) appears in the multi-color light-emitting performance of each LED (first multi-color performance section), all of the common plurality of specific colors can appear in the multi-color display performance of the display device 41. Therefore, even if the image of the multi-color light-emitting performance of each LED captured by the camera shows only one color and the premium feeling is lost (especially in the case of pattern 2 in FIG. 5(b)), the multi-color display performance of the display device 41 captured at the same time increases the possibility that the special feeling (premium feeling) of the captured image is not lost.

[0217] [Screen transition] 8 and 9 are screen transition diagrams illustrating screen transitions (screen transitions) of the display screen of the display device 41 in chronological order along with the light-emitting portion 470, which is a part of the light-emitting device. FIG. 9 is a diagram following FIG. 8. The light-emitting portion 470 is, for example, the portion 40a-1 of the upper performance unit 40a. Note that displays and images displayed on the display screen may be displayed decoratively as part of the performance, even if they have the purpose of conveying information.

[0218] In (A) of Fig. 8, a display screen is shown in the RUSH state (rush state) after the third big win during a three-game winning streak. In this embodiment, the RUSH state is a time-saving state, but it may also be a probability-changing state. The mode display 510 showing the presentation mode (presentation style) shows the RUSH mode, which is the presentation mode of the RUSH state, in the letters "RUSH".

[0219] Here, the special chart 2 variable display game is being executed, and the variation (↓↓↓) of the decorative special pattern (large pattern) is being executed in the variable display area 610 in the center of the display screen. The left pattern, the right pattern, and the middle pattern are varying (here, scrolling variation) as three decorative special patterns. The large pattern may be displayed semi-transparently and rapidly varying so as not to interfere with other performances, making it difficult to see, or may be hidden. At the same time, the variation of the decorative special pattern (small pattern) may be executed in the variable display area in the corner of the display screen as the special chart 2 variable display game (not shown). Note that the special chart 2 variable display game is also being executed in the special chart 2 display 52, and the special pattern is varying.

[0220] In the second pending display section 635 (waiting area) which displays the second start memory (special chart 2 start memory) before the variable display game is executed as the second pending display, several pending displays 631a corresponding to the second start memory are displayed (here, two). In the first pending display section which displays the first start memory (special chart 1 start memory) before the variable display game is executed as the first pending display, there is no pending display. In addition, in the pending consumption section 640 (pending consumption area), a pending pending display 631b indicating a pending pending (a start memory which was the execution right of this special chart variable display game) related to the currently executed special chart 2 variable display game is displayed. In the corners of the display screen of the display device 41, a special chart 1 pending number display section and a special chart 2 pending number display section are provided (not shown). The number "0" indicating the number of reserved special chart 1 and the number "2" indicating the number of reserved special chart 2 are displayed in the special chart 1 pending number display section and the special chart 2 pending number display section, respectively.

[0221] In (A), the multi-color light-emitting effect (first multi-color effect) and the multi-color display effect (second multi-color effect) are executed in parallel for a predetermined period. The multi-color light-emitting effect is executed in pattern 1 of FIG. 5(a) in the multiple effect LEDs 46 of the light-emitting portion 470. The multi-color display effect is executed in the first mode on the display screen of the display device 41 by the image 720, which is the circular preview image I of FIG. 6(a). The multi-color light-emitting effect and the multi-color display effect in the first mode here have a very high expectation of a jackpot, and as a definite effect, they definitively suggest or notify that the result of the variable display game will be a jackpot result as an advantageous event (it may be a small jackpot result instead of a jackpot result). The multi-color light-emitting effect and the multi-color display effect are rainbow-colored, and have the highest expectation of a jackpot among various color modes.

[0222] After (A), the fourth big win state (special game state, winning game) occurs, resulting in four consecutive wins. Then, in (B), in the RUSH state (four consecutive wins) after the fourth big win state, the multi-color light-emitting effect of the light-emitting portion 470 and the multi-color display effect of the display screen are executed in parallel for a predetermined period of time, just like in (A).

[0223] Next, (c) is a display screen of the display device 41 in a situation where the special chart 2 variable display game has resulted in a jackpot. Here, the special chart 2 display 52 displays the jackpot pattern as a stopped pattern by the game control device 100. Then, in the variable display area 610 of the display screen, the decorative stop pattern (image pattern) corresponding to the jackpot pattern is displayed as a stopped pattern by the performance control device 300. Here, the decorative stop pattern is a mode in which three decorative special patterns are aligned with the same pattern (or the same number pattern), and is displayed as "333", for example. The decorative stop pattern may be determined to be one of the numbers 1 to 9 by lottery. In addition, the variable pending display 631b is not displayed.

[0224] Next, in (D), the first round of play (first round) of the jackpot is started, and the round display 513 displays the characters "ROUND1". On the display screen of the display device 41, as part of the round effect, a multi-color display effect in the first mode is executed by a plurality of images 723 which are elliptical ring-shaped preview images II as shown in FIG. 6(b). The elliptical ring-shaped images 723 (preview images II) definitively notify, as a definitive effect, that a RUSH state will occur as an advantageous event after the end of the jackpot state (win game). Also, as part of the round effect, a movie 725 is displayed on the display screen. The movie 725 is displayed until just before the ending of the jackpot state.

[0225] Next, in (E), the eighth round of play (8th round) begins, and the round display 513 displays the characters "ROUND8." A multi-color light-emitting effect is executed in pattern 1 of FIG. 5(a) in the multiple effect LEDs 46 of the light-emitting portion 470 of the light-emitting device. The multi-color light-emitting effect during a jackpot state foretells (suggests or notifies) that a RUSH state will occur as an advantageous event after the jackpot state ends. However, the multi-color light-emitting effect may simply be executed as a flashy effect during a jackpot state, suggesting or notifying that a jackpot state is currently in effect.

[0226] Here, as the special effect, text display 728 (e.g., "Rainbow light emitting") is displayed in an achromatic color (gray, black, white) that is a color other than the rainbow (other than multicolor) or a single chromatic color (a color that is not the specific color mentioned above). The special effect can be executed until a predetermined timing (in this embodiment, the ninth round of the five consecutive wins of (F)) arrives as an execution trigger for the multicolor display effect in the second mode, and text display other than text display 728 (e.g., "Preparing") may be used as long as it serves as a preparation effect or a teasing effect for the multicolor display effect in the second mode. Also, the special effect may be executed from (D) onwards by text display 728 in a very light gray (e.g., "Rainbow light emitting").

[0227] In addition, the special effects are not displayed in the aforementioned multiple specific colors (for example, red, yellow, and green (or blue)), but are displayed in a color different from the multiple specific colors (for example, white or black), so that they are easy to distinguish from the multi-color display effect in the second mode and it is easy to understand that they are preparation effects or teasing effects before the multi-color display effect in the second mode is executed. The special effects prepare the player for the multi-color display effect in the second mode, and the player can concentrate on the game in an attempt to execute the multi-color display effect in the second mode, thereby suitably increasing the player's interest in the game.

[0228] Next, in (F), the ninth round of play (9th round) begins, and the round display 513 displays the characters "ROUND 9." A multi-color light-emitting effect is executed in the pattern 1 of FIG. 5(a) in the multiple effect LEDs 46 of the light-emitting portion 470 of the light-emitting device.

[0229] In this case, since it is the 9th round of a 5-game winning streak, it is the predetermined timing (during the winning streak) that triggers the execution of the multi-color display effect in the second mode. Therefore, the rainbow-colored character display 730 "Rainbow light emission" which is the non-announcement character string II in FIG. 7(b) is displayed as the multi-color display effect in the second mode. The rainbow-colored character display 730 can suggest or notify that the light-emitting device or its light-emitting portion 470 is emitting light in rainbow colors (multi-color light-emitting effect). The multi-color display effect of the character display 730 (non-announcement character string II) and the multi-color light-emitting effect of the light-emitting portion 470 are executed in parallel for a predetermined period of time.

[0230] The text display 730 “Rainbow light emitting” as the multi-color display effect in the second mode is not a notice but suggests or notifies the current content of the effect, and suggests or notifies the content that is less important for the game than the notice effect. For this reason, the display area of ​​the text display 730 may be narrower than the display area of ​​the multi-color display effect in the first mode (the display area of ​​the image 720, the image 723, the notice character string 748 “RUSH ENTERING” described later, etc.).

[0231] The multi-color display effect in the second mode is executed via the (E) character display 728 as a special effect. If the display contents or characters themselves of character display 728 and character display 730 are partially or completely the same (for example, "Rainbow light emission preparation" or "Rainbow light emission in progress"), a sense of continuity or unity is created between the special effect and the multi-color display effect in the second mode, which can suitably increase the interest in the game.

[0232] The more specific situations occur in which a rainbow-colored light-emitting effect can be executed (for example, during a winning game of (A) or (B), during a winning state of (E)), the more likely it is that a winning state (big win state, small win state) or RUSH state (time-saving state) will occur, and the more likely it is that a specific timing during a winning streak (here, the 9th round of a 5-game streak) will occur, which triggers the execution of the multi-color display effect.The trigger for the execution of the multi-color display effect may not be a specific round (here, the 9th round) of a specific number of consecutive wins (here, 5), but may also be when the number of balls won (gained game value) during the streak reaches a specific number (for example, 8,800).

[0233] Here, the "predetermined situation in which a multi-color light-emitting effect can be executed" includes during a winning game such as (A) or (B), during a winning state such as (E) (particularly during round play), and also when a winning event is won in a lottery based on a winning random number value. "The occurrence of a predetermined situation frequently" includes not only the occurrence of a predetermined situation frequently, but also staying in the predetermined situation for a long time. For example, the larger the number of rounds of a jackpot (upper limit of the number of rounds), the longer the player will stay in the winning state and the more rounds of play will be executed, making it easier for the opportunity to execute the multi-color display effect (the 9th round of a 5-round winning streak) to occur.

[0234] In addition, because of the premium and special feeling of the multi-color light-emitting effect, the more the predetermined situation where the multi-color light-emitting effect (first multi-color effect) is executed in the effect LED 46 occurs, the more cases the player takes pictures with a digital camera or a mobile terminal with a camera (such as a smartphone). In such a case, the execution opportunity of the multi-color display effect (second multi-color effect) of the character display 730 on the display device 41 is easily triggered. Therefore, it is easy to obtain an image with an increased premium and special feeling by photographing both the multi-color light-emitting effect and the multi-color display effect. Also, even if the multi-color feeling of the multi-color light-emitting effect is not well expressed in the photographed image, the possibility that the premium and special feeling will not be lost increases if the multi-color display effect is photographed. In particular, in the case of pattern 2 in FIG. 5(b), there is a possibility that the multi-color feeling of the multi-color light-emitting effect cannot be well expressed in the photographed image. Also, the player will try to take pictures with a camera after the predetermined situation occurs many times and the multi-color display effect is executed, which makes the game more interesting and improves the interest of the game.

[0235] Furthermore, the more specific situations occur in which the multi-color display effect (second multi-color effect) in the first mode, which is a preview effect, can be executed (for example, during a game in which (A) or (B) is a hit, or during a hit state (D)), the more likely it is that a hit state (big hit state, small hit state) or a RUSH state (time-saving state) will occur, and therefore the more likely it is that a specified timing during a winning streak (here, the 9th round of a 5-game winning streak) will arrive, which is the trigger for the execution of the multi-color display effect (second multi-color effect) in the second mode.

[0236] Here, the "specific situation in which the multi-color display effect in the first mode can be executed" includes during a winning game such as (A) or (B), during a winning state such as (D) (particularly during round play), and also when a winning is won in a lottery based on a winning random number value. "The occurrence of specific situations frequently" includes not only the occurrence of a specific situation more frequently, but also staying in the specific situation for a long time. For example, the larger the number of rounds of a jackpot (upper round limit), the longer the player stays in the winning state and the more rounds of play are executed, so that the more likely it is that an opportunity to execute the multi-color display effect in the second mode by the character display 730 (the ninth round of five consecutive wins) will occur.

[0237] The multi-color display effect on the display device 41 and the multi-color light-emitting effect on the effect LED 46 can be executed in parallel during a winning game, and the more the multi-color display effect in the first mode occurs by the images 720, 723, etc., the more the multi-color light-emitting effect occurs. The more specific situations in which the multi-color display effect in the first mode can be executed occur, the more situations in which the multi-color light-emitting effect is executed will occur, and the more cases there are of players taking pictures with their cameras due to the sense of exclusivity of the multi-color light-emitting effect. In such cases, the system is designed to make it easier for the opportunity to execute the multi-color display effect in the second mode in the character display 730 to occur.

[0238] Therefore, it is easy to obtain an image with an increased sense of premium by photographing both the multi-color light-emitting effect and the multi-color display effect in the second mode, and even if the multi-color light-emitting effect is not expressed in the photographed image, the sense of premium is more likely to be maintained if the multi-color display effect in the second mode is photographed. In particular, in the case of pattern 2 in Fig. 5(b), there is a possibility that the multi-color light-emitting effect cannot be expressed well in the photographed image. Also, the player will try to take a photograph with a camera after the multi-color display effect in the second mode is executed by generating many specific situations, which makes the game more interesting and increases the interest of the game.

[0239] Also, in (F), a consecutive win count display 745 (a predetermined count display) that counts the number of consecutive wins is started, and "5 consecutive wins" is displayed. Thereafter, the consecutive win count display 745 may be provided with an opportunity to be displayed even during 6th or 7th consecutive wins. The start of the consecutive win count display 745 may also indicate that the number of balls acquired or MY is increasing and reaching a predetermined number or value. The consecutive win count display 745 is displayed in a color (e.g., white or black) different from the specific colors (e.g., red, yellow, and green (or blue)) common to the multi-color light-emitting effects and multi-color display effects, so that it can be easily distinguished from the multi-color light-emitting effects and multi-color display effects, making it easy to understand that it is a count display.

[0240] The consecutive win count display 745 is displayed at the same time as the character display 730 "Rainbow light emitting" is displayed as in (F), which is the multi-color display effect in the second mode, but it may be started after the timing rather than at the same time. When the multi-color light emitting effect and the multi-color display effect in the second mode are executed, if the consecutive win count display 745 is displayed as a count display, the game can be excited and the interest in the game can be suitably improved.

[0241] Next, in (G), the tenth round of play (10th round) begins, and the round display 513 displays the text "ROUND 10." The text display 730 "Rainbow light emitting," which is the multi-color display effect in the second mode, is highlighted and changes from the default mode (normal mode) in (F) to an enlarged mode (special mode, highlighted mode). The other configurations are the same as in (F).

[0242] In this way, the second mode of the multi-color display performance includes a normal mode (default mode) and a special mode (for example, an enlarged mode) that is different from the normal mode. The multi-color display performance in the second mode can be executed in the special mode when a predetermined condition is met. In this way, when a predetermined condition is met, the special mode can be used to attract the player's attention or surprise him as necessary, and a variety of performances can be performed, which can suitably increase the interest of the game.

[0243] Special modes include those in which the font (shape) or layout (horizontal or vertical writing, etc.) of characters is changed from the default mode, in addition to those in which the size is changed. Here, the predetermined condition for becoming a special mode is that it is the final round (here, the 10th round) as a specific timing during a winning streak, but it may also be the start of a 7th consecutive winning streak, or the number of balls acquired (acquired game value) reaching a specific number (e.g., 20,000) greater than a predetermined number (8,800).

[0244] Next, in (H), at the ending of the end of the big win state or at the start of the RUSH state after the end of the big win state, the advance notice character string 748 "RUSH ENTERING" in Fig. 6(c) is displayed as a multi-color display effect in the first mode. The advance notice character string 748 notifies or announces, as an advance notice effect, at the occurrence (start) of the RUSH state or immediately before the occurrence, that the RUSH state will occur after the end of the big win state.

[0245] Here, the multi-color light emitting effect is being executed in the multiple effect LEDs 46 of the light emitting portion 470, but the multi-color display effect in the second mode by the character display 730 "Rainbow light emitting" is not displayed and is hidden. Note that the character display 730 may not be hidden, but may be made difficult for the player to see (difficult to see) by displaying it dimly, for example.

[0246] In this way, in a situation where the multi-color display effect (second multi-color effect) is being executed only in the second mode out of the first and second modes as in (G), when the execution trigger of the multi-color display effect in the first mode by the advance notice string 748 "RUSH ENTER" (here, the end of the big win state) is established, it is possible to make the second multi-color effect in the second mode invisible or difficult to see. Therefore, by further emphasizing the multi-color display effect in the first mode, which is an advance notice of an event advantageous to the player, it is possible to increase the player's expectations and not to lose the sense of premium. This makes it possible to suitably improve the interest of the game.

[0247] Next, in (Ke) of FIG. 9, like (A), a game is played in the RUSH state during a 5-game winning streak. The mode display 510 indicates the RUSH mode as a presentation mode with the letters "RUSH". Here, the special chart 2 variable display game is being executed in the variable display area 610. In the second reserved display section 635, there is no reserved display 631a, and in the reserved consumption section 640, a variable reserved display 631b is displayed. From then on, likewise up to (C), the special chart 2 variable display game is executed, and the variable reserved display 631b is displayed.

[0248] Next, in (J), similar to the jackpot state in (F), a multi-color light-emitting effect is executed in the multiple effect LEDs 46 of the light-emitting portion 470 of the light-emitting device in pattern 1 of FIG. 5(a). Along with the multi-color light-emitting effect, the character display 730 "Rainbow light-emitting", which is the non-announcement character string II in FIG. 7(b), is displayed as a multi-color display effect in the second mode. The character display 730 can suggest or notify that a rainbow multi-color light-emitting effect is occurring in the light-emitting device or its light-emitting portion 470.

[0249] Furthermore, in (J), a photographing period display 771 is displayed to indicate that it is a suitable period or time (chance) to photograph the multi-color light-emitting performance. The photographing period display 771 is a counter display, but a text display "photography chance" may be displayed in association with the photographing period display 771. The photographing period display 771 indicates the remaining time for which the multi-color light-emitting performance is to be executed as a ratio, such as 23 / 100, with the total execution time of the multi-color light-emitting performance being taken as 100. The photographing period display 771 as a counter display counts down and decreases over time, eventually reaching 0 / 100.

[0250] The photographing period display 771 is displayed in a color (e.g., white or black) different from the specific colors (e.g., red, yellow, and green (or blue)) common to the multi-color light-emitting effects and the multi-color display effects, and therefore can be easily distinguished from the multi-color light-emitting effects and the multi-color display effects, making it easy to understand that it is a count display. The photographing period display 771 is displayed at the same time as the text display 730 "Rainbow light emitting", which is the multi-color display effect in the second mode, is displayed as in (J). In this way, when the multi-color light-emitting effect and the multi-color display effect in the second mode are executed, the photographing period display 771 is displayed as a count display, which can liven up the game and suitably increase the interest in the game.

[0251] Next, in (K), similarly to the jackpot state of (E), in the RUSH state, the multi-color display effect in the first mode is executed by a plurality of images 723 which are elliptical ring-shaped preview images II as shown in Fig. 6(b). However, with respect to the preview images II, in (K), the overall mode within the display screen, such as the number of the plurality of images 723, may be different from that in (E). In (K), the circular image 723 (preview image II) here has a very high jackpot expectation, and as a definite effect, it definitely suggests or notifies that the result of the variable display game will be a jackpot result (it may be a small jackpot result instead of a jackpot result).

[0252] In (K), a multi-color light-emitting effect is being performed in the multiple effect LEDs 46 of the light-emitting portion 470, but similarly to (H), the multi-color display effect in the second mode by the character display 730 "Rainbow light emitting" is not displayed and is hidden. Note that for the character display 730 "Rainbow light emitting" that is to be hidden, the display control itself is executed, and it may be drawn on a layer behind the background layer of the display screen and shielded by the background. Also, instead of being hidden, the character display 730 may simply be made difficult for the player to see (difficult to see) by displaying it dimly, etc.

[0253] In this way, in a situation where the multi-color display effect (second multi-color display effect) is being executed only in the second mode as in (K) among the first and second modes, when the execution trigger of the multi-color display effect in the first mode by the image 723 (preview image II) (here, when the preset execution timing of the multi-color display effect in the first mode is reached) is established, it is possible to make the second multi-color display effect in the second mode invisible or difficult to see. Therefore, by further emphasizing the multi-color display effect in the first mode, which is a pre-notice of an event advantageous to the player, it is possible to increase the player's expectations and not to lose the sense of premium. This makes it possible to suitably improve the interest of the game.

[0254] Next, in (c), the multi-color display effect in the first aspect by the image 723 ends and the image 723 is no longer displayed. Then, instead of the multi-color display effect in the first aspect, the multi-color display effect in the second aspect by the text display 730 “Rainbow light emission in progress” is executed again.

[0255] In addition, as indicated by the dotted arrow pointing to the lower right, the display screen may transition (shift) from (K) to (S).

[0256] In (S), the second start memory (special chart 2 start memory) occurs, and one hold display 631a corresponding to the second start memory is displayed in the second hold display section 635. A hold change notice (hold change effect) is executed as a pre-reading notice effect, and the hold display 631a is displayed in rainbow colors instead of the normal (default) mode (for example, white), and a multi-color display effect in the first mode is executed. The rainbow color of the hold display 631a includes, for example, seven colors like the notice image II in FIG. 6(b), and the colors gradually change in a gradational manner, and the colors of each part are updated at a predetermined color update period B. The rainbow-colored hold change notice indicates a very high probability of a jackpot, and as a confirmed effect, it definitely suggests or notifies that the result of the variable display game will be a jackpot result (note that it may be a small jackpot result instead of a jackpot result). In addition, the remaining time for which the multi-color light-emitting effect is executed is reduced from (K), and the shooting period display 771 is counted down to, for example, 7 / 100. The other configuration of (S) is the same as (K).

[0257] Next, in (se), the special chart 2 variable display game in (s) ends, and a new special chart 2 variable display game is executed. The rainbow-colored reserved display 631a is moved to the reserved digestion section 640 by the reserved shift, and is displayed as a rainbow-colored changing reserved display 631b. The rainbow-colored changing reserved display 631b, like the reserved display 631a, is continuously performed from the reserved display 631a in a multi-color display performance in the first mode, and a rainbow-colored reserved change notice is executed.

[0258] In (C), a multi-color light-emitting effect is being performed in the multiple effect LEDs 46 of the light-emitting portion 470, but similar to (H) and (S), the multi-color display effect in the second mode is not displayed by the character display 730 "Rainbow light emission in progress" and is hidden. Note that the character display 730 may not be hidden, but may be made difficult for the player to see by displaying it dimly, etc.

[0259] As shown in (S), there may be a situation where both the multi-color display effect of the first mode and the multi-color display effect of the second mode are being executed by the rainbow-colored pending display 631a and the character display 730. However, even in this situation, when the execution trigger of the multi-color display effect in the first mode by the rainbow-colored changing pending display 631b (here, the movement of the rainbow-colored pending display 631a to the pending consumption section 640) is established, it is possible to make the second multi-color effect in the second mode invisible or difficult to see. Therefore, by further emphasizing the multi-color display effect in the first mode, which is a notice of an event advantageous to the player, it is possible to increase the player's expectations and not to lose the sense of premium. This makes it possible to suitably improve the interest of the game.

[0260] Furthermore, as indicated by the dotted arrow pointing to the upper right, the display screen may transition from (K) to (T).

[0261] In (Ta), the special chart 2 variable display game in (Ko) ends with a losing result (low probability because a rainbow-colored light-emitting effect appears), and then the game does not start and the game enters a customer waiting state (waiting for customers, not playing). Due to the losing result, the game control device 100 stops and displays a losing pattern as a stopping pattern on the special chart 2 display 52. ​​Then, in the variable display area 610 of the display screen, the performance control device 300 stops and displays a decorative stopping pattern (a pattern of an image) corresponding to the losing pattern. Here, the decorative stopping pattern is a pattern (or a pattern of a different number) for the three decorative special patterns, and is displayed, for example, as "174". In addition, the variable pending display 631b is hidden.

[0262] As shown in (T), even during a customer waiting state where a game is not being played, the multi-color light emitting effect of the light emitting portion 470 and / or the multi-color display effect in the second mode by the character display 730 "Rainbow light emitting" may be executed. For example, the multi-color light emitting effect and the multi-color display effect may be continued from (J), in which case the player can bask in the afterglow of the game, improving his / her interest, and increasing the possibility of the player resuming the game, which is profitable for the gaming establishment. Also, when the customer waiting state is for a short period of time, the multi-color light emitting effect and / or the multi-color display effect in the second mode are continued, simplifying the effect control. Note that the multi-color display effect in the first mode (rainbow advance notice effect) is hidden when the game is over, and is not displayed during the customer waiting state.

[0263] Next, in (h), during the waiting state (waiting for customers), the display screen transitions to a demo screen, and a movie demo 775, which is a movie (video) demo, is displayed as a waiting demo. When the movie demo 775 is displayed, the multi-color display effect in the second mode of the text display 730 "emitting rainbow light" is hidden so as not to stand out. Note that the text display 730 may not be hidden, but may be made difficult for the player to see (difficult to see) by displaying it dimly, for example.

[0264] In addition, when the display screen transitions to a menu screen for selecting a menu item for customization or the like by operating the directional key switch 450 or the performance button 25 during the customer waiting state, the character display 730 may be hidden or difficult to see so as not to get in the way. Also, when an error occurs during the customer waiting state in which an error display is performed on the full screen (full screen error display) or a door opening error occurs due to detection by the door opening / closing sensor of the glass frame 15 or the front frame 12, the character display 730 may be hidden or difficult to see so as not to get in the way or since there is little need to display it while the door is open. When the safety device (complete function) is activated and the complete function activation notification state (complete function activation state) is entered, the character display 730 may be hidden or difficult to see because there is little need to display it.

[0265] 8 and 9 have been described above, but these are merely examples and various modifications are possible. For example, in (A) and (B), etc., a preview image II may be used instead of the preview image I that performs the multi-color display effect in the first mode, and conversely, in (D) and (K), etc., a preview image I may be used instead of the preview image II. Also, in Figs. 8 and 9, "Rainbow light emission in progress" in the text displays 728, 730, etc. may be replaced with a text display "Premium" or a display of the number of balls acquired. In other words, a non-prediction character string I or a non-prediction character string III may be used instead of the non-prediction character string II.

[0266] Furthermore, in Figures 8 and 9, the rainbow multicolor light emission effect and the rainbow multicolor display effect do not have to be confirmed effects, but may be preview effects with a lower expectation level than the confirmed effects.

[0267] The effects that appear when the character display 730 "Rainbow light emission" is made invisible or difficult to see include the preview character string 748 "RUSH entry" (K), the oval ring-shaped preview image II (image 723) (K), the rainbow-colored variable hold display 631b (S), and other preview effects such as a next preview effect that displays the characters "Next Preview", a reach effect, and a rainbow-colored operation promotion effect. The operation promotion effect is an effect that prompts the player to operate the effect button 25, and an effect button image that imitates the effect button 25 is displayed on the display screen of the display device 41 in a color pattern (rainbow, red, blue, etc.) according to the expectation of a big win.

[0268] In the jackpot state of (D) to (Ki) or the RUSH state (time-saving state) of (Ke) to (Shi), another multi-color light-emitting effect and / or a multi-color display effect in the first mode may be added as a non-advance notice effect to suggest or notify that the jackpot state or RUSH state is already reached at the time of execution. In the case of a non-advance notice effect, the multi-color light-emitting effect may be executed with the type of color and the color update cycle changed from pattern 1 in Fig. 5(a). In the case of a non-advance notice effect, the multi-color display effect in the first mode may be executed with the type of color and the color update cycle changed in the form of a figure, picture, or effect as shown in Fig. 6(a)(b).

[0269] [Modification regarding screen transition (Modification 1)] Figure 10 is a screen transition diagram showing a modification (modification 1) of the screen transitions in Figures 8 and 9. (K1)-(Si1) in Figure 10 corresponds to (K)-(Si) in Figures 8 and 9. Note that (Ko1) and (Si1) are the same as (Ko) and (Si).

[0270] In (K1), like (K), the multi-color display effect in the first mode by the advance notice string 748 "RUSH has begun" is displayed on the display screen, but unlike (K), the multi-color display effect in the second mode by the text display 730 "Rainbow light is emitting" is displayed and not hidden. In the next (K1), the multi-color display effect in the first mode by the advance notice string 748 "RUSH has begun" has ended, but the multi-color display effect in the second mode by the text display 730 "Rainbow light is emitting" continues. The multi-color display effect in the second mode may continue after (K1).

[0271] In (Sa1), like (Sa), the multi-color display performance in the first aspect by the circular image 720 (preview image II) is displayed on the display screen, but unlike (Sa), the multi-color display performance in the second aspect by the text display 730 "Rainbow light emitting" is displayed and not hidden. In the next (Shi1), the display of the multi-color display performance in the first aspect by the circular image 720 has ended, but the multi-color display performance in the second aspect by the text display 730 "Rainbow light emitting" continues.

[0272] In this way, the period during which the multi-color display performance in the second mode (second multi-color performance) is performed may be longer than the period during which the second multi-color display performance in the first mode (second multi-color performance) is performed. Therefore, the period during which the multi-color display performance in the second mode by the character display 730 "Rainbow light emission in progress" is performed and is suitable for photography may be longer, which can improve the interest of the game. Note that the period during which the multi-color display performance in the second mode is performed includes not only the normal mode (default mode) of the second mode but also the period during which it is displayed in the special mode (enlarged mode) of (G), but the period during which it is displayed in the special mode itself may be shorter than the period during which the second multi-color display performance in the first mode is performed.

[0273] If the period during which the multi-color display performance in the second aspect is performed is longer than the period during which the second multi-color display performance in the first aspect is performed, then in (K1) and (Sa1), the multi-color display performance in the second aspect by the text display 730 "Rainbow light emitting" may be hidden, as in (K) and (Sa). In this case, the multi-color display performance in the second aspect by the text display 730 "Rainbow light emitting" is displayed immediately after (K1) and (Sa1).

[0274] [Application example to slot machines (variation 2)] An application example (modification 2) in which the embodiment of the gaming machine 10 (pachinko machine) described above is applied to a slot machine (pachislot machine) will be described below.

[0275] In this case, the game media used in the game are medals (coins) instead of game balls, and basically, the various "numbers of balls" in pachinko machines are replaced with "numbers" or "numbers of medals" in slot machines. In an enclosed slot machine (so-called SmaSlot), the game media may be numerical data (also called electronic medals) instead of actual medals, and the above-mentioned numbers or numbers of medals may be simply numerical data. For example, the number of prize balls is replaced with the number of medals paid out (number of medals awarded) as the game value. The control of the launch of game balls in pachinko machines corresponds to the control of medals (game media) insertion in slot machines. The number of game media used is the number of inserted medals, which is the number of inserted medals inserted into the slot machine. In addition, in a slot machine, the ball output rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of inserted medals into the slot machine.

[0276] FIG. 11 shows a slot machine, a pachinko slot machine 80. The pachinko slot machine 80 is an enclosed slot machine, and a game can be played without using actual game media (medals). Therefore, the pachinko slot machine 80 does not have the structure required for using actual medals, such as a medal insertion port and a medal ejection port, which are standard features of conventional slot machines that use actual medals. On the other hand, each configuration described below can also be applied to slot machines that are not enclosed.

[0277] The pachislot machine 80 has a main body 82 and a front door 81 that is pivotally supported on the main body 82 via a hinge portion so as to be rotatable openable and closable.

[0278] As shown in FIG. 11, on the front side of the front door 81, there are provided reel frames 84 (left reel frame 84L, middle reel frame 84C, right reel frame 84R), a display device 85, a lower panel 90, operation buttons 87 such as a bet button 87a and a menu selection button, upper speakers 88 (upper left speaker 88L, upper right speaker 88R), lower speakers 89 (lower left speaker 89L, lower right speaker 89R), and various LEDs (not shown) (medal number display lamp and status display lamp).

[0279] The reel frame 84 is a transparent window frame formed in a position facing the front of the reels (left reel, center reel, right reel) built into the main body 82 when the front door 81 is closed. In other words, a player or the like can visually check the reels through the reel frame 84 from the outside (particularly the front) of the pachislot machine 80.

[0280] The display device 85 may be the same as the display device 41 of the gaming machine 10 (pachinko machine) described above, and may be equipped with a liquid crystal display, for example. The display device 85 displays a predetermined image (performance image, etc.) according to the game content of the pachinko slot machine 80. In particular, the display device 85 displays a predetermined image under the control of a performance control device (sub-control board) provided on the back side (rear side) of the front door 81. The performance control device of the pachinko slot machine 80 has a microcomputer equipped with a CPU, RAM, ROM, etc., like the performance control device 300 of the gaming machine 10 (pachinko machine) described above, and executes performance control such as display control of the display device 85 and light emission control of the performance LED 46.

[0281] The operation buttons 87 consist of a bet button 87a which determines the number of medals to be used in the game, a start lever 87b which accepts operation by the player to start the game, and stop buttons 87c (87cL, 87cC, 87cR) which accept a stop operation to stop each reel.

[0282] The reels are composed of a left reel, a center reel, and a right reel. Each of the left reel, center reel, and right reel is configured to be rotatable by a stepping motor (not shown). In addition, each of the left reel, center reel, and right reel is provided with a plurality of different patterns. As a result, by rotating each reel, the patterns visible from the front through the reel frame 84 of the front door 81 change.

[0283] In addition, when an operation of the corresponding stop button 87c is detected, the rotation of each reel stops immediately or after moving (sliding) a predetermined number of frames, depending on the result of an internal lottery executed at the timing when the game (pattern changing game, play) is started (the timing when the operation of the start lever 87b is detected).

[0284] The upper speaker 88 and the lower speaker 89 output predetermined sounds (such as the characters' lines and related music) according to the game content of the pachislot machine 80 under the control of the performance control device.

[0285] The main body 82 of the slot machine 80 is provided with reels (left reel, center reel, right reel), a power supply, a game control device, a setting device, and a medal count control device. The game control device of the slot machine 80 is capable of outputting commands according to game content to the performance control device, similar to the game control device 100 of the gaming machine 10 (pachinko machine) described above. The power supply is a device for supplying power to each component of the slot machine 80.

[0286] The game control device is composed of a microcomputer equipped with electronic components such as a CPU, RAM, ROM, and a random number generating circuit. The game control device executes control related to the progress of the game (internal lottery according to set values, reel control, winning determination, and control related to increase / decrease in the number of medals, etc.) by executing processing based on data and control signals transmitted and received between various sensors and other devices.

[0287] The setting device is a device for performing a setting change process for changing a setting value and a setting confirmation process for confirming a setting value that has already been set, and is equipped with a setting key switch, a setting change switch, a setting display LED, etc. The setting values ​​range from 1 to 6, for example, and the larger the setting value, the greater the tendency for the total amount of medals awarded (game value) to be acquired.

[0288] The medal count control device is composed of a microcomputer equipped with electronic components such as a CPU, RAM, and ROM. The medal count control device is connected by two-way communication to the game control device and a dedicated unit for managing the number of game media owned by the player that is outside the pachislot machine 80, and is configured to be able to electronically manage the balance of medal counts through communication between them. The medal count control device is also connected to the performance control device so as to be able to communicate one-way, and is configured to be able to transmit various information related to the medal count (for example, credit value, bet number, etc.) to the performance control device.

[0289] In the slot machine 80, the player inserts (consumes) medals as numerical data, operates the start lever 87b to start the game (a game of changing symbols), and stops the three rotating reels (on which symbols are arranged) by pressing down the three reel stop buttons. When a combination of three stopped symbols on an active line in the reel frame 84 forms a winning combination, medals are paid out (in the case of a specific small combination, etc.), the player is given the right to be paid out (in the case of a bonus combination, rare combination, etc.), or the next game can be played without consuming medals (in the case of a replay combination, etc.).

[0290] The game control device determines whether a winning combination will be won by an internal lottery using random numbers for each game in response to the operation of the start lever 87b. If a winning combination is won, the game control device controls the rotation of the reels to bring a combination of symbols that stop corresponding to the winning combination onto an active line (i.e., makes the combination win). The game control device can also execute assist control such that a specific winning combination (specific minor combination) is brought onto an active line when the three reel stop buttons are pressed according to the operation sequence guide (navigation, push order navigation) displayed on the display screen of the display device 85.

[0291] The game control device can transition the game state of the slot machine 80 between multiple states depending on the winning combination (the result of the internal lottery). The multiple states include, for example, a normal game state and various advantageous states that are more advantageous to the player than the normal game state. The various advantageous states include a bonus state, an AT state (assist time state), an ART state (assist replay time state), a chance zone (CZ), an add-on specialized zone, and the like.

[0292] In the AT state, for example, the above-mentioned assist control is executed more frequently than in the normal game state, and more medals are paid out. In the ART state, for example, the assist control is executed, and the probability of deriving a replay role becomes higher than in the normal game state.

[0293] In this application example, the AT state and the ART state are collectively called the RUSH state. In the internal lottery during the RUSH state, if a rare role (such as a strong cherry or a middle cherry) that rarely wins as a winning role is won, for example, the continuation of the RUSH state may be decided, or the player may enter a chance zone (CZ) or an add-on specialization zone. If the player enters an add-on specialization zone or chance zone during the RUSH state, the RUSH state can be resumed after multiple games during the add-on specialization zone or chance zone.

[0294] For example, in the special-add zone, the remaining number of games (or the remaining difference in number of coins) that can continue the RUSH state is added depending on the winning combination that is won in the internal lottery of each symbol-changing game. For example, in the chance zone (CZ), a lottery (stock lottery) is held to acquire a stock (stock) related to the right to execute the RUSH state, with a higher probability of winning than in the normal game state. Then, by stocking up on the right to execute the RUSH state, a consecutive state in which the RUSH state is repeated can occur.

[0295] The bonus state also includes a pseudo-bonus state that is essentially the same as the AT state or ART state. In the bonus state, a large amount of medals (numeric data is fine) can be acquired, and for example, a RUSH state stock lottery or a continuation lottery to decide the continuation of the RUSH state can be executed. By stocking the right to execute the RUSH state or winning the continuation lottery, a consecutive state in which the RUSH state is repeated can occur.

[0296] 12 and 13 are screen transition diagrams (variation 2) corresponding to Figs. 8 and 9, illustrating the screen transition of the display screen of the display device 85 in chronological order together with the light-emitting portion 470 which is a part of the light-emitting device. Fig. 13 is a diagram following Fig. 12. The same components as those in Figs. 8 and 9 are given the same reference numerals and detailed explanations are omitted. Note that displays, images, and other things displayed on the display screen may be displayed decoratively as part of the presentation even if they have the purpose of conveying information.

[0297] (Na)-(Ma) in Figures 12 and 13 correspond to (A)-(Sa) in Figures 8 and 9, respectively, but the jackpot state (E)-(Ki) in Figures 8 and 9 is replaced by the RUSH state (Ne)-(Hi), and the RUSH state (Ke)-(Sa) in Figures 8 and 9 is replaced by the chance zone (CZ) (He)-(Ma).

[0298] In this application example, the light-emitting portion 470 is, for example, a decorative portion 81-1 of the front door 81 of the slot machine 80. The front door 81 has a light-emitting device that can emit light by the performance LED 46, and the light-emitting device includes a light-emitting portion 470 (light-emitting portion). The decorative portion 81-1 is shown by a dotted rectangle in FIG. 11. The light-emitting portion 470 is an area in which a multi-color light-emitting performance is executed by a plurality of performance LEDs 46, as in the case of the gaming machine 10 (pachinko machine). Note that the other decorative portions of the front door 81 may also be executed as the light-emitting portion 470 with a multi-color light-emitting performance similar to that of the decorative portion 81-1. The multi-color light-emitting performance can be a notice performance that suggests or notifies the player that an advantageous event may occur after the execution of the performance.

[0299] In this application example, on the display screen of the display device 85, the multi-color display effect of the first mode can suggest or inform the player, as a preview effect, that an event advantageous to the player may occur after the execution of the effect. The multi-color display effect of the second mode can suggest or inform the player, as a non-preview effect, of an event (such as the content of the effect) that has already occurred at the time of its execution.

[0300] In FIG. 12 (Na), as in FIG. 8 (A), a display screen is shown in the RUSH state after the third RUSH state, during a three-game streak. In this application example, the RUSH state is the AT state, but it may be the ART state. The mode display 510 indicates the RUSH mode, which is the presentation mode of the RUSH state, with the characters "RUSH". In this embodiment, a streak refers to a continuation of the RUSH state (AT state) without passing through the normal game state (normal mode). The number of streaks refers to the number of RUSH states that continue without passing through the normal game state.

[0301] The symbol fluctuation (↓↓↓) of the symbol fluctuation game on the reels (left reel, center reel, right reel) can be seen through the reel frame 84 (left reel frame 84L, center reel frame 84C, right reel frame 84R). Furthermore, the remaining number display 781 indicates the remaining number of games in which the RUSH state can be continued. In the case where the pachislot machine 80 is a difference number management type, the remaining number display 781 may indicate the remaining difference number in which the RUSH state can be continued. The difference number is the number of coins awarded minus the number of medals inserted.

[0302] In (n), similarly to (a), the multi-color light-emitting effect (first multi-color effect) of the light-emitting portion 470 and the first mode multi-color display effect (second multi-color effect) of the image 720 are executed in parallel for a predetermined period of time. For example, the rainbow multi-color light-emitting effect and the first mode multi-color display effect here definitively suggest or notify, as a confirmation effect, that the next RUSH state will occur after the current RUSH state ends (for example, there is a stock of the right to execute the RUSH state or a win in the lottery to continue the RUSH state).

[0303] After (n), the fourth RUSH state occurs, making it four consecutive wins. Then, in (d), in the fourth RUSH state, the multi-color light emission effect of the light-emitting portion 470 and the multi-color display effect of the display screen are executed in parallel for a predetermined period of time, just like in (n).

[0304] Next, in (J), the final symbol variation game of the fourth RUSH state ends, and the stopped symbols are displayed on the pay line in the reel frame 84. Here, since there is a stock of the right to execute the RUSH state, at the start of the fifth RUSH state or immediately before, the rainbow-colored notice character string 748 "RUSH ENTERING" is displayed as a multi-color display effect in the first mode.

[0305] Next, in (N), the number of remaining games is 48 in the RUSH state of the fifth consecutive game (5th time). The mode display 510 indicates the RUSH mode with the letters "RUSH". The remaining number display 781 displays "48G". The number of remaining games at the start of the RUSH state is, for example, 50 games (50G), and the RUSH state here can continue for 50 games. Here, similar to (D), the multi-color display effect in the first mode is executed by a plurality of rainbow-colored images 723. Here, the images 723 (multi-color display effect in the first mode) definitively suggest or notify, for example, as a definitive effect, that the RUSH state will occur again as a favorable event due to stocks or the like after the RUSH state ends.

[0306] Next, in (No), similarly to (O), a rainbow multi-color light-emitting effect is executed in the light-emitting portion 470. The multi-color light-emitting effect here predicts (suggests or notifies) that the RUSH state will occur again as a favorable event after the RUSH state ends. Without being limited to this, the multi-color light-emitting effect may simply be executed as a flashy effect during the RUSH state to suggest or notify that the RUSH state is currently in effect. Also, here, as a special effect, text display 728 (for example, "Rainbow light-emitting") is displayed in an achromatic color (gray, black, white) that is a color other than the rainbow (other than multi-color) or in a single chromatic color (a color that is not the specific color described above).

[0307] Next, in (c), the number of remaining games in the five-game winning streak is 12, and the remaining number display 781 displays "12G." Also, similar to (f), a multi-color light-emitting effect is being performed on the light-emitting portion 470.

[0308] Here, since there are 12 games remaining in a five-game streak, this is the predetermined timing (during the streak) that triggers the execution of the multi-color display effect in the second mode. For this reason, similar to (F), rainbow-colored text display 730 "Rainbow light emitting" is displayed as the multi-color display effect in the second mode. Rainbow-colored text display 730 can suggest or notify that rainbow light is being emitted (multi-color light emitting effect) in light-emitting portion 470. Note that the trigger for the execution of the multi-color display effect may not be a predetermined number of games remaining (here, 12) of a predetermined number of streaks (here, 5), but may also be when the number of medals won during the streak (won game value, which may be numerical data) reaches a predetermined number (e.g., 1800).

[0309] Furthermore, the more specific situations occur in which the rainbow-colored multi-color light-emitting effect can be executed (for example, during a game in which there is a stock of rights to execute the (Na)(Ni) RUSH states, during the (No) RUSH state, or when a rare role is won), the more likely it is that the RUSH state or chance zone will occur, and therefore the more likely it is that a specific timing during a winning streak (here, the remaining 12 games of a 5-game streak) that triggers the execution of the multi-color display effect will arrive.

[0310] Furthermore, the more specific situations occur in which the multi-color display effect in the first mode, which is a preview effect (second multi-color effect) can be executed (for example, during a game when there is a stock of RUSH states of (Na) and (Ni), or during the RUSH state of (Ne), a rare role is won), the more likely it is that a RUSH state or chance zone will occur, and therefore the more likely it is that a specified timing during a winning streak (here, the remaining 12 games of a five-game streak) will arrive, which is the trigger for the execution of the multi-color display effect in the second mode (second multi-color effect).

[0311] Similarly to (F), the consecutive win count display 745 (predetermined count display) starts, showing the number of consecutive wins, and displays "5 consecutive wins." The start of the consecutive win count display 745 can also indicate that the number of medals acquired or MY is increasing and reaching a predetermined number or value. Thereafter, the consecutive win count display 745 may be provided with an opportunity to be displayed even during six or seven consecutive wins.

[0312] Next, in (Hi), similar to (Ki), the text display 730 “Rainbow light emitting”, which is the multi-color display effect in the second aspect, is highlighted and changes from the default aspect (normal aspect) to an enlarged aspect (special aspect, highlighted aspect).

[0313] Next, in (F), a rare combination (such as a strong cherry) that rarely wins as a winning combination is selected in an internal lottery, and the symbols of the rare combination are stopped on the activated line in the reel frame 84. Then, instead of the advance notice character string 748 "RUSH ENTER" in (H), the advance notice character string 785 "CZ ENTER" is displayed as a rainbow multi-color display effect in the first mode. The advance notice character string 785 notifies or warns of the occurrence of a chance zone (CZ) at the time (start) of the chance zone or immediately before the occurrence, as an advance notice effect. The other configurations are the same as in (H).

[0314] In this way, in a situation where the multi-color display effect (character display 730 "Rainbow light emission in progress") is being executed only in the second mode out of the first and second modes as in (H), when the execution trigger of the multi-color display effect in the first mode by the advance notice character string 785 "CZ entry" (here, winning or winning a rare combination) is established, it is possible to make the second multi-color display effect in the second mode invisible or difficult to see. Therefore, by further emphasizing the multi-color display effect in the first mode, which is an advance notice of an advantageous event for the player (occurrence of a chance zone), it is possible to increase the player's expectations and not to lose the sense of premium. This makes it possible to suitably improve the interest of the game.

[0315] Next, in (F), the chance zone is played during the 5 consecutive wins. The mode display 510 indicates the chance zone (CZ) mode as a presentation mode with the letters "CZ". Here, the symbol change (↓↓↓) of the symbol change game by the reels is being executed. The remaining number display 781 displays the remaining number of games in the chance zone as "10G". Note that the remaining number of games at the start of the chance zone is, for example, 10 games (10G), and the chance zone can continue for 10 games. In the chance zone, a stock lottery may be held in each symbol change game to stock (accumulate) the right to execute the RUSH state with a higher probability of winning than in the normal game state. The other configurations are the same as in (I).

[0316] Next, in (E), similar to (J), a multi-color light-emitting effect is executed in pattern 1 of FIG. 5(a) in the multiple effect LEDs 46 of the light-emitting portion 470 of the light-emitting device. The multi-color light-emitting effect definitely suggests or notifies as a definitive effect that a stock in the RUSH state has been acquired by winning the stock lottery for the currently executed symbol variation game (i.e., even if the current RUSH state ends, the RUSH state will return). The remaining number display 781 displays the remaining number of games in the chance zone as "3G". Here, similar to (J), the shooting period display 771 may also be displayed.

[0317] Also, together with the multi-color light emission effect, text display 788 "PREMIUM", which is the non-announcement character string I in Fig. 7(a), is displayed as a multi-color display effect in the second mode. Text display 788 can suggest or notify that a rainbow multi-color light emission effect is occurring as a premium effect in light-emitting portion 470. Note that, similarly to (J), text display 730 "Rainbow light emission in progress", which is the non-announcement character string II in Fig. 7(b), may be displayed instead of text display 788 "PREMIUM".

[0318] The content or manner of the text display is changed from non-announcement character string II "Rainbow light emitting" to non-announcement character string I "Premium" within the chance zone, making it easier to know that you are in the chance zone.

[0319] Next, in (Ma), the same symbol change game continues from (E), but in the chance zone, similar to (Sa), the multi-color display effect in the first mode is executed by a plurality of images 723 (announcement image II). The image 723 also definitively suggests or notifies as a definitive effect that the stock lottery for the symbol change game currently being executed has been won and the stock in the RUSH state has been acquired (i.e., even if the current RUSH state ends, the RUSH state will be entered again).

[0320] In (Ma), a multi-color light emission effect is being performed in light-emitting portion 470, but similarly to (Sa), the multi-color display effect in the second state due to text display 730 "Rainbow light emission in progress" is not displayed and is hidden or difficult to see. In this way, in a situation in which a multi-color display effect is being performed only in the second state out of the first and second states as in (E), when a trigger for the execution of a multi-color display effect in the first state due to image 723 (here, when the preset execution timing for the multi-color display effect in the first state has arrived) is established, it is possible to make the second multi-color display effect in the second state hidden or difficult to see.

[0321] After (Ma), the Chance Zone (CZ) ends and you return to the original RUSH state you were in before the Chance Zone began.

[0322] 12 and 13 have been described above, but a bonus state may occur from the RUSH state instead of the chance zone (CZ). In this case, in regard to the notice string 785, "CZ Entry" in (F) may be changed to "Bonus." In addition, during the bonus state, the rainbow multi-color light emission effect and the first mode multi-color display effect may definitively suggest or notify, as a confirmation effect, that the stock lottery has been won and the stock in the RUSH state has been acquired.

[0323] Instead of the chance zone (CZ) from the RUSH state, an add-on specialized zone may occur. In this case, with regard to the notice string 785, (F) "CZ entry" may be changed to "Add-on specialized zone entry." In the add-on specialized zone, the rainbow multi-color light-emitting effect and the first mode multi-color display effect may definitively suggest or notify that a large amount of the remaining number of games (or the remaining difference number) in the RUSH state will be added as a definitive effect.

[0324] In Fig. 12 and Fig. 13, (Ne)-(Hi) may be the bonus state, and (He)-(Ma) may be the RUSH state. In this case, for the notice character string 748, "RUSH Entry" in (Nu) may be changed to "Bonus", and for the notice character string 785, "CZ Entry" in (Fu) may be changed to "RUSH Entry". In this case, this application example corresponds to the case where the jackpot state is changed to the bonus state in Fig. 8 and Fig. 9 relating to the pachinko machine, and the consecutive wins may be the continuation of the bonus state without passing through the normal game state (normal mode), and the number of consecutive wins may be the number of times the bonus state continues without passing through the normal game state.

[0325] In the RUSH state from (Ne) to (Hi) and the chance zone from (He) to (Ma), a different multi-color light-emitting effect and / or a multi-color display effect in the first mode may be added as a non-advance effect, which may suggest or notify that the RUSH state or chance zone is in place at the time of execution.

[0326] The multi-color light emitting effect and / or the multi-color display effect do not directly suggest or notify the setting value set by the setting device, and the selection rate (allocation rate) when allocating the effect may be the same for any setting value. Note that the effect suggesting or notifying the setting value (so-called setting suggestion effect) is not a notice effect that can suggest or notify that a beneficial event may occur after the execution of the effect, but is an effect that suggests or notifies the performance of the slot machine 80.

[0327] Furthermore, in Figures 12 and 13, the rainbow multi-color light emission effect and the rainbow multi-color display effect do not have to be confirmed effects, but may be preview effects with a lower expectation level than a confirmed effect.

[0328] 9(a) of the pachinko machine, in the pachislot machine 80, in a state where a game is not being executed (a state from the display of the stopped symbols to the start of the symbol variation game), the multi-color light emission effect of the light emitting portion 470 and / or the multi-color display effect in the second mode by the character display 730, 788 ("Rainbow light emission in progress" or "Premium") may be executed. In this way, when the state from the display of the stopped symbols to the start of the symbol variation game by the operation of the start lever 87b is a short period of time, the multi-color light emission effect and / or the multi-color display effect in the second mode continues, simplifying the effect control.

[0329] [Other Modifications] The following are some modifications that have not been described above. The following modifications can also enhance the enjoyment of the game.

[0330] In FIG. 8(d), the second multi-color effect in the first mode could be used as a notice effect to suggest or inform that the jackpot state is a RUSH-attached jackpot in which the RUSH state occurs after the jackpot state ends, by the image 723. On the other hand, in FIG. 8 and FIG. 9, the second multi-color effect in the second mode was not used as a notice effect. However, as a modified example, the second multi-color effect in the second mode may be used as a notice effect to suggest or inform that the jackpot state will occur.

[0331] Alternatively, as a preview effect, the second multi-color effect in the first aspect may suggest or inform that a 10R jackpot will occur, with the number of rounds (maximum number of rounds) being 10, and the second multi-color effect in the second aspect may suggest or inform that either a 10R jackpot will occur, with the number of rounds being 10, or a 2R jackpot will occur, with the number of rounds being 2.

[0332] The appearance rate of the first multi-color effect and / or the second multi-color effect in the first aspect can be increased by customization compared to the non-customized state. The non-customized state is a default state without customization. On the other hand, the appearance rate of the second multi-color effect in the second aspect cannot be changed by customization. That is, even if the appearance rate of the first multi-color effect and / or the second multi-color effect in the first aspect is increased by customization compared to the non-customized state, the appearance rate of the second multi-color effect in the second aspect cannot be changed (will not decrease). This makes it possible to customize a specific effect (second multi-color effect) according to the aspect, and can appropriately increase the interest of the game. In addition, a configuration is also possible in which the expectation level can be increased by customization instead of the appearance rate compared to the non-customized state.

[0333] [Effects of the embodiment or its modified example] The gaming machine 10 according to this embodiment or its modified example has a first multi-color performance section (e.g., a performance LED 46) and a second multi-color performance section (e.g., a display device 41 that is a display). In the gaming machine 10, the first multi-color performance section can execute a first multi-color performance (e.g., a multi-color light-emitting performance) using a plurality of colors, and the second multi-color performance section can execute a second multi-color performance (e.g., a multi-color display performance) using a plurality of colors. The first multi-color performance and the second multi-color performance are executed in different performance modes that allow a common specific color (e.g., red, yellow, and green (or blue)) to appear, and the first multi-color performance and the second multi-color performance can be executed in parallel. The first multi-color performance (e.g., a multi-color light-emitting performance) can suggest or inform the player that an advantageous event (e.g., a win or a RUSH state) may occur after the execution of the first multi-color performance. When executed in the first mode, the second multi-color effect can suggest or inform the player that an event advantageous to the player (e.g., a win or RUSH state) may occur after the execution, and when executed in the second mode, it can suggest or inform the player of content different from the first mode (e.g., an event (such as the content of the performance) that has already occurred at the time of execution). The more predetermined situations occur in which the first multi-color effect (e.g., a multi-color light-emitting effect) can be executed, the more likely it is that an opportunity to execute the second multi-color effect (e.g., a multi-color display effect) will occur (e.g., a predetermined timing during a winning streak). For example, predetermined situations include during a winning game, during a winning game (during a winning state), winning in a lottery, winning a rare role, or winning stocks, during a RUSH (during a time-saving state, during an AT state), etc.

[0334] According to such a gaming machine 10, a first multi-color effect (e.g., a multi-color light-emitting effect by an LED) and a second multi-color effect (e.g., a multi-color display effect by a display) that can appear in common specific colors (e.g., red, yellow, and green (or blue)) but are executed in different performance modes can be executed in parallel, and the two types of multi-color effects are related to each other while being executed in different performance modes, thereby improving the interest of the game. While the first multi-color effect is a notice of an event that is advantageous to the player, the second multi-color effect is a notice of an advantageous event depending on the execution mode (whether it is the first mode or the second mode). Therefore, the first multi-color effect and the second multi-color effect can be used differently depending on the contents of the suggestion or notification, and the first mode and the second mode of the second multi-color effect can be used differently depending on the contents of the suggestion or notification, thereby enabling the execution of a rich variety of multi-color effects.

[0335] Furthermore, according to such a gaming machine 10, the more the predetermined situation where the first multi-color effect is executed occurs due to the premium (special) feeling of the first multi-color effect (e.g., multi-color effect by LED), the more the player takes pictures with a camera. In such a case, the execution opportunity of the second multi-color effect (e.g., multi-color effect by display) is made to arrive easily. Therefore, it is easy to obtain an image with an increased premium feeling by photographing both multi-color effects, and even if the multi-color feeling of the first multi-color effect is not well expressed in the photographed image, the possibility that the premium feeling will not be lost is increased if the second multi-color effect is photographed. Then, the player will try to take pictures with a camera after the predetermined situation occurs many times and the second multi-color effect is executed, which makes the game more interesting and increases the interest of the game.

[0336] In this embodiment or its modified example, when one color (e.g., red) of a plurality of specific colors (e.g., red, yellow, and green (or blue)) appears in the first multi-color presentation in the gaming machine 10, the plurality of specific colors can appear in the second multi-color presentation. Therefore, even if the sense of premium (sense of specialness) of the first multi-color presentation of the photographed image is lost, the second multi-color presentation increases the possibility of not losing the sense of premium of the entire photographed image.

[0337] In this embodiment or its modified example, in the gaming machine 10, the second multi-color effect can suggest or inform of an event (e.g., the content of the effect, the game result, or the state) occurring at the time of the execution by executing the second mode. Therefore, the first mode of the second multi-color effect is a notice effect that can suggest or inform that an event advantageous to the player may occur after the execution, and the second mode is a non-notice effect that can suggest or inform of an event that has already occurred at the time of execution. Therefore, it becomes easier for the player to distinguish between the notice effect and the non-notice effect, and the interest in the game can be appropriately improved.

[0338] In this embodiment or its modified example, in the gaming machine 10, in a situation where the second multi-colored effect (for example, the rainbow-colored character display 730 "Rainbow light emission in progress" and the character display 788 "Premium") is being executed only in the second mode out of the first mode and the second mode, when the execution trigger of the second multi-colored effect (for example, the rainbow-colored image 723, the rainbow-colored notice character string 748 "RUSH entry", the notice character string 785 "CZ entry") in the first mode is established, it is possible to make the second multi-colored effect in the second mode invisible or difficult to see. Therefore, by further emphasizing the second multi-colored effect in the first mode, which may be a notice of an event advantageous to the player, it is possible to increase the player's expectations and not to damage the sense of premium. This makes it possible to suitably improve the interest in the game.

[0339] In this embodiment or its modified example, in the gaming machine 10, when the second multi-color performance in the second mode is executed, a predetermined count display (e.g., consecutive win count display 745, shooting period display 771) can be displayed in a color (e.g., white or black) different from the specific colors (e.g., red, yellow, and green (or blue)) common to the first and second multi-color performances. Therefore, the count display can be displayed in a manner that is easy to distinguish from the first and second multi-color performances, making it easy to understand that it is a count display. In addition, since the count display is displayed when the second multi-color performance in the second mode is executed, the game can be made more exciting and the interest in the game can be suitably improved.

[0340] In this embodiment or its modified example, in the gaming machine 10, the second multi-color effect in the second mode (for example, the rainbow-colored text display 730 "Rainbow light emission in progress") is executed via a special effect (for example, the text display 728), and the special effect is not displayed in a plurality of specific colors (for example, red, yellow, and green (or blue)), but can be displayed in a color different from the plurality of specific colors (for example, gray, black, white). Therefore, the special effect is easy to distinguish from the second multi-color effect in the second mode, and can be executed in an easy-to-understand manner as a preparation effect or a provocation effect before the second multi-color effect in the second mode is executed. The player prepares for the second multi-color effect in the second mode through the special effect, and concentrates on the game in an attempt to execute the second multi-color effect in the second mode, thereby suitably improving the interest of the game.

[0341] In this embodiment or its modified example, in the gaming machine 10, the more specific situations occur in which the second multi-colored effect in the first mode (e.g., rainbow-colored images 720, 723, rainbow-colored notice string 748 "RUSH ENTERING", notice string 785 "CZ ENTERING") can be executed, the more likely it is that a trigger for executing the second multi-colored effect in the second mode (e.g., a predetermined timing during a winning streak) will occur. For example, specific situations include during a winning game, during a winning game (during a winning state), winning in a lottery, winning a rare role, winning stock acquisition, during RUSH (during time-saving state, during AT state), etc.

[0342] Therefore, the first multi-color effect (e.g., a multi-color light-emitting effect by an LED) and the second multi-color effect (e.g., a multi-color display effect by a display) can be executed in parallel during a game in which a win (special result) occurs, and the more the second multi-color effect occurs in the first mode, the more the first multi-color effect occurs. Due to the premium feeling of the first multi-color effect, the more specific situations in which the first multi-color effect is executed occur (i.e., the more the second multi-color effect occurs in the first mode), the more cases there are where players take pictures with a camera. In such cases, the opportunity to execute the second multi-color effect in the second mode is made to arrive more easily. For this reason, it is easy to obtain an image with an increased premium feeling by photographing both the first multi-color effect and the second multi-color effect in the second mode, and even if the multi-color feeling of the first multi-color effect is not expressed in the photographed image, the more likely it is that the premium feeling will not be lost if the second multi-color effect in the second mode is photographed. The player will then wait until the specific situation occurs many times and the second multi-color presentation in the second mode is executed before taking a picture, which adds to the fun of the game and increases the player's interest in the game.

[0343] In this embodiment or its modified example, in the gaming machine 10, the second mode includes a normal mode (for example, a default mode) and a special mode (for example, an enlarged mode, an emphasis mode) different from the normal mode, and the second multi-color performance in the second mode can be executed in the special mode when a predetermined condition is met (for example, when the final round of a consecutive win arrives, or when the start of a seven-game consecutive win arrives). Therefore, when a predetermined condition is met, the second multi-color performance can be emphasized in the special mode as necessary to draw the player's attention or surprise the player, and a variety of performances can be performed, which can suitably increase the interest of the game.

[0344] In this embodiment or its modified example, in the gaming machine 10, the period during which the second multi-color effect in the second mode (for example, the character display 730 "Rainbow light emission in progress") is executed may be longer than the period during which the second multi-color effect in the first mode (for example, the advance notice character string 748 "RUSH entry" or the image 723 (advance notice image II)) is executed (Modified Example 1). Therefore, the period during which the second multi-color effect in the second mode is executed and is suitable for photographing may be longer, which can increase the interest in the game.

[0345] It is to be noted that the present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the technical concept, and it is clear that these are also included in the technical scope of the present invention. For example, it is also possible to replace the time-saving state with a probability-changing state. For example, the performance control device can execute a part of the processing executed by the game control device, and conversely, the game control device can execute a part of the processing executed by the performance control device. For example, it is also possible to combine a plurality of embodiments and a plurality of modified examples in various ways. In addition, in the above-described embodiment, an example in which the gaming machine 10 is configured as an enclosed type pachinko machine (smart pachinko machine) has been described, but the above-described embodiment may be applied to an ordinary pachinko machine that is not an enclosed type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is indicated by the claims, and it is intended to include all modifications within the scope of meaning and content equivalent to the claims. [Explanation of symbols]

[0346] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second start port, second start winning area) 39 Special variable prize device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Winning Port) 100 Game control device (main board) 300 Performance control device (sub-board) 470 Light-emitting part 510 Mode display 513 Round Display 610 Variable Display Area 631a Pending display 631b Change pending display 720 images 723 images 728 character display 730 character display 745 Consecutive win count display 748 Notice String 771 Shooting period display 781 Remaining number display 785 Notice String 788 character display

Claims

1. In a gaming machine having a first multi-color production section and a second multi-color production section, The first multi-color effect unit is capable of executing a first multi-color effect using a plurality of colors, The second multi-color effect unit is capable of executing a second multi-color effect using a plurality of colors, The first multi-color effect and the second multi-color effect are executed in different effect modes in which a common specific color can appear, The first multi-color effect and the second multi-color effect can be executed in parallel, The first multi-colored effect can suggest or inform a player that an advantageous event may occur after the execution of the first multi-colored effect. The second multi-colored presentation, when executed in a first mode, can suggest or inform the player that an event advantageous to the player may occur after the execution of the first mode, and can suggest or inform the player of content different from that in the first mode, when executed in a second mode. A gaming machine characterized in that the more specific situations occur in which the second multi-color presentation can be executed in the first mode, the more likely it is that an opportunity to execute the second multi-color presentation in the second mode will occur.

2. The second aspect includes a normal aspect and a special aspect different from the normal aspect, 2. The gaming machine according to claim 1, wherein the second multi-color effect in the second mode can be executed in the special mode when a predetermined condition is met.

3. 2. The gaming machine according to claim 1, characterized in that the period during which the second multi-color effect is executed in the second mode may be longer than the period during which the second multi-color effect is executed in the first mode.

Citation Information

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