Game machine

The gaming machine addresses the challenge of conveying game progress by using sensors to trigger notifications for both firing modes and game progress, prioritizing game progress notifications, which enhances player engagement and amusement.

JP2025083941AActive Publication Date: 2025-06-02NEWGIN KK
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Patent Information

Application Number
JP2023197639
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-11-21
Publication Date
2025-06-02
Estimated Expiration
2043-11-21

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective means to convey game progress information to players, thereby reducing player engagement and amusement.

Method used

A gaming machine that detects game balls using sensors during specific gaming states, triggering special notifications on a display device for both recommended firing modes and game progress, with the notification for game progress taking priority when conditions are met.

Benefits of technology

Enhances player engagement by easily conveying game progress, thereby improving the overall amusement experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To make it easier to convey information regarding the progress of a game to a player.SOLUTION: In a game machine capable of executing a performance regarding a game on a display device, when a game ball is detected by a predetermined sensor during a specific game state in which a game ball is more likely to enter a start port to win than in a normal state, a particular notification regarding a recommended shooting mode of a game ball can be executed, when a game ball is detected by the predetermined sensor during the specific game state, a special notification regarding the progress of the game can be executed, and when execution conditions of the particular notification regarding the recommended shooting mode of a game ball and execution conditions of the special notification regarding the progress of the game are satisfied, the special notification is executed on the display device in priority to the particular notification.SELECTED DRAWING: Figure 6
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Description

Technical Field

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

Background Art

[0002] Conventionally, there have been gaming machines that notify the recommended firing mode of a game ball or make it easier to observe the game ball (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, there has been room to make information regarding the progress of the game more easily conveyed to the player.

[0005] Therefore, an object of the present invention is to improve the amusement of the game.

Means for Solving the Problems

[0006] In a typical form of the present invention, in a gaming machine capable of executing an effect related to a game on a display device, when a game ball is detected by a predetermined sensor during a specific gaming state in which the game ball is more likely to win in the start port than in the normal state, it is possible to execute a special notification regarding the recommended firing mode of the game ball, and when a game ball is detected by the predetermined sensor during the specific gaming state, it is possible to execute a special notification regarding the progress of the game. When the execution conditions for the special notification regarding the recommended firing mode of the game ball and the execution conditions for the special notification regarding the progress of the game are satisfied, the special notification regarding the progress of the game is preferentially executed over the special notification on the display device.

Effects of the Invention

[0007] According to one aspect of the present invention, information regarding the progress of a game can be easily conveyed to a player.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Mode for Carrying Out the Invention

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

[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 the present embodiment is an enclosed gaming machine (smart pachinko machine), and the game balls as game media circulate inside the gaming machine and are not given game value as in a tray such as an upper tray. The game value is given as numerical data instead of the game media (game balls). Note that the configuration of the following embodiments is also applicable to gaming machines that are not enclosed.

[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island facility via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Further, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side thereof is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute 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 surface of the game board 30 is attached. The cover glass 14 functions as a game viewing area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. 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 a 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, access can be made to the game area 32 of the game board 30. Further, by opening the front frame 12 with the glass frame 15 not opened, access can be made to a game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.

[0014] Various frame components are disposed at the edge portion around the cover glass 14 of the glass frame 15.

[0015] Decoration devices 18a, 18b, 18c capable of performing light emission effects according to the game state are disposed at the upper, right, and left sides of the glass frame 15. The decoration devices 18a, 18b, 18c house lighting members such as illumination LEDs 46 (see FIG. 4) inside, and are effect devices that perform light emission effects according to the game state. These decoration devices 18a, 18b, 18c collectively constitute a frame decoration device 18.

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

[0017] The effect operation device is on an operation panel extending horizontally on the lower part of the glass frame 15, and is an operation device including effect buttons 25 and a direction key switch 450.

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects the pressing operation. A plurality of effect buttons 25 may be provided. The direction key switch 450 (direction key SW) may be a cross key switch, and may be a general one including a plurality (for example, four) of switches arranged in the front, rear, left, and right directions. For example, the direction key switch 450 adjusts the brightness of the effect LED 46 to increase or decrease (+-) with two left and right switches, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) to increase or decrease (+-) with two front and rear switches.

[0019] By the player operating the effect operation device (especially the effect button 25), it is possible to perform an effect that intervenes the player's operation in a special figure variable display game or the like displayed on the display device 41. For example, an effect pattern (effect mode) can be selected, or a preview effect for previewing the result of the variable display game can be executed. The variable display game includes a special figure variable display game (special symbol variable display game). When simply referred to as a variable display game, unless otherwise specified, this specification refers to a special figure variable display game.

[0020] Also, not only during the execution of the variable display game, but also when the player operates the effect operation device during non-execution, the effect content may be changed.

[0021] When the variable display game is executed, the game state consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state has occurred, and basically it is a low base state with a low payout rate (base value). The special game state is an abnormal game state, and includes a specific game state, a special game state, and the like. For example, in the specific game state, there are a general power support state (high base state) in which it is easy to win the second start winning opening of the normal variable winning device 37, and a state (probability variable state, probability variation state) in which the probability of occurrence of a special result (for example, a big win) is high in the variable display game. The special game state includes a big win state, a small win game state (small win state), and the like. The high base state is a state with a higher payout rate (base value) than the normal game state, and corresponds to the general power support state. Note that since the special game state also has a large number of acquired balls, it may be included in the high base state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states and set it as the current game state.

[0022] Below the above-described glass frame 15 and at the lower part of the front frame 12, an operation handle 24 for controlling the operation of a ball launching device (not shown) is provided.

[0023] The operation handle 24 is disposed, for example, at the lower right part of the front frame 12 and on the right side of the lower speaker 19b. When the player rotates the operation handle 24 as a launch operation, the ball launching device launches the supplied game ball into the game area 32 of the game board 30. The launch speed of the game ball launched from the ball launching device is set to increase as the rotation operation amount of the operation handle 24 increases. That is, the ball launching device can change the launch momentum (speed), which is the momentum of launching the game ball into the game area 32, corresponding to the operation of the operation handle 24 by the player, and can launch the game ball in various launch modes with different launch momenta. The launch modes (ways of hitting) corresponding to the launch operation (operation amount) of the operation 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] The enclosed gaming machine 10 is configured such that the game balls discharged from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside (island facilities) of the gaming machine 10 or discharge of game balls to the trays.

[0025] Also, 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 FIGS. 3 and 4).

[0026] The card unit 201 is a so-called between-platform sand and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed beside the left side of the gaming machine 10 and is communicably connected to the gaming machine 10. The card unit 201 has an insertion part 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 the inserted money and the number of held balls owned by the player, which is the number of cards held (the number of owned game value). The card held balls are valid only on the day they are generated, and the held balls after that day may be added to the stored balls managed by the game store side (the held balls are converted into stored balls). The card may be able to store the personal information of the player or the remaining amount of the payment (prepaid balance). The card unit 201 is provided with a cash input part 203 into which cash can be inserted as banknotes. The amount of the inserted money into the cash input part 203 is added to the remaining amount stored in the card.

[0027] The card unit 201 is provided with an operation panel 210. The operation panel 210 is provided with a ball lending operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball number display unit 214, and a balance display unit 215. The game ball number display unit 214 and the balance display unit 215 are provided in a monitor such as a liquid crystal monitor. The ball lending operation unit 211 is operated when increasing the number of game balls available for the player, which is the number of game balls held by the gaming machine side (usable game ball number, usable game value number), based on the balance stored in the card. Note that the number of game balls held by the gaming machine side is numerical data managed by the gaming machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the gaming machine side based on the number of cards held. The return operation unit 213 is operated when receiving the return of the card inserted into the card unit 201. The number of cards held is displayed on the game ball number display unit 214. The balance is displayed on the balance display unit 215.

[0028] The card unit 201 is provided with a unit control device 220, and the unit control device 220 is provided with a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that can be rewritten during the operation of the card unit 201. The card unit 201 is provided with an input / output unit 220d that is communicably connected to the gaming machine 10 in a bidirectional manner. Note that the gaming machine 10 may be communicably connected to the input / output unit 220d of the card unit 201 via a payout control device 200. In addition, the card unit 201 is also provided with an input / output unit for connecting to a hall computer installed in a game parlor (game arcade). The hall computer can communicate with a server installed in a data center outside the game parlor via a network.

[0029] The CPU 220a can rewrite the stored content of the card inserted into the insertion part 202. An input amount signal that is output when cash is inserted into the cash insertion part 203 is input to the CPU 220a. Further, the CPU 220a increases the number of game balls held on the game machine side according to the operation signal from the ball lending operation part 211 or the paying-out operation part 212, and performs control to return the card according to the operation signal from the return operation part 213. Also, the CPU 220a controls the display contents of the game ball number display part 214 and the remaining balance display part 215.

[0030] When the CPU 220a receives a count signal from the gaming machine 10, it adds the number of game balls that can be specified from the count signal to the number of balls held by the card. The count signal is information that can specify the number of game balls held on the game machine side, which is to be transferred for management as the number of balls held by the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.

[0031] The gaming machine 10 includes a ball number display part 217 that displays the number of game balls held on the game machine side (usable game value number), which is the number of usable game balls that can be used by the player. As an example, the ball number display part 217 is configured by arranging a plurality (for example, six) of 7-segment LED lamps and can display a plurality (six digits) of numbers.

[0032] The gaming machine 10 includes a counting operation part 218, and the counting operation part 218 is operated when the player ends the game on the gaming machine 10. When a pushing operation is performed on the counting operation part 218, the aforementioned count signal is output. The gaming machine 10 includes a counting notification part 218a, and the counting notification part 218a notifies whether it is in a countable state. As an example, the ball number display part 217, the counting operation part 218, and the counting notification part 218a are arranged on the front side of the glass frame 15.

[0033] Note that the number of prize balls (the number of awarded game balls, the number of awarded game values, the amount of awarded game values) given to the player is added to the number of balls held by the gaming machine side (the number of available game values). The number of prize balls is given as game balls in gaming machines that are not of the enclosed type, but in enclosed gaming machines, it is given as numerical data. Also, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) is, in the case of an enclosed gaming machine, the number of used game balls (the number of used game values) and can be stored and managed as numerical data. Subtracting the number of used game balls from the current number of balls held by the gaming machine side and adding the number of prize balls gives the new number of balls held by the gaming machine side.

[0034] 〔Game Board〕 Next, with reference to FIG. 2, the game board 30 of the gaming machine 10 will be described. 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 main body 30a that serves as a mounting base for various members. The game board main body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front surface of the game board main body 30a. The gaming machine 10 is configured to play a game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The shooting passage 29 guides the game balls from the ball launching device to the game area 32. In the game area 32, members such as a windmill and obstacle pins are arranged as members for changing the flow direction of the game balls, and the launched game balls flow down through the game area 32 while changing the rolling direction by these members.

[0036] A window portion 40 serving as a display area for a variable display game is provided approximately at the center of the game board main body 30a. A display device 41 as an effect display device (variable display device) for variably displaying a plurality of identification information is arranged behind the window portion 40. The display device 41 includes, for example, a liquid crystal display and is arranged so that the display content can be visually recognized from the front side of the game board 30 through the window portion 40. Note that the display device 41 is not limited to one including a liquid crystal display and may include a display such as an organic EL.

[0037] On the display screen (display unit) of the display device 41, a plurality of variable display areas are provided, and identification information (special symbols) and images for producing variable display games are displayed in each variable display area.

[0038] An upper effect unit 40a and a side effect unit 40b are provided above and on the right side of the game board 30, respectively. The upper effect unit 40a and the side effect unit 40b have effect LEDs 46 and perform light emission effects, and can also perform motion effects (moving effects, rotating effects) as effect moving bodies 44 (movable accessory, see FIG. 4).

[0039] In the game area 32 to the right of the window portion 40, a normal symbol start gate (general symbol start gate) 34 is provided. Inside the general symbol start gate 34, a gate switch (SW) 34a for detecting a game ball that has passed through the general symbol start gate 34 is provided (see FIG. 3). When a game ball launched into the game area 32 passes through the general symbol start gate 34, a general symbol variable display game is executed. Also, in the game area 32 to the left of the window portion 40, a detection area 32c for detecting all passing game balls is provided (see FIG. 5).

[0040] A general winning port 35 (general winning area) is arranged in the game area 32 at the lower left of the window portion 40, and a general winning port 35 is also arranged in the game area 32 at the lower right of the window portion 40. The winning of a game ball into these general winning ports 35 is detected by a winning port switch (SW) 35a(1 - n) provided in the general winning port 35.

[0041] In the game area 32 below the window portion 40, a start winning opening 36 (first start opening, start opening 1, first start winning area) that gives the start condition of the special figure variable display game is provided. In the game area 32 on the right side of the window portion 40, a normal variable winning device 37 (normal electric accessory, normal electric) having a second start winning opening (second start opening, start opening 2, second start winning area) is provided below the normal figure start gate 34. The normal variable winning device 37 includes a movable member 37b (movable piece) that rotates forward or the like to convert to a state in which it is easy for a game ball to flow in. When the movable member 37b is in the closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning opening 36 or the normal variable winning device 37, the special figure variable display game is executed. In this embodiment, in the start winning opening 36, it is easier for the game ball to win when hitting the left, and in the normal variable winning device 37, it is easier for the game ball to win when hitting the right. Also, a stage 32b on which the game ball can roll left and right is provided between the window portion 40 and the start winning opening 36. Then, when the game ball rolls forward (toward the player side) from near the center of the stage 32b, it becomes easier to win the lower start winning opening 36. The game ball moves onto the stage 32b by passing through an entrance 32a (warp) arranged in the game area 32 in the lower left of the window portion 40. The entrance 32a is provided on the downstream side of the detection area 32c so that the game ball that has passed through the detection area 32c can pass through. By providing the entrance 32a on the downstream side of the detection area 32c in this way, all the game balls before the flow path is divided can be detected in one detection area 32c.

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

[0043] The movable member 37b is controlled by a game control device 100 described later. The game control device 100 increases the frequency of occurrence of an easy-to-win state by shortening the variation time of the general figure variation display game or setting the winning probability of the general figure variation display game to a higher probability than normal, or by making the occurrence time of the easy-to-win state longer than that of the easy-to-win state that occurs in the normal game state where no special game is played, thereby generating a time-saving state (general power support state, high base state) as a specific game state. Note that, even in the sure-win state (excluding the latent sure-win state), the time-saving state (general power support state) occurs repeatedly. Also, in the normal game state, the winning probability of the general figure variation display game may be set to 0%, so that the result of the general figure variation display game does not reach a predetermined stop display mode.

[0044] In the game area 32 below the normal variation winning device 37, there is provided a special variation winning device 39 having an opening and closing door 39c that operates by a big winning opening solenoid 39b (see FIG. 3) to open the big winning opening (big winning area). The special variation winning device 39 converts from a state where the big winning opening is closed (a blocked state disadvantageous to the player) to an open state according to the result of the special figure variation display game, and facilitates the inflow of game balls into the big winning opening, thereby giving the player a predetermined game value (for example, prize balls or the number of time-saving times / sure-win times after the end of a big win). Note that, inside the big winning opening, a big winning opening switch 39a (count switch) (see FIG. 3) is disposed as a detection means for detecting game balls that have entered the big winning opening. Note that, in the special variation winning device 39, it is easier for game balls to win when hitting from the right.

[0045] Inside the special variable winning device 39, a specific area 86 (so-called V winning port) is provided. For example, when a game ball enters the specific area 86 (V winning port, V winning area) after the opening / closing door 39c is opened by a small win, a big win is determined. 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 (V winning) of the game ball into the specific area 86 via a sensor (specific area switch 72 described later) or the like. When detecting a V winning, it determines to shift to a big win state (V winning big win state) after the small win ends, and transmits information (such as a specific area passage command) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect 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 one-type and two-type hybrid machine (1 + 2 type machine). In this embodiment, when the special variable winning device 39 is opened by a small win, a game ball makes a V winning in the specific area 86 (V winning port) inside the special variable winning device 39, and a big win occurs. Note that the configuration of this embodiment is also applicable to gaming machines other than one-type and two-type hybrid machines.

[0047] When a game ball wins at the general winning port 35, the start winning port 36, the normal variable winning device 37, or the big winning port of the special variable winning device 39, the payout control device 200 (see FIG. 3) assigns the number of prize balls corresponding to the type of the winning port that has won as numerical data, and adds it to the number of game balls held on the gaming machine side (usable game balls, usable game value numbers). In addition, in the lower game area 32, an out port 30b for collecting game balls that have not won at the winning port or the like is provided. Also, near the general winning port 35, the start winning port 36, the normal variable winning device 37, the special variable winning device 39, and the like, effect LEDs 46 that can emit light when a game ball wins are arranged.

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

[0049] The collective display device 50 includes a first special figure variable display part 51 (special figure 1 display, 8 LED lamps) and a second special figure variable display part 52 (special figure 2 display, 8 LED lamps) for the variable display game composed of a collection of a plurality of LED lamps, a variable display part 53 (normal figure display, 3 LED lamps) for the normal figure variable display game, and a storage display part (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the start storage number (hold number) of each variable display game. Note that the special figure 1 display 51 and the special figure 2 display 52 may be 7-segment type display parts. The special figure 1 hold display 54 is composed of 2 LED lamps. The special figure 2 hold display 55 is composed of 2 LED lamps. The normal figure hold display 56 is composed of 2 LED lamps.

[0050] Also, the collective display device 50 is provided with a first game state display part 57 (first game state display, 1 LED lamp) for notifying that it is a right hit (when a right hit should be made) or a left hit (normal hit), a second game state display part 58 (second game state display, 1 LED lamp) that lights up when a time shortening state occurs to notify the occurrence of the time shortening state, a third game state display part 59 (third game state display, probability state display part, 1 LED lamp) that displays that the probability state of the big win is in a high probability state when the game machine 10 is powered on, and a round display part 60 (4 LED lamps) that displays the number of rounds at the time of a big win (the number of opening and closing times of the special variable winning device 39, the round number upper limit value).

[0051] In the special drawing indicator 51 and the special drawing indicator 52, the variable display game (symbol variable game) is executed by variable display (variable display) that repeats the lighting and extinguishing (flashing) of identification information (for example, some or all of a plurality of LED lamps). Note that a plurality of types of identification information (symbols) may be variably displayed while being switched. Further, the variable display game may be performed by all-on all-off (simultaneous flashing of all LEDs), circulating lighting (any one of the LED lamps lights up and extinguishes in a predetermined order at predetermined time intervals), or lighting and extinguishing (flashing) or circulating lighting by a predetermined number of LEDs among a plurality of LED lamps, using all the LED lamps provided as the display for the variable display game. Also in the general drawing indicator 53, the variable display game (symbol variable game) is executed by variable display (variable display, flashing) that repeats the lighting and extinguishing of three LED lamps. Further, the general drawing indicator 53 can be appropriately configured in the same manner as the special drawing indicator 51 and the special drawing indicator 52. Thus, since the symbol (special symbol or normal symbol), which is the display (display mode, display state) of the special drawing indicator 51, the special drawing indicator 52, or the general drawing indicator 53, varies (changes) according to the passage of time in the variable display game, the variable display game is also called a symbol variable game.

[0052] Next, the flow of the game in the gaming machine 10, and the details of the general drawing variable display game and the special drawing variable display game will be described.

[0053] In the gaming machine 10, a game is played by shooting a game ball from a ball shooting device (not shown) toward the game area 32. The shot game ball rolls down the game area 32 while changing its rolling direction by obstacle pins, windmills, etc. arranged at various locations within the game area 32, and enters a prize or a ball into the general drawing start gate 34, the general 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 game area 32 and is discharged from the game area 32. Then, when a game ball wins in the general winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the number of prize balls corresponding to the type of the winning port is added to the number of balls held by the gaming machine side (usable number of game balls). The ball number display unit 217 displays the number of balls held by the gaming machine side after the addition.

[0054] The general drawing start gate 34 is provided with a gate switch 34a for detecting a game ball that has passed through the general drawing start gate 34. When a game ball passes through the general drawing start gate 34, it is detected by the gate switch 34a, and based on the determination result of the random number value for winning determination extracted at this time, a general drawing variable display game is executed.

[0055] When in a state where the general drawing variable display game cannot be started, for example, when a general drawing variable display game has already been performed and the game has not ended, or when the result of the general drawing variable display game is a win and the normal variable winning device 37 has been converted to an open state, when a game ball passes through the general drawing start gate 34, if the general drawing start memory number (general drawing hold number) is less than the upper limit number, the memory number is incremented (+1). The game control device 100 (RAM 111c) forms starting memory means for storing a predetermined number up to the upper limit as starting memory for the right to execute a general drawing variable display game based on a predetermined random number extracted based on the passage of a game ball through the general drawing start gate 34.

[0056] The general drawing start memory (general drawing hold) stores a random number value for winning determination for determining the win or loss of the general drawing variable display game. When this random number value for winning determination matches the determination value, the general drawing variable display game is a win and a specific result mode is derived.

[0057] The general drawing variable display game (symbol variable game) is executed on the general drawing display 53 provided on the batch display device 50. The general drawing display 53 is composed of LEDs that indicate a win when in a lit state as normal identification information (normal symbol, general drawing) and a loss when in an extinguished state. By blinking these LEDs, a variable display of the normal identification information is performed, and after the elapse of a predetermined variable display time, the result is displayed by lighting or extinguishing the LEDs.

[0058] When the general pattern random number value extracted when passing through the general pattern start gate 34 is a winning value, the general pattern displayed on the general pattern display 53 stops in a winning state and becomes a winning state. At this time, when the general solenoid 37c is driven, the movable member 37b is converted to the open state for a predetermined time (for example, 3 seconds × 2 times), and the winning of the game ball into the general variable winning device 37 is permitted. Note that the one-time opening time (for example, 3 seconds) of the movable member 37b of the general variable winning device 37 may be referred to as the general power opening time.

[0059] The winning of the game ball into the start winning port 36 and the general variable winning device 37 is detected by the start port 1 switch 36a (see FIG. 3) and the start port 2 switch 37a (see FIG. 3). The game ball that wins the start winning port 36 is detected as the start winning ball of the special pattern 1 variable display game and stored up to a predetermined upper limit number (here, 4). The game ball that wins the general variable winning device 37 is detected as the start winning ball of the special pattern 2 variable display game and stored up to a predetermined upper limit number (here, 4). The game control device 100 (RAM 111c) forms start storage means for storing a predetermined number of extracted predetermined random numbers as start storage for the right to execute the special pattern variable display game, with a predetermined number as the upper limit, based on the winning of the game ball into the start winning area (start port) of the start winning port 36 or the general variable winning device 37.

[0060] When detecting the start winning ball of the special pattern variable display game, various random numbers such as the big win random number value, the big win symbol random number value, and the variable pattern random number value are extracted. These random number values are stored as special pattern start storage in the special pattern hold storage area (a part of the RAM) of the game control device 100 up to a predetermined number of times (for example, up to 8 times (4 times × 2) at most). The number of stored special pattern start storage is displayed on the special pattern 1 hold display 54 and the special pattern 2 hold display 55 for notifying the number of start wins of the integrated 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 figure 1 variable display game on the special figure 1 display 51 based on a win at the start winning opening 36 or the first start memory (special figure 1 start memory, special figure 1 hold). Further, the game control device 100 executes a special figure 2 variable display game on the special figure 2 display 52 based on a win at the normal variable winning device 37 or the second start memory (special figure 2 start memory, special figure 2 hold).

[0062] The special figure 1 variable display game (first special figure variable display game, first symbol variable game) and the special figure 2 variable display game (second special figure variable display game, second symbol variable game) are performed by variably displaying identification information (special symbol, special figure) on the special figure 1 display 51 and the special figure 2 display 52 and then stopping and displaying a predetermined result pattern.

[0063] Also, on the display device 41, a decorative special figure variable display game is executed in which a plurality of types of identification information are variably displayed corresponding to each special figure variable display game. The identification information on the display device 41 is composed of numbers, symbols, character symbols, patterns, etc., and for example, the numbers may be different for each of the plurality of types of identification information.

[0064] The decorative special figure variable display game (decorative symbol variable game, production game) on the display device 41 starts variably displaying (scroll display or rotation display) identification information (decorative special symbol, decorative special figure) composed of the above-mentioned numbers, etc. in the order of left (first special symbol), right (second special symbol), middle (third special symbol), etc., and after a predetermined time, sequentially stops the symbols that are changing, and displays the result of the special figure variable display game. On the display device 41, a plurality of types of identification information are variably displayed while being interchanged. In this way, since the identification information (decorative special symbol) displayed on the display device 41 varies (including changes and movements) according to the passage of time in the decorative special figure variable display game, the decorative special figure variable display game is also called a symbol variable game. Also, on the display device 41, various production displays such as the appearance of character images are performed to enhance the interest.

[0065] When a game ball wins a prize at the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result mode (special result mode) is derived from the display symbols as the result of the special figure variable display game, and it becomes a jackpot state (special game state). Correspondingly, the display mode of the display device 41 becomes a special result mode (for example, a state where numbers such as "777" are aligned).

[0066] At this time, the special variable winning device 39 converts the big winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds) by energizing the big winning opening solenoid 39b (see FIG. 3). That is, the big winning opening provided in the special variable winning device 39 opens wide until a predetermined time or a predetermined number of game balls win a prize, and during this time, the player is given the privilege of being able to acquire many game balls as prize balls (game values).

[0067] When a game ball wins a prize at the first start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor jackpot value), a special result mode (minor jackpot result mode) is derived from the display symbols as the result of the special figure variable display game, and it becomes a minor jackpot state. Correspondingly, the display mode of the display device 41 becomes a minor jackpot result mode. In this embodiment, the jackpot random value is also used for the determination of the minor jackpot, but the minor jackpot value (minor jackpot determination value) is different from the jackpot value (jackpot determination value). Also, a minor jackpot random value may be used for the determination of the minor jackpot.

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

[0069] Here, the difference between a big win and a small win will be explained.

[0070] A big win is a special result accompanied by the operation of a conditional device, and a small win is a special result without the operation of the conditional device. The conditional device is something that operates when a big win occurs (the stop display of the big win symbol) in a special figure variable display game. When the conditional device operates, for example, it means that a specific flag is set to continuously operate the special variable winning device 39 as a special electric accessory when the big win state occurs. Note that the "conditional device" may be software means such as a flag that is software-controlled to be turned on and off as described above, or hardware means such as a switch that is electrically turned on and off.

[0071] Specifically, in the case of a big win, the special variable winning device is released by setting the big win flag, while in the case of a small win, the special variable winning device is released by setting the small win flag. However, if a V win occurs during the small win state, the conditional device will operate.

[0072] Note that the special figure 2 variable display game is set to be executed with priority over the special figure 1 variable display game, and there is start-up memory for both the special figure 1 variable display game and the special figure 2 variable display game. When the state allows the execution of the special figure variable display game, the special figure 2 variable display game is executed (special figure 2 hold priority digestion, special figure 2 priority variation). Alternatively, the special figure 1 variable display game and the special figure 2 variable display game may be executed in the order in which the wins (i.e., start-up memory) occur (win order digestion), and when the start-up memory of the special figure 1 variable display game and / or the special figure 2 variable display game occurs and the state allows the execution of the special figure variable display game, the variable display game based on the oldest start-up memory may be executed.

[0073] Note that when not distinguishing between the special figure 1 variable display game and the special figure 2 variable display game, it is simply referred to as the special figure variable display game.

[0074] 〔Game control device〕 FIG. 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 includes a game control device 100 (main board, main substrate) that serves as main control means. The game control device 100 is a main control device that comprehensively controls games, and includes a game microcomputer 111 (hereinafter referred to as a game microcontroller), an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus that connects between the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120, and can transmit various signals and data via the output unit 130.

[0075] The game microcomputer 111 may be provided with an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) that generates an operation clock of the CPU, a timer interrupt, and a clock serving as a reference for a random number generation circuit may be connected thereto. Electronic components such as the game control device 100 and solenoids and motors driven by the game control device 100 are supplied with a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400 and are made operable.

[0076] The power supply device 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of DC32V from an AC power supply of 24V, a DC / DC converter that generates DC voltages of lower levels such as DC12V and DC5V from the DC voltage of DC32V, etc., a backup power supply 420 that supplies a power voltage to the internal RAM 111c of the game microcomputer 111 during a power failure, and a control signal generation unit 430 that has a power failure monitoring circuit and generates and outputs control signals such as a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure.

[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 game microcomputer 111 (especially the built-in RAM 111c) of the game control device 100 so that the data stored in the RAM 111c is retained even during a power outage or after the power is turned off. The control signal generation 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, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. Also, a reset signal is output after a predetermined time has elapsed from the time of power-on or power recovery.

[0078] In addition, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200. Here, initialization basically means 0 clearing, that is, erasing information and setting it to 0, but some values such as performance information (base values) may be maintained without being 0 cleared. Although not particularly limited, the initialization switch signal is read at power-on, and the power outage 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 arranged at a position (an inaccessible position) where it cannot be operated unless the front frame 12 (main body frame) is opened by being provided on the game control device 100 inside the gaming machine 10. That is, an ordinary player cannot access and operate the RAM clear switch 112. Note that the RAM clear switch 112 may be provided at a location different from the game control device 100.

[0080] The game microcomputer 111 includes a CPU 111a (central processing unit: microprocessor), a read-only ROM 111b (read-only memory), and a randomly accessible RAM 111c (random access memory).

[0081] The ROM 111b non-volatilely stores invariant information (programs, fixed data, determination values of various random numbers, etc.) for game control. The RAM 111c is used as a work area for the CPU 111a and a storage area for various signals and random number values during game control. It stores information related to the game (game information) and serves as a retention storage means capable of retaining the stored information even when a power failure occurs.

[0082] Also, the ROM 111b stores, for example, a variation pattern table for determining variation patterns (variation modes and variation times) that define the execution time of a special figure variation display game, production contents, the presence or absence of a reach state, etc. The variation pattern table is a table for the CPU 111a to refer to one or more variation pattern random numbers stored as start-up memories to determine the variation pattern. The variation pattern table includes a deviation variation pattern table selected when the result is a miss, a jackpot variation pattern table selected when the result is a jackpot, etc. The pattern table may include a table for determining the latter half variation pattern (latter half variation group table, latter half variation pattern selection table, etc.), which is the variation pattern after the reach state, and a table for determining the former half variation pattern (former half variation group table, former half variation pattern selection table, etc.), which is the variation pattern before the reach state.

[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, or to generate and output drive signals for solenoids and display devices to control the entire gaming machine 10. Although not shown, the game microcomputer 111 includes a random number generation circuit for generating a jackpot random number for determining a jackpot in a special figure variable display game, a jackpot symbol (jackpot stop symbol), a small win symbol (small win stop symbol), a special figure symbol random number for determining a short-time symbol (support win symbol, support win stop symbol), and a variable pattern random number for determining a variable pattern (including information such as various reaches, variable display information without a reach, and the execution time of the special figure variable display game) in the special figure variable display game.

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

[0085] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and performs control to pay out prize balls (game values) as numerical data according to payout commands (commands and data) from the game control device 100.

[0086] To the input unit 120 of the game microcomputer 111, a gate switch 34a of the general drawing start gate 34, a winning port switch 35a of the general winning port 35, a start port 1 switch 36a in the first start winning port 36, a start port 2 switch 37a in the second start winning port (ordinary variable winning device 37), and a big winning port switch 39a of the special variable winning device 39 are respectively connected. The outputs from the gate switch 34a, the winning port switch 35a, the start port 1 switch 36a, the start port 2 switch 37a, and the big winning port switch 39a are also supplied from the game control device 100 to a test firing test device (not shown) via the relay board 70. Further, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a may be directly input to the game microcomputer 111 in addition to the input unit 120. Note that the switches connected to the input unit 120 may be those that magnetically detect game balls, for example.

[0087] Furthermore, a specific area switch 72, a remaining ball discharge port switch 73, and an out ball detection switch 74 are respectively connected to the input unit 120. The specific area switch 72 detects the passage (V winning) of a game ball to the specific area 86 (V winning port). The remaining ball discharge port switch 73 detects a game ball that has passed through the remaining ball discharge port that discharges game balls from the special variable winning device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and ended the game (that is, all game balls that have passed through the winning port or the out port 30b). Note that not only the game balls that have entered the out port 30b but also the game balls that have entered the winning ports (the first start winning port 36, the second start winning port (ordinary variable winning device 37), the big winning port, or the general winning port 35) are guided to and detected by the out ball detection switch 74 via a passage (not shown) or the like.

[0088] In addition, various fraud / anomaly sensors 67 (error sensors) for detecting errors such as fraud and anomalies with respect to the gaming machine 10 are connected to the input unit 120. For example, the fraud / anomaly sensor 67 includes a radio wave sensor for detecting the emission of radio waves with respect to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 or the like of the gaming machine 10, a glass frame opening detection switch for detecting the opening of the glass frame provided on the glass frame 15 or the like of the gaming machine 10, a front frame opening detection switch (main body frame opening detection switch) for detecting the opening of the front frame provided on the front frame 12 (main body frame) or the like, and a vibration sensor for detecting the vibration 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. Further, data may be input from the payout control device 200 to the gaming control device 100 via the input unit 120.

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

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

[0092] In addition, the output unit 130 is provided with output ports that output opening / closing data for a normal variation winning device 37 solenoid 37c that releases the normal variation winning device 37, a big winning opening solenoid 39b that releases the special variation winning device 39, and a lever solenoid 86b that operates a lever to release a specific area 86. Further, the output unit 130 is provided with a driver that receives an opening / closing data signal, generates a solenoid drive signal, and outputs it.

[0093] Also, from the output unit 130, as data to be displayed on the batch display device 50, the on / off data of the LEDs of the batch display device 50 can be output using the corresponding output ports and drivers.

[0094] In addition, 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 the corresponding output ports and drivers. The external information terminal 71 can be connected to, for example, an external device (such as an information collection terminal or a game hall internal management device (hall computer)) installed in a game parlor, and can supply information about the gaming machine 10 to the external device. Note that the external information terminal 71 may be provided in a number considering the number of types of external information and the number of output destinations of the external information.

[0095] Also, from the output unit 130, as data to be displayed on the performance display device 152, the on / off data of the LEDs of the performance display device 152 can be output using the corresponding output ports and drivers.

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

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

[0098] The ball payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of ejected balls (or the number of launched balls introduced into the game area 32), and is calculated by (number of acquired balls ÷ number of ejected balls) × 100 (%). That is, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 ejected balls. The number of ejected balls can be obtained by counting the signal of the out ball detection switch 74, etc. In the case of an enclosed gaming machine, the number of acquired balls (total number of prize balls) is the number of game value numbers (amount of game values) given as numerical data.

[0099] For example, the accessory ratio is the ratio (%) (= so-called continuous accessory ratio) of the number of prize balls (number of acquired balls for each accessory) obtained by winning the big winning opening during the big win state out of the total number of all prize balls (total number of prize balls) obtained by winning the winning opening during a predetermined period (for example, from the power-on of the gaming machine 10 to the present).

[0100] 〔Safety device (complete function)〕 Furthermore, the game control device 100 also has the function of a safety device. The safety device is a game stop means (stopping means) that can generate a game stop state (game impossible state, game prohibited state) in which games such as a special pattern variable display game, a general pattern variable display game, and a round game (game during a big win or a small win) cannot be executed when operating conditions (predetermined conditions) based on the number of safety balls and the number of ejected balls are satisfied. In the game stop state, a new special pattern variable display game and a new general pattern variable display game cannot be started. With the safety device, appropriate countermeasures against fraud can be taken in cases where the number of safety balls is abnormally large due to fraud, etc., and it is also possible to suppress the player's immersion in the game. When the immersion is suppressed, the player can play the game 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 complete 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] Also, in this embodiment, the operating conditions of the safety device are that (1) the difference ball number indicating the difference between the number of safety balls and the number of discharged balls in a predetermined period reaches a difference ball reference value (predetermined value), and (2) it is neither in a big win nor in a small win. The difference ball number is obtained by subtracting the number of discharged balls from the number of safety balls in a predetermined period (difference ball number = number of safety balls - number of discharged balls). Thus, the operating conditions of the safety device consist of two-stage conditions (1) and (2). Note that the difference ball number regarding condition (1) may be the difference ball number in a predetermined period from the time of the minimum value of the difference ball number to the present, that is, the difference ball number based on the minimum value (the increase width of the difference ball number increased from the minimum value), and further may correspond to the maximum increase width (so-called MY) of the difference ball number in one day's business. Also, the operating conditions may be other things. For example, for condition (1), it is also possible to adopt a configuration in which the number of safety balls reaches a predetermined value. Also, for condition (2), it is also possible to adopt a configuration in which the special variable winning device is not operating, or the big winning opening is not in an open state.

[0103] In this embodiment, the number of safety balls is the total number of prize balls (acquired balls, balls discharged) determined to be given in a predetermined period. Also, the number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.

[0104] Note that, instead of the number of balls discharged, the number of balls launched and introduced into the game area 32, i.e., the number of launched balls, may be used, and the number of balls in hand may be the number of safe balls - the number of launched balls. The number of launched balls and the number of discharged balls of the game balls may be collectively referred to as the number of used balls (number of balls in hand = number of safe balls - number of used balls). From the number of launched balls, foul balls that were launched by the ball launching device but did not reach the game area 32 are excluded. The number of balls in hand is decreased by 1 when one game ball is launched by the ball launching device, and increased by 1 when one foul ball occurs.

[0105] For example, corresponding to a number of balls in hand of less than 90,000, the state of the safety device is the non-activated state (the normal state that is not the activation notice state, the activation warning state, or the activated state). Corresponding to a number of balls in hand of 90,000 to 94,999, the state of the safety device is the activation notice state that announces the activation of the safety device. Corresponding to reaching a number of balls in hand of 95,000, the state becomes the activation warning state that warns of the activation of the safety device or the activated state (activated state) in which the safety device is operating.

[0106] Note that when the number of balls in hand reaches 95,000, it becomes the activation warning state when it is during a big win or a small win, and becomes the activated state when it is not during a big win or a small win. Therefore, if the safety device becomes activated immediately before a big win or a small win occurs, a game stop state (game impossible state, game prohibited state) occurs immediately thereafter, and the activation warning state does not occur. Note that in the time shortening state, the probability variation state, etc., the safety device is likely to become activated before a big win or a small win occurs.

[0107] On the other hand, when a big win or a small win ends and it is no longer during a big win or a small win, the safety device shifts from the activation warning state to the activated state (activated state).

[0108] In the activation notice state, the effect control device 300 displays an activation notice display (for example, the characters "Stopping soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the effect control device 300 displays an activation warning display (for example, the characters "It will stop after the win ends") on the display device 41.

[0109] In the operating state of the safety device (not during small wins or big wins), that is, in the game stop state, the effect control device 300 displays an in-operation display 513 (the characters "During pause") on the display device 41. When the safety device enters its operating state, the game control device 100 sets on a safety device in-operation flag (safety device operation flag) indicating that the safety device is in operation. Note that the safety device in-operation flag (safety device operation flag) is cleared to 0 (safety device in-operation flag = 0) by the RAM initialization process (RAM clear process), and the operation of the safety device is released.

[0110] In the game stop state, special figure variable display games, general figure variable display games, and round games (games during big wins or small wins), etc. cannot be executed as games. To achieve this, for example, in the game stop state, detection of game balls by the winning port switch becomes invalid and the winning port (winning) becomes invalid, the solenoid stops so that the big winning port, the specific area 86, the general variable winning device 37, etc. close, the firing of game balls from the ball firing device stops (is prohibited) and the firing stops, and the batch display device 50 turns off. In the game stop state, not only can special figure variable display games and general figure variable display games not continue, but also new special figure variable display games and new general figure variable display games cannot be started.

[0111] 〔Transition state at power-on〕 Depending on the on / off state of the RAM clear switch 112 at power-on, the system transitions to various states (modes).

[0112] When the power is turned on, if the RAM clear switch 112 is on, the system shifts to the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. Note that when the RAM clear switch 112 is on, initially it is in the RAM clear preparation state (initialization preparation state). If the RAM clear switch 112 is turned on again during the RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). Note that when executing the RAM initialization process, the game control device 100 may output a security signal (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.

[0113] When the power is turned on, if the RAM clear switch 112 is off, the system shifts to the normal power - on state (normal power - on mode) and simply enters a state where it is just powered on.

[0114] Performance control device Next, with reference to FIG. 4, the configuration of the performance control device 300 (sub - board) will be described. 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 - control means) capable of controlling the image of the display device 41, the sounds of the speakers 19a, 19b, the light emission of the performance LED 46, and / or the movement of the performance movable body 44 in response to commands from the game control device 100. That is, the performance control device 300 can control performances related to the game. Note that the performance LED 46 may be a full - color LED (light - emitting diode) capable of emitting light in various colors.

[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphic processor that performs image processing for video display on the display device 41 according to commands and data from the control microcomputer 311, a sound control unit 314 that controls the output of sound to reproduce various melodies and sound effects from the speaker 19, and so on.

[0116] The control microcomputer 311 is connected to a ROM 321 that stores programs and various data executed by the CPU, and a RAM 322 that provides a work area. Note that a RAM (for example, a cache memory) that provides a work area is also provided inside the control microcomputer 311.

[0117] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, instructs the VDP 312 on the content of the output video, gives instructions on the reproduced sound to the sound control unit 314, controls the lighting of the effect LEDs 46, drives the motors and solenoids of the effect moving bodies 44, and manages the effect time, etc.

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

[0119] The sound control unit 314 includes a sound ROM that stores sound data including voices, and an amplifier circuit that amplifies the sound data.

[0120] Also, the effect control device 300 is provided with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The effect control device 300 receives, via the command I / F, a special figure reservation number command, a decorative special figure command, a variation command, a symbol stop command, etc. transmitted from the game control device 100 to the effect control device 300 as effect control command signals (effect commands).

[0121] In addition, the effect control device 300 is provided with an effect LED control circuit 332 for driving and controlling the effect LEDs (light-emitting diodes) 46 provided on the game board 30, and an effect movable body control circuit 334 for driving and controlling the effect movable bodies 44 (for example, movable accessory members that cooperate with the effect display on the display device 41 to enhance the effect) provided on the game board 30, the glass frame 15, etc.

[0122] These control circuits 332 and 334 for driving and controlling the motors, solenoids, etc. of the effect LEDs 46 and the effect movable bodies 44 are connected to the control microcomputer 311 via an address / data bus.

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

[0124] The normal power supply unit 410 of the power supply device 400 supplies a direct current voltage at a desired level to the effect control device 300 having the above-described configuration and 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 game microcomputer 111 in the game control device 100 extracts a random number value for determining a winning in the general pattern based on the input of a detection signal of a game ball from the gate switch 34a provided in the general pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine a win or loss in the general pattern variable display game.

[0126] Then, on the general pattern display 53, a general pattern variable display game is displayed in which the identification symbol is variably displayed for a predetermined time and then stopped. If the result of the general pattern variable display game is a win, a special result mode is displayed on the general pattern display 53, and at the same time, the general solenoid 37c is operated to control the movable member 37b of the normal variable winning device 37 to be released as described above for a predetermined time (for example, 3 seconds × 2 times). When the result of the general pattern variable display game is a loss, control is performed to display a loss result mode on the general pattern display 53.

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

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

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

[0130] In addition, based on commands (control signals) from the game control device 100, the effect control device 300 displays, on the display device 41, a decorative special figure variation display game corresponding to the special figure variation display game on the special figure 1 display 51 or the special figure 2 display 52. Further, based on commands (control signals) from the game control device 100, the effect control device 300 performs processes such as setting the effect state, outputting sounds from the speakers 19a and 19b, and controlling the lighting of various effect LEDs 46. That is, the effect control device 300 forms effect control means for controlling effects related to the game (such as a variation display game).

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

[0132] And, taking the release of the big winning opening until either a predetermined number (for example, 10) of game balls are won in the big winning opening or a predetermined release possible time (for example, 27 seconds or 0.05 seconds) has elapsed since the release of the big winning opening as one round (R), control (cycle game) is performed to continue (repeat) this for a predetermined number of rounds (for example, 15 times, 11 times or 2 times). Also, when the result of the special figure variation display game is a miss, control is performed to display a miss result mode on the special figure 1 display 51 or the special figure 2 display 52.

[0133] In addition, based on the result pattern of the special figure variable display game, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state. The high-probability state (probability-variable state) is a state where the probability of a winning result in the special figure variable display game is higher compared to the normal probability state. Also, regardless of whether the high-probability state is based on the result pattern of either the special figure 1 variable display game or the special figure 2 variable display game, both the special figure 1 variable display game and the special figure 2 variable display game will be in the high-probability state. The game control device 100 sets a special figure high-probability flag indicating the high-probability state in the high-probability state (probability-variable 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 pattern, number of executions, etc. of the special figure variable display game. In the time-saving state, control may be performed to set the normal figure variable display game and the normal variable winning device 37 to the time-saving operation state, and in order to control so that the opening time of the normal variable winning device 37 per unit time is substantially increased compared to the normal game state where no special game is performed, it becomes the normal power support state. Note that even in the high-probability state (normal probability-variable state) excluding the latent probability-variable state, the time-saving state is repeatedly set to perform normal power support.

[0135] Note that in the time-saving state, the execution time (special figure variable time) of the special figure variable display game can also be shortened compared to normal, and the time-shortening variation of the special figure variable display game can also be executed.

[0136] In addition, in the time-saving state, for one winning result of the normal figure variable display game, the number of opening times (normal power opening times) of the normal variable winning device 37 can be set to a second number of opening times (for example, 4 times) that is more than the first number of opening times (for example, 2 times). Also, in the time-saving state, the probability (normal figure probability, normal figure winning probability) of a winning result in the normal figure variable display game can be set 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 state-transitioning the normal variation winning device 37 to the open state is extended more than usual by changing any one or more of the normal drawing variation time, normal drawing stop time, normal power release count, normal power release time, and normal drawing probability. As a result, in the time-saving state, winning in the normal variation winning device 37 becomes easier than in the normal game state where special games are not played, the number of times the special drawing variation display game is executed per unit time can be increased compared to the normal game state, and the execution interval of the special drawing variation display game can also be shortened. Also, it is possible to set multiple types of time-saving states where the things to be changed are different. Further, in the normal operation state, the movable member 37b may be set not to be released (normal drawing probability is 0). Also, the high probability state and the time-saving state can occur independently of each other, and both can occur simultaneously or only one of them 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, a low base state (a state where left hitting is recommended) where the payout rate (base value) is low because the opening time of the normal variation winning device 37 is extremely short may be treated as a normal game state where special games are not played without substantially any normal power support (micro time-saving).

[0139] The time-saving state includes a time-saving state (a time-saving) that occurs immediately after a big win due to a big win, a time-saving state (ceiling time-saving, b time-saving, play time) that occurs due to reaching the ceiling count without being caused by a big win, and a time-saving state (sudden time-saving, c time-saving) that occurs due to the stop display of the time-saving symbol (support win) without being caused by a big win. Note that when the number of times of the special drawing variation display game executed after power-on or after the big win state ends (excluding the number of times in the probability-variable state) reaches the ceiling count, the game enters the time-saving state (play time) even if it does not win a big win or a time-saving symbol.

[0140] After the end of the time-saving state, it is possible to generate a remaining hold digestion state in which the second start memory (special figure 2 start memory, special figure 2 hold) remaining at the time of the end of time-saving is digested. In the remaining hold digestion state (remaining hold digestion mode), the second start memory generated by winning in the normal variation winning device 37 (ordinary power) during the time-saving state is digested as a remaining hold, and the special figure 2 variation display game is executed. Since the special figure 2 variation display game is executed in the remaining hold digestion state, it is a state advantageous to the player. Generally, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds at the time of a big win and the occurrence probability of a small win (and thus the occurrence probability of a V-win big win).

[0141] Hereinafter, more specifically, the control process by the game microcomputer 111 of the game control device 100 consists of a main process (main program) started when the power is turned on and a timer interrupt process (interrupt process program) performed at a predetermined time cycle (for example, 4 msec).

[0142] For example, in the main process, the game control device 100 checks for an abnormality in the RAM 111c, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited and the game cannot be executed unless the RAM clear switch 112 is on. For example, the abnormality of the RAM 111c can be determined by whether the checksum stored in the RAM 111c at the time of power-off (power failure) matches the checksum at the time of power-on. When the RAM 111c is normal, it shifts to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.

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

[0144] In the timer interrupt process, input processing for input from various switches via the input unit 120, output processing for performing various outputs via the output unit 130, special figure game processing for controlling a special figure variable display game and setting the display of special symbols on the batch display device 50, general figure game processing for controlling a general figure variable display game and setting the display of general symbols on the batch display device 50, error monitoring processing for monitoring errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67, etc. can be executed.

[0145] Also, in the timer interrupt process, when a game ball wins (enters) the start winning opening 36 (first start opening) or the normal variable winning device 37 (second start opening) and start storage occurs, a pre-judgment (look-ahead judgment) that can pre-judge the game result based on the win at a stage before the start of the special figure variable display game based on the start storage is performed. The game control device 100 constitutes a pre-judgment means (look-ahead judgment means) that can pre-judge the result of the variable display game before the variable display game based on the start storage is executed.

[0146] Furthermore, in the timer interrupt process, safety device related processing for performing processing related to the safety device (complete function), differential ball number counting processing for updating a counter that counts the number of differential balls, etc. can be executed. In the safety device related processing, safety device related information such as the operating state of the safety device is transmitted to the effect control device 300 as a command, or a safety device operating flag indicating that the safety device is operating is set.

[0147] In the main process started when the power is turned on, the game control device 100 can transmit a power failure recovery system command indicating that the power has been restored or turned on, and a RAM initialization related command related to RAM initialization to the effect control device 300. Note that the RAM initialization related command includes a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM clear is being prepared.

[0148] Also, the game control device 100 can transmit commands to the effect control device 300 as follows in the timer interrupt process.

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

[0150] The game control device 100 can transmit a customer waiting command related to the customer waiting state where the game is not being played, a variation command indicating the variation pattern of the special figure variation display game, a decoration stop symbol command (decoration special figure command) indicating the decoration stop symbol displayed on the display device 41 corresponding to a losing symbol, a big win symbol, a small win symbol, a time-saving symbol, etc. as the result of the special figure variation display game, a symbol stop command indicating the stop of the special figure variation display game, and a win command corresponding to each stage of the big win state or the small win state. Here, the customer waiting command includes a customer waiting demo command for instructing a customer waiting demo such as a movie demo. Also, the win 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 the interval between rounds, and an ending command corresponding to the ending of a big win or a small win.

[0151] When the number of first start memories (reserved number in special figure 1), which is the number of first start memories (reserved in special figure 1), and the number of second start memories (reserved number in special figure 2), which is the number of second start memories (reserved in special figure 2), change, the gaming control device 100 can transmit a special figure 1 reserved number command and a special figure 2 reserved number command indicating the number of start memories. Note that when a game ball wins (enters) the start winning opening 36 and a first start memory occurs, the gaming control device 100 can increase the number of first start memories by 1, and when a game ball wins (enters) the normal variable winning device 37 and a second start memory occurs, the gaming control device 100 can increase the number of second start memories by 1. Then, when starting the special figure 1 variable display game based on the first start memory, the gaming control device 100 can decrease the number of first start memories by 1, and when starting the special figure 2 variable display game based on the second start memory, the gaming control device 100 can decrease the number of second start memories by 1.

[0152] Also, when a game ball wins in the start winning opening 36 (first start opening) or the normal variable winning device 37 (second start opening) and a first start memory or a second start memory occurs, the gaming control device 100 can transmit a pre-reading command. The pre-reading command includes a pre-reading stop symbol command corresponding to stop symbol information (big win stop symbol, small win stop symbol, time shortening stop symbol, losing stop symbol) based on a big win random number, a special figure symbol random number, etc. saved as the first start memory or the second start memory, and a pre-reading variable pattern command based on the saved variable pattern random number.

[0153] In addition, the gaming control device 100 can transmit necessary commands such as a hitting method instruction notification command (left hitting instruction notification command, right hitting instruction notification command) that instructs (suggests) the player of the hitting method (launch mode) recommended according to the game state or the change of the game state, and a specific area passing command indicating a V win, to the effect control device 300.

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

[0155] When the performance control device 300 receives a power restoration command, it displays characters such as "Restoring" on the display device 41. When it receives a RAM initialization command, it displays characters such as "Clearing RAM" on the display device 41 and, for example, gives a notification for 30 seconds by lighting the effect LED 46 and making sounds from the speakers 19a and 19b (especially when clearing the RAM). When the performance control device 300 receives a RAM clear preparation command, it displays characters such as "Preparing to clear RAM" on the display device 41.

[0156] When the performance control device 300 receives an error command, it displays characters such as "Error occurring" on the display device 41 and may give an error notification by lighting the effect LED 46 and making sounds from the speakers 19a and 19b according to the type of the error command. If the error command contains information indicating the content of the error, the content of the error may be displayed on the display device 41.

[0157] When the performance control device 300 receives a ball information command, it may display the number of balls on the display device 41. When the performance control device 300 receives a pre-operation command, an operation warning command, or an operation command, it displays characters such as "Stopping soon", "Will stop after the win ends", and "Stopping" on the display device 41 corresponding to each command.

[0158] When the performance control device 300 receives a customer waiting state 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 occurs when both the first start memory number and the second start memory number are zero and the special figure variation display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.

[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a stop symbol command indicating a decoration stop symbol on the display device 41, it executes a variation-related performance setting process for setting the performance related to the decoration special symbol variation display game on the display device 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (losing symbol, big win symbol, small win symbol, time reduction symbol, etc.). When a game ball wins in the start winning port 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 symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or the special symbol 2 display 52 of the batch display device 50 and transmits the variation command, the stop symbol command, etc. to the performance control device 300.

[0160] In the variation-related performance setting process, it is possible to set a preview performance that appears during the special symbol variation display game and can preview the result of the special symbol variation display game, a variation performance such as a pseudo-continuous performance or a reach performance on the display device 41, and a specific decoration stop symbol. The variation command may include information on the number of pseudo-continuous performances (number of pseudo-variations), which is the number of pseudo-continuous performances, and information on the system (type) of the reach performance corresponding to the reach state. The pseudo-continuous performance is a performance in which, in one special symbol variation display game, the display device 41 performs a pseudo-variation in which the decoration special symbol is varied and temporarily stopped a predetermined number of times. Also, in the variation-related performance setting process, it is possible to set the light emission mode of the performance LED 46 and the sound mode of the speakers 19a, 19b according to the preview performance, the variation performance, etc.

[0161] Here, the reach (reach state) refers to a display state in which, on the display device 41, a part of the display result of the decoration special symbol variation display game has not yet been derived and displayed, and the already derived and displayed display result satisfies the condition of being in a special result mode. When the display result becomes a special result mode on the effective line of the display device 41 (for example, on a line in the vertical or horizontal direction), the game state becomes a special game state advantageous to the player. Also, a state in which variation display is performed in a plurality of variation display areas while maintaining the state where the special result modes are aligned (so-called full rotation reach) is also included in the reach state.

[0162] Therefore, for example, in the case where the decorative special figure variation display game displayed on the display device 41 corresponding to the special figure variation display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas in the display device and then stops the variable display in the order of left, right, middle, etc. to display the result mode, in the left and right variable display areas, a state where the variable display stops in a state satisfying the condition for a special result mode (for example, the same identification information) becomes a reach state.

[0163] And in the reach state, a plurality of reach effects can be executed, and as types (kinds) of reach effects with different expectations (reliabilities) of deriving a special result mode (big win mode), for example, normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set. Note that the expectation (reliability) of a big win is in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach and becomes higher. Also, the state in which the reach state occurs is a state with a higher probability of being a big win compared to the case where the reach state does not occur.

[0164] Note that the expectation (reliability) of an effect (preview) suggests the probability of becoming a big win when the effect is selected, and can be calculated based on the selection rate of the effect when it is a big win and the selection rate of the effect when it is not a big win (when it is a miss), etc. The expectation becomes larger as the selection rate of the effect when it is a big win increases, and the expectation becomes smaller as the selection rate of the effect when it is a miss increases. A big win includes the above-mentioned V winning big win, and the expectation regarding the V winning big win is approximately the same as the expectation regarding the small win that causes the V win. Note that the expectation can be set in the same way not only for big wins but also for the expectations of the occurrence of advantageous states other than big wins (for example, small win states, time-saving states) and advantageous events (for example, reaches).

[0165] When the performance control device 300 receives a symbol stop command indicating the stop of the special figure variable display game, it sets the stop of the decorative special figure variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to transmit a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 sets the stop of the decorative special figure variable display game after the elapse of the variable time from the start of the decorative special figure variable display game.

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

[0167] When the performance control device 300 receives a special figure 1 hold number command or a special figure 2 hold number command, on the display device 41 or the like, it displays a hold display corresponding to the start memory (hold) by the same number as the special figure 1 hold number or the special figure 2 hold number. When the performance control device 300 receives a preview variable pattern command and a preview stop symbol command as preview commands, it selects and sets a preview notice performance (preview performance, preview notice) with a lottery probability corresponding to the preview command. Examples of the preview notice performance include a continuous notice performance and a hold change notice. Examples of the continuous notice performance include a chance preview performance related to a decorative stop symbol.

[0168] When the performance control device 300 receives a left hitting instruction notice command and a right hitting instruction notice command as hitting method instruction notice commands, on the display device 41, it can execute a left hitting instruction display and a right hitting instruction display corresponding to each command. When the performance control device 300 receives a specific area passing command, on the display device 41, it may execute a performance to bless and notify a V win.

[0169] In addition, it is assumed that the effect control device 300 can receive commands necessary for control from the game control device 100 other than those described above.

[0170] 〔Partial enlarged view of the game board〕 FIG. 5 is an enlarged view of a part of FIG. 2.

[0171] As shown in FIG. 5, a detection area 32c is formed in the upstream part of the game area 32 on the left side of the game board 30. Further, a sensor 90 is provided as a photosensor within the frame of the window 40 adjacent to the detection area 32c.

[0172] The sensor 90 includes a light emitting element 91 and a light receiving element 92, and detects a game ball passing through the detection area 32c. A mirror 93 is provided as a reflector for reflecting light on the opposite side of the left game area 32 (the right wall side of the launch passage 29) so as to face the sensor 90, and a region having a predetermined width in a substantially left-right direction sandwiched between the sensor 90 and the mirror 93 becomes the detection area 32c. Since the detection area 32c is formed so as to cross the left game area 32 in a substantially left-right direction, all game balls flowing down the left side of the game area 32 (game balls during left shots) can be detected by the sensor 90. Note that the sensor 90 and the mirror 93 may be provided at positions other than those shown in FIG. 5 as long as they are upstream of the entrance 32a (warp) to the stage 32b, and the detection area 32c can be formed at a desired position.

[0173] For example, a retroreflective type is used for the sensor 90. The light (signal light) emitted from the light emitting element 91 of the sensor 90 is reflected by the mirror 93 and then received by the light receiving element 92. By blocking (shading) the light emitted from the light emitting element 91 with a game ball as a detection object, a game ball passing through the detection area 32c can be detected.

[0174] Further, the sensor 90 can output, as a signal (light reception signal), whether or not the light emitted from the light emitting element 91 is received by the light receiving element 92 to the input unit 120 of the game control device 100. Then, the game control device 100 can detect a game ball passing through the detection area 32c based on the signal output from the sensor 90. The game control device 100 can execute game control according to the detection of the game ball or the number of detected game balls, and can transmit a command to the effect control device 300 to cause the effect control device 300 to execute notification. Note that a configuration is also possible in which the signal output from the sensor 90 is directly input to the effect control device 300, and notification is executed according to the detection of the game ball or the number of detected game balls.

[0175] As shown in FIG. 5, a plurality of obstacle pins are arranged in the vicinity of the detection area 32c on the upstream side (upper side) of the detection area 32c so as to attenuate the downward flow tendency (downward flow tendency) of the game balls passing through the detection area 32c. Further, the obstacle pins arranged on the upstream side of the detection area 32c are provided to prevent the game balls flowing down from colliding with the sensor 90 and the mirror 93. Note that the sensor 90 of the present embodiment is provided within the frame of the window portion 40 so that the game balls flowing down cannot collide with it.

[0176] On the downstream side (lower side) of the detection area 32c, a plurality of obstacle pins are arranged away from the detection area 32c so that the game balls that have passed through the detection area 32c do not bounce back and re-enter the detection area 32c. Specifically, the distance d2 from the detection area 32c to the obstacle pin arranged at the closest position on the downstream side is longer than the distance d1 from the detection area 32c to the obstacle pin arranged at the closest position on the upstream side (d1 < d2).

[0177] 〔Screen transition diagram at the time of game ball detection〕 FIG. 6 is a screen transition diagram showing the display screen of the display device in time series, and is an example of screen transition when the sensor 90 detects a game ball.

[0178] In (A), in the time-saving state (specific game state, ordinary power support state), the variable display game is not being executed, and a customer waiting screen corresponding to the customer waiting state is displayed on the display screen of the display device 41.

[0179] On the display screen of the display device 41, a plurality of variable display areas 610 (left area 610A, right area 610B, middle area 610C), variable display area 615, and start memory display areas (reserved digestion area 640, first reserved display section 630a (see FIG. 7), second reserved display section 630b) are provided. The decorative special symbols (identification information, large symbols (symbols)) of the variable display area 610, namely left symbol A, right symbol B, and middle symbol C, and the small symbols of the variable display area 615 are stopped and displayed ("746"). Also, since the variable display game is not being executed, no variable-in-progress reservation display is shown in the reserved digestion area 640.

[0180] In the special figure 1 reservation number display section 650 and the special figure 2 reservation number display section 660, the number "0" indicating the special figure 1 reservation number and the number "0" indicating the special figure 2 reservation number are respectively displayed, and no reservation display is shown in the second reserved display section 630b. The second reserved display section 630b displays a reservation display corresponding to the start memory (the second start memory of the special figure 2 variable display game in FIG. 6) of the main variable display game in the time-saving state. Note that in (A) of FIG. 6, only the second reserved display section 630b is shown, but the first reserved display section 630a may be provided to display a reservation display corresponding to the first start memory of the subordinate special figure 1 variable display game.

[0181] The effect control device 300 displays a right hit instruction display 670 for instructing the player to perform a right hit on the display screen of the display device 41 in the time-saving state. For example, the right hit instruction display 670 is composed of a character display 670a reading "right hit" and an arrow display 670b pointing to the right. Usually, the player performs a right hit and a game (right hit game) is played so that the game ball flows down to the right game area 32. However, when a game ball passing through the detection area 32c formed in the left game area 32 is detected during the right hit game, a special notification 671 is displayed on the display screen as shown in (B).

[0182] In (a), a special notification 671 is displayed on the display screen by detecting a game ball passing through the detection area 32c.

[0183] For the special notification 671, characters such as "Please return to hitting right" are displayed. The special notification 671 is preferentially displayed above the variable display area 610 (the front layer), and a part of the decorative special symbol in the variable display area 610 overlaps and is hidden by the special notification 671. In this way, by displaying the special notification 671 more visibly in front of the player than the decorative special symbol, it is possible to easily inform the player that a left hit has been accidentally made during a right hit game. Also, unlike a conventional gaming machine that waits for a game ball to win in the start winning opening 36, in the gaming machine 10 of the present embodiment, when a game ball passes through the detection area 32c formed upstream of the start winning opening 36, the special notification 671 is made. Therefore, it is possible to inform the player early that a left hit is being made, and it is possible to avoid wasting game balls, thereby enhancing the interest of the game.

[0184] Also, even after the special notification 671 is made, by continuously detecting a game ball passing through the detection area 32c, a predetermined notification 672 is displayed on the display screen as shown in (c). Note that the customer waiting demo is started after a predetermined time has elapsed since the start of the customer waiting state, but it is possible to prevent a transition to the customer waiting demo when a game ball is being detected.

[0185] In (c), when a predetermined number (for example, 10 balls) of game balls passing through the detection area 32c are detected during a right hit game, a predetermined notification 672 is displayed on the display screen.

[0186] In the predetermined notification 672, characters such as "15 more times until the game stops" are displayed, for example. Also, the value of the number of times displayed in the predetermined notification 672 is decremented by -1 each time a game ball passing through the detection area 32c is detected (for example, "15 times" → "14 times"). The predetermined notification 672 is displayed at a position different from the special notification 671, and the player can visually recognize both the predetermined notification 672 and the special notification 671. Therefore, by having the player visually recognize the value that is decremented by -1 in the predetermined notification 672, it becomes easier for the player to recognize that the game is not being played normally. Also, since the predetermined notification 672 is performed after detecting a predetermined number of game balls passing through the detection area 32c, compared to the case of notifying when a game ball wins the start winning opening 36 multiple times, it is possible to notify reliably at an earlier stage and prevent wasteful shooting of game balls.

[0187] After that, when 15 game balls passing through the detection area 32c are detected after the predetermined notification 672 is displayed, a special notification 673 is displayed on the display screen as shown in (E).

[0188] (E) shows that in the case of a right-handed game, when a predetermined number (for example, 25 balls) of game balls passing through the detection area 32c are detected, a special notification 673 is displayed on the display screen. That is, in the case of a right-handed game, when a predetermined number (for example, 10 balls) of game balls passing through the detection area 32c are detected, the predetermined notification 672 is displayed, and then, for example, when 15 more balls are detected and the second predetermined number (for example, 10 + 15 = 25 balls) is reached, the special notification 673 is displayed.

[0189] For the special notification 673, characters such as "The game will be stopped because it is regarded as an improper act" are displayed. The special notification 673 is displayed with priority over the layer in front of the special notification 671. Even if the special notification 673 overlaps with part or all of the special notification 671, it covers and obscures part or all of the special notification 671 on the front side. In the game control device 100, when it is determined in the error monitoring process that an irregularity or abnormality has occurred, the game is stopped. Therefore, even if a player who continues to make left strikes instead of right strikes after visually recognizing the predetermined notification 672 has some improper intention, the game can be stopped to prevent improprieties. Also, when the game is stopped, even if a player who cannot read the characters on the display screen (e.g., Japanese such as the character display 670a) is playing, the number of game balls lost due to an unfavorable way of hitting can be reduced.

[0190] Note that in (e), the special notification 671 is displayed on the back side of the special notification 673, but the special notification 673 may be executed with priority and the special notification 671 may not be executed and be made non-displayed. Also, in (e), the special notification 673 is executed with priority and the predetermined notification 672 is not executed and is made non-displayed, but for example, the predetermined notification 672 may be executed to display characters such as "There are 0 more times until the game stops". Even when the special notification 672 is executed, the special notification 673 is displayed with priority over the layer in front of the predetermined notification 672.

[0191] Also, the effect control device 300 can execute the same notifications (special notification 671, predetermined notification 672, special notification 673) not only in the time-saving state (specific game state, general power support state), but also when a left strike is made in the right strike state (probability variation state (specific game state), big win state (special game state), small win state (special game state)) where the game balls are less likely to decrease or more likely to increase compared to the normal game state (normal state, left strike state).

[0192] FIG. 7 is a screen transition diagram for explaining the mode of the game mode function during the customer waiting screen or the variable display game (variable game).

[0193] (C) In this case, a customer waiting screen is being displayed on the display screen of the display device 41. The decorative special symbol in the variable display area 610 and the small symbol in the variable display area 615 are stopped (displayed as "746"), and the numbers "0" are displayed in the special figure 1 remaining number display section 650 and the special figure 2 remaining number display section 660 respectively. Adjacent to the remaining number digestion area 640, a first remaining display section 630a is displayed. The first remaining display section 630a displays a remaining display corresponding to the start memory of the main variable display game (the first start memory of the special figure 1 variable display game in FIG. 7) during the normal gaming state.

[0194] Also, when the customer waiting screen is being displayed, an effect button image 680 imitating the effect button 25 and characters such as "MENU" and "For Beginners, This Way" can be displayed on the display screen.

[0195] The effect button image 680 is an image that guides (suggests, explains) that the player can call up the menu display screen by pressing the effect button 25. When the player presses the effect button 25, as shown in (E), the display screen transitions to the menu display screen.

[0196] (E) is the display screen on which the menu display screen is being displayed. On the menu display screen, a menu 690 for making various settings is displayed, and within the menu 690, a plurality of objects indicating game mode, volume / light amount adjustment, auto ON / OFF, initialization, etc. are displayed so as to be selectable. Also, the selected object (for example, effect customization) can be displayed in a different manner (high brightness, thick frame, different color, animation, etc.) from other objects.

[0197] In the game mode, the display mode during the game can be set. In the volume / light amount adjustment, the volume of the speaker 19 and the light amount of the display screen, etc. can be adjusted. In the auto ON / OFF, the automatic operation (auto) of the effect button 25 when an effect requiring the pressing of the effect button 25 occurs can be set, and initialization can return the settings made in the menu 690 to the default (initial state).

[0198] Next to menu 690, menu description image 691 is displayed. On menu description image 691, an explanation of the selected object is displayed. For example, when a game mode is selected, as an explanation of the game mode, characters saying "You can set the display mode during the game" are displayed.

[0199] The player can select the content of the menu by operating the direction key switch 450 (direction key SW, cross key switch) up and down, and can determine the selected menu by pressing a button provided at or near the center of the direction key switch 450. Also, on the display screen, a direction key switch image 681 that guides that the direction key switch 450 can be operated and a button image 682 that guides that a determination operation can be performed by a button are displayed. Also, the effect button image 680 is displayed at a location where characters such as "Menu End" are given and do not interfere with other displays, guiding the player that the menu display screen can be ended. For example, when a menu is determined by pressing a button while a game mode is selected, the display screen transitions to the game mode setting screen as shown in (c).

[0200] (c) shows that the game mode setting screen is displayed on the display screen. On the setting screen, a normal mode in which a normal game can be played and a beginner mode that displays a guideline for beginners (guidance, hitting method guideline) can be selected and set. Also, an explanation of the selected mode name is displayed next to these mode names. For example, when the beginner mode is selected, characters saying "Displays a guideline for beginners." are displayed as an explanation of the beginner mode. When "Return to Menu Display" is selected, the display screen transitions (returns) to the menu display screen shown in (g).

[0201] (g) is the display screen during the variable display game (variable game) in the beginner mode. In the display screen, the variable display game is performed based on the start memory corresponding to the variable hold display 633 in the hold digestion area 640, and the decorative special symbol in the variable display area 610 and the small symbol in the variable display area 615 are variably displayed ("↓↓↓").

[0202] After the beginner mode is set in the game mode setting and the game starts, as shown in (c), the beginner's guideline 683 (specific notification) and the mode display 684 indicating that it is the beginner mode are displayed at a position where they do not interfere with the game (for example, the upper part or the upper right corner of the display screen). For example, the characters "Beginner" are displayed on the mode display 684.

[0203] For example, when the left-handed game corresponding to the normal game state is being played, the characters "Good! Continue with the current hitting method!" are displayed on the guideline 683. Whether the left-handed game is being played can be determined by detecting the game ball passing through the detection area 32c. Therefore, compared with the case where the winning of the game ball into the start winning opening 36 is used for the determination of the left-handed game, it is possible to detect earlier that the game ball is flowing down in the left game area 32. As a result, it is possible to notify the player earlier and clearly whether the current hitting method is the correct one, making the game easier to understand and enhancing the interest of the game.

[0204] Note that the notification (specific notification) to the player by the guideline 683 does not have to be performed immediately when the game ball is detected in the detection area 32c, and it may be notified after a predetermined time (for example, 5 seconds) has elapsed after the detection. By delaying the notification of the guideline 683 in this way, it is easier for the player who has carefully confirmed the flow of the first few balls at the start to notice the guideline 683 when shifting the line of sight to the display screen, and the interest of the game can be enhanced.

[0205] [Operation and effect of the embodiment or its modification] In this embodiment, a gaming machine 10 capable of executing effects related to the game can execute a special notification 671 (notification saying "Please return to right-handed shooting") regarding a recommended shooting mode (right-handed game) of the game ball when a game ball is detected by a predetermined sensor 90 during a specific gaming state (time-saving state, normal power support state, high base state) in which it is easier for the game ball to win in the start opening (second start winning opening, second start opening, start opening 2, second start winning area) than in the normal state (normal gaming state, low base state). Also, when a game ball is detected (detected) by a predetermined sensor 90 during the specific gaming state, a special notification 673 (notification saying "The game will be stopped because it is regarded as an improper act") regarding the progress of the game can be executed.

[0206] According to such a gaming machine 10, all of the game balls shot left-handed, for example, can be immediately detected (detected) by a predetermined sensor 90 dedicated to left-handed detection. Therefore, it is possible to discover early an improper left-handed game during the specific gaming state and to notify the player earlier. As a result, it is possible to easily guide the player to the correct shooting mode of the game ball (for example, shooting right-handed during the high base state), and reduce the number of game balls lost due to a shooting mode (way of shooting) disadvantageous to the player, thus enhancing the interest of the game. Also, according to such a gaming machine 10, the special notification 671 and the special notification 673 can notify the shooting mode (way of shooting) recommended during the specific gaming state and can notify the influence on the progress of the game due to a disadvantageous shooting mode that is not recommended. For this reason, it becomes less likely for the player to play the game in a disadvantageous shooting mode, and the interest of the game can be enhanced.

[0207] In this embodiment, when a game ball is detected by a predetermined sensor 90 during the normal state (normal gaming state, low base state), the gaming machine 10 can execute a specific notification (guideline 683, notification saying "Good! Continue with the current way of shooting") different from the special notification 671 (notification saying "Please return to right-handed shooting") regarding the recommended shooting mode (right-handed game) of the game ball.

[0208] According to such a gaming machine 10, when a game ball struck to the left is detected by the sensor 90, a specific notification (guideline 683) is executed. Thus, even a beginner player who is not used to the way of hitting can immediately confirm whether the current way of hitting is the correct one. In this way, by notifying the player about the guidance (guide) on the current way of hitting earlier through the specific notification (guideline 683), the game can be made easier for the player to understand, and the interest of the game can be enhanced.

[0209] In this embodiment, the gaming machine 10 capable of executing an effect related to the game on the display device 41 can execute a special notification 671 (notification saying "Please return to hitting to the right") regarding the recommended firing mode (right hitting game) of the game ball when a game ball is detected by a predetermined sensor 90 during a specific gaming state (time-saving state, general power support state, high base state) in which it is easier for the game ball to win in the start port (second start winning port, second start port, start port 2, second start winning area) than in the normal state (normal gaming state, low base state). When a game ball is detected by a predetermined sensor 90 during the specific gaming state, a special notification 673 (notification saying "The game will be stopped because it is regarded as an improper act") regarding the progress of the game can be executed. When the execution conditions of the special notification 671 regarding the recommended firing mode of the game ball and the execution conditions of the special notification 673 regarding the progress of the game are satisfied, the special notification 673 is executed with priority over the special notification 671 on the display device 41.

[0210] According to such a gaming machine 10, since a predetermined sensor 90 dedicated to detecting left strikes can detect (detect) all the gaming balls struck on the left immediately, for example, it is possible to quickly discover a non-recommended left strike game during a specific gaming state and notify the player earlier. Also, according to such a gaming machine 10, with the special notification 671 and the special notification 673, it is possible to notify the firing mode (way of hitting) recommended during a specific gaming state and notify the impact on the progress of the game due to a non-recommended and disadvantageous firing mode. Therefore, it becomes less likely for the player to play the game in a disadvantageous firing mode, and the interest of the game can be enhanced. Also, since the special notification 673 is executed preferentially over the special notification 671, information regarding the progress of the game (for example, the game stopping being regarded as an illegal act) can be more easily conveyed to the player.

[0211] In this embodiment, when the gaming machine 10 detects a gaming ball by a predetermined sensor 90 when the execution condition of the special notification 671 is satisfied, the special notification 671 and a predetermined notification 672 different from the special notification 671 (notification of "15 more times until the game stops") are simultaneously executed on the display device 41. When the execution condition of the special notification 673 is satisfied, the special notification 673 is executed preferentially over the predetermined notification 672 on the display device 41.

[0212] According to such a gaming machine 10, since the special notification 671 and the predetermined notification 672 are simultaneously executed on the display device 41, it becomes easier for the player to return to the correct way of hitting (right strike game) recommended by following the instruction of the special notification 671 while seeing the remaining number of times of the predetermined notification 672 which is an additional notification (remaining number of times until the game stops, etc.). Also, since the special notification 673 is executed preferentially over the predetermined notification 672, information regarding the progress of the game (for example, the game stopping being regarded as an illegal act) can be more easily conveyed to the player. As a result, the number of gaming balls lost due to a hitting method disadvantageous to the player can be reduced, and the interest of the game can be enhanced.

[0213] In this embodiment, a gaming machine 10 capable of executing an effect related to a game can execute a special notification 671 (a notification saying "Please return to hitting the ball to the right") regarding a recommended firing mode (right-handed game) of a game ball when a predetermined sensor 90 detects a game ball while in a specific gaming state (time-saving state, normal power support state, high base state) in which it is easier for a game ball to win in a start port (second start winning port, second start port, start port 2, second start winning area) than in a normal state (normal gaming state, low base state). The predetermined sensor 90 can detect all game balls passing through a detection area 32c with a predetermined width (between the sensor 90 and the mirror 93).

[0214] According to such a gaming machine 10, since a game ball hit left-handed can be immediately detected by a predetermined sensor 90 dedicated to left-handed detection that can detect all game balls passing through a detection area 32c with a predetermined width, a non-recommended left-handed game during a specific gaming state can be discovered early, and notification to the player can be made earlier. As a result, the player can be quickly and easily guided to the correct firing mode of the game ball (for example, hitting the ball to the right during the high base state), so the interest of the game can be enhanced.

[0215] In this embodiment, the gaming machine 10 has a plurality of obstacle pins that can change the rolling direction of the game ball. The obstacle pins are arranged on the upstream side of the detection area 32c so as to be able to attenuate the flowing-down tendency of the game ball passing through the detection area 32c, and are not arranged at a position where the game ball bounces back and re-enters the detection area 32c on the downstream side of the detection area 32c.

[0216] According to such a gaming machine 10, since the obstacle pins arranged on the upstream side of the detection area 32c can pass the detection area with the momentum of the game ball immediately before detection effectively attenuated, it is possible to easily detect the game ball. Further, the obstacle pins arranged on the downstream side of the detection area 32c can prevent the game ball that has passed through the detection area 32c from bouncing back and returning to the detection area 32c again. Furthermore, since the momentum of the game ball is attenuated on the upstream side of the detection area 32c, it is possible to more effectively suppress the game ball from bouncing back and returning to the detection area again. As a result, it is possible to prevent the sensor 90 from double-counting the game balls in the detection area 32c, and the detection accuracy can be improved.

[0217] Note that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of the technical idea thereof, and it is obvious that those are also included in the technical scope of the present invention. For example, it is also possible to replace the time-limited state with a probability-variable state. For example, a part of the processing executed by the game control device can be executed by the effect control device, and conversely, a part of the processing executed by the effect control device can be executed by the game control device. For example, it is also possible to variously combine a plurality of embodiments and a plurality of modification examples. Further, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all changes within the meaning and scope equivalent to the claims are included.

[0218] For example, when applying the above-described embodiment to a slot machine, the game medium used in the game becomes medals (coins) instead of game balls, and the number of bonus balls is replaced by the number of medals paid out (awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the accessory ratio is the ratio (%) of the number of medals paid out by various bonuses among the number of medals paid out during a predetermined period.

Explanation of Signs

[0219] 10 Gaming machine 25 Performance button 30 Game board 32 Game area 32c Detection area 34 Normal figure start gate 36 First start winning opening (first start opening, first start winning area) 37 Normal variable winning device (second start opening, second start winning area) 39 Special variable winning device 41 Display device 50 Collective display device (LED) 90 Sensor 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

1. In a gaming machine capable of executing a game-related presentation on a display device, when a game ball is detected by a predetermined sensor during a specific gaming state in which it is easier for the game ball to win in the start port than in the normal state, it is possible to execute a special notification regarding the recommended launch mode of the game ball, when a game ball is detected by the predetermined sensor during the specific gaming state, it is possible to execute a special notification regarding the progress of the game, A gaming machine characterized in that when the execution conditions for the special notification regarding the recommended launch mode of the game ball and the execution conditions for the special notification regarding the progress of the game are satisfied, the special notification is executed with priority over the special notification on the display device.

2. When a game ball is detected by the predetermined sensor while the execution condition of the special notification is satisfied, the special notification and a predetermined notification different from the special notification are simultaneously executed on the display device, The gaming machine according to claim 1, characterized in that when the execution condition of the special notification is satisfied, the special notification is executed with priority over the predetermined notification on the display device.

Citation Information

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