Game machine
By integrating display means to show game history information during errors and making game info non-displayable under certain conditions, the gaming machine maintains player engagement and enhances the gaming experience.
Patent Information
- Application Number
- JP2025043056
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-18
- Publication Date
- 2025-07-03
AI Technical Summary
Conventional gaming machines fail to provide enhanced player engagement and understanding of game history information when errors occur, leading to a diminished gaming experience.
Incorporating multiple display means in gaming machines to display game history information even during error states, with a third display means that can make game information non-displayable under specific conditions, thereby maintaining player engagement.
Enhances player interest by allowing continued interaction with game history information during errors, improving overall gaming experience.
Smart Images

Figure 2025100554000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been a gaming machine that can cancel an error generated by operating a reset switch (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 the conventional gaming machine, even when the game stops after an error occurs, there is room to make the information regarding the game history easier for the player to understand and improve the interest of the game.
[0005] Therefore, an object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0006] In a typical embodiment of the present invention, in a gaming machine capable of executing a game, the gaming machine includes a plurality of display means. Among the plurality of display means, a first display means is capable of executing a variable game by executing the game. Among the plurality of display means, a second display means is capable of displaying game history information as information related to the game history. Among the plurality of display means, a third display means is capable of displaying game information as information related to the game. There may be a specific error state that cannot be released by operating a reset switch. Even in the specific error state, the second display means is capable of displaying the game history information. When the third display means enters a game stop state when a predetermined condition is satisfied in the specific error state, the third display means can make the game information non-displayable.
Advantages of the Invention
[0007] According to one embodiment of the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0008]
Figure 1
Figure 2
Figure 3
Figure 4
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Figure 9
Figure 10
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 gaming media circulate inside the gaming machine and are not given gaming value on trays such as the upper tray. The gaming value is given as numerical data instead of the gaming 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). Also, 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 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 of the game board 30 is attached. The cover glass 14 functions as a game visual recognition 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 for holding the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be gained to the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, access can be gained to the 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 arranged at the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decorative devices 18a, 18b, 18c capable of performing light emission effects according to the game state are arranged at the upper part, the right side part, and the left side part of the glass frame 15. The decorative 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 decorative devices 18a, 18b, 18c together constitute the frame decorative device 18.
[0016] Upper speakers 19a are respectively arranged at the upper right corner part and the upper left corner part 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 arranged 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 the operation panel extending left and right at the lower part of the glass frame 15, and is an operation device including an effect button 25 and a direction key switch 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see FIG. 4) that detects when it is pressed down. A plurality of performance 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 composed of 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 performance LED 46 with two left and right switches and adjusts the volume (+-) of the speaker 19 (upper speaker 19a and lower speaker 19b) with two front and rear switches.
[0019] By the player operating the performance operation device (especially the performance button 25), it is possible to perform an effect that intervenes the player's operation in a special figure variation display game or the like displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of the variation display game. The variation display game includes a special figure variation display game (special symbol variation display game). When simply referred to as a variation display game, unless otherwise specified, this specification refers to a special figure variation display game.
[0020] Also, not only during the execution of the variation display game, but also when the player operates the performance operation device during non-execution, the performance content may be changed.
[0021] Note that the gaming states when the variable display game is executed consist of a plurality of gaming states. The normal gaming state (normal state) is a gaming state in which no special gaming state has occurred, and basically it is a low base state with a low ball payout rate (base value). Also, the special gaming state is an abnormal gaming state, and includes a specific gaming state, a special gaming state, etc. For example, in the specific gaming state, there are a general power support state (high base state) in which it is easy to win at the second start winning opening of the normal variable winning device 37, and a state (probability variation state, probability variable 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 gaming state includes a big win state, a small win gaming state (small win state), etc. The high base state is a state with a higher ball payout rate (base value) than the normal gaming state, and the general power support state corresponds to it. Note that since the special gaming state also has a large number of acquired balls, it may be included in the high base state. The game control device 100 (gaming state selection means, setting means) can select (set) one gaming state from among the plurality of gaming states as the current gaming 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 launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launching speed of the game balls 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 launching momentum (speed), which is the momentum of launching game balls into the game area 32, corresponding to the operation of the operation handle 24 by the player, and can launch game balls in various launching modes with different launching momenta. The launching modes (ways of hitting) corresponding to the launching operation (operation amount) of the operation handle 24 include a left hit (normal hit) in which the game balls flow down on the left side of the game area 32 and a right hit in which the game balls flow 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 game 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 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 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 insertion part 203 into which cash can be inserted as banknotes. The amount of the inserted money into the cash insertion 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 balls held by the card. The return operation unit 213 is operated when receiving the return of the card inserted into the card unit 201. The number of game balls held by the card 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. Also, the card unit 201 is provided with an input / output unit for connecting to a hall computer installed in a game arcade (game hall). The hall computer can communicate with a server installed in a data center outside the game arcade via a network.
[0029] 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. Also, the CPU 220a increases the number of balls held on the gaming machine side according to the operation signal from the ball lending operation part 211 or the payout operation part 212, and controls to return the card according to the operation signal from the return operation part 213. Further, 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 balls held on the gaming machine side, which is 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 balls held on the gaming machine side (usable game value number), which is the number of usable game balls that the player can use. As an example, the ball number display part 217 is configured by arranging a plurality (for example, 6) of 7-segment LED lamps and can display a plurality (6 digits) of numbers.
[0032] The gaming machine 10 includes a count operation part 218, and the count operation part 218 is operated when the player ends the game on the gaming machine 10. When a pushing operation is performed on the count operation part 218, the above-mentioned count signal is output. The gaming machine 10 includes a count notification part 218a, and the count notification part 218a notifies whether it is in a countable state. As an example, the ball number display part 217, the count operation part 218, and the count notification part 218a are arranged on the front side of the glass frame 15.
[0033] Note that the number of prize balls (number of awarded game balls, number of awarded game values, amount of awarded game values) given to the player is added to the number of balls held by the gaming machine (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 (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 and adding the number of prize balls gives the new number of balls held by the gaming machine.
[0034] 〔Game Board〕 Subsequently, 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 a game ball from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game ball 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 flowing direction of the game ball, and the launched game ball flows down the game area 32 while changing its 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. Behind the window portion 40, a display device 41 is arranged as an effect display device (variable display device) for variably displaying a plurality of identification information. 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 (movement effects, rotation effects) as effect movable bodies 44 (movable accessory, see FIG. 4).
[0039] A normal symbol start gate (general symbol start gate) 34 is provided in the game area 32 to the right of the window 40. 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 thrown into the game area 32 passes through the general symbol start gate 34, a general symbol variable display game is executed.
[0040] A general winning opening 35 (general winning area) is arranged in the game area 32 at the lower left of the window 40, and a general winning opening 35 is also arranged in the game area 32 at the lower right of the window 40. The winning of a game ball into these general winning openings 35 is detected by a winning opening switch (SW) 35a(1 - n) provided in the general winning opening 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, below the normal figure start gate 34, 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. The normal variable winning device 37 includes a movable member 37b (movable piece) that rotates forward or the like to convert to a state where 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 left, and in the normal variable winning device 37, it is easier for the game ball to win when hitting right.
[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) where it is easy for the game ball to flow into the normal variable winning device 37. If the movable member 37b is not in the open state (winning easy state), it becomes a closed state (non-winning easy state, winning difficult state) where it is difficult for the game ball to flow into the normal variable winning device 37. 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] Note that the movable member 37b is controlled by a game control device 100 described later. The game control device 100 increases the occurrence frequency of the winning easy state by shortening the variable time of the normal figure variable display game or making the winning probability of the normal figure variable display game higher than normal, or makes the occurrence time of the winning easy state longer than that in the winning easy state occurring in the normal game state where no special game is performed, thereby generating a time-saving state (normal electric support state) as a specific game state. Note that the time-saving state (normal electric support state) also occurs repeatedly in the probability-variable state (excluding the latent probability-variable state).
[0044] Below the game area 32 below the normal variable winning device 37, there is provided a special variable winning device 39 having an opening / closing door 39c that operates by a big winning opening solenoid 39b (see FIG. 3) or the like to open the big winning opening (big winning area). The special variable 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 variable 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 / number of probability-variable times after the jackpot ends). In addition, inside the big winning opening, a big winning opening switch 39a (count switch) (see FIG. 3) is provided as a detection means for detecting game balls that have entered the big winning opening. Note that in the special variable winning device 39, game balls are more likely to win when hitting the right side.
[0045] Inside the special variable winning device 39, a specific area 86 (so-called V winning opening) is provided. For example, when a game ball enters the specific area 86 (V winning opening, V winning area) after the opening / closing door 39c is opened by a small win, the jackpot is determined. The specific area 86 may be opened for a long time only during a small win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball through the specific area 86 (V winning) via a sensor (specific area switch 72 described later) or the like, and when detecting a V winning, determines to shift to a jackpot state (V winning jackpot 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 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 wins in the specific area 86 (V winning opening) inside the special variable winning device 39, and a jackpot occurs. Note that the configuration of this embodiment is also applicable to gaming machines other than one-type two-type hybrid machines.
[0047] When a game ball wins a prize at the general winning opening 35, the start winning opening 36, the normal variable winning device 37, or the big winning opening 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 opening as numerical data and adds it to the number of balls held on the gaming machine side (the number of available game balls, the number of available game value balls). Also, in the lower game area 32, there is an out opening 30b for collecting game balls that did not win a prize at the winning opening or the like. Further, in the general winning opening 35, the start winning opening 36, the normal variable winning device 37, the special variable winning device 39, and the vicinity thereof, there are arranged effect LEDs 46 that can emit light when a game ball wins a prize or the like.
[0048] Also, outside the game area 32 and at the lower right corner of the game board main body 30a, there is provided an integrated 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 general figure variable display game. The integrated 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 integrated 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 an aggregate of a plurality of LED lamps, a variable display part 53 (general figure display, 3 LED lamps) for the general figure variable display game, and a storage display part (special figure 1 hold display 54, special figure 2 hold display 55, general 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 general figure hold display 56 is composed of 2 LED lamps.
[0050] In addition, the batch display device 50 is provided with a first game state display unit 57 (first game state display, one LED lamp) for notifying whether it is a right-handed time (when it should be right-handed) or a left-handed time (normal hitting time), a second game state display unit 58 (second game state display, one 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 unit 59 (third game state display, probability state display unit, one LED lamp) that displays that the probability state of the jackpot is in a high probability state when the gaming machine 10 is powered on, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of jackpot (the number of opening and closing times of the special variable winning device 39, the upper limit value of the number of rounds).
[0051] In the special figure 1 display 51 and the special figure 2 display 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, a part or all of a plurality of LED lamps). Note that a plurality of types of identification information (symbols) may be variably displayed while being replaced. Also, 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 every predetermined time), 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 figure display 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. Also, the general figure display 53 can be appropriately configured in the same manner as the special figure 1 display 51 and the special figure 2 display 52. Thus, since the symbol (special symbol or normal symbol), which is the display (display mode, display state) of the special figure 1 display 51, the special figure 2 display 52, or the general figure display 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 figure variable display game and the special figure variable display game will be described.
[0053] In the gaming machine 10, a game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls flow down through the game area 32 while changing their rolling directions by obstacle pins, windmills, etc. arranged at various locations within the game area 32, and enter or fall into the general start gate 34, the general winning opening 35, the start winning opening 36, the normal variable winning device 37, or the special variable winning device 39, or flow into the out port 30b provided at the lowermost part of the game area 32 and are discharged from the game area 32. When a game ball wins in the general winning opening 35, the start winning opening 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 opening 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] A gate switch 34a for detecting a game ball that has passed through the general start gate 34 is provided at the general start gate 34. When a game ball passes through the general start gate 34, it is detected by the gate switch 34a, and a general pattern variable display game is executed based on the determination result of the general pattern random number value (random number value for winning determination) extracted at this time.
[0055] When the general pattern variable display game cannot be started, for example, when the general pattern variable display game has already been played and the game has not ended, or when the result of the general pattern variable display game is a win and the normal variable winning device 37 has been converted to the open state, if a game ball passes through the general start gate 34, if the general start stored number (general pattern hold number) is less than the upper limit number, the stored number is incremented (+1). The game control device 100 (RAM 111c) forms starting storage means for storing a predetermined number up to the upper limit as starting storage for the right to execute a general pattern variable display game with the extracted predetermined random number value (general pattern random number value, general pattern random number) based on the passage of a game ball through the general start gate 34. When there are multiple types of winning results (general pattern winning symbols) for the general pattern variable display game, a general pattern winning symbol random number value for sorting (lottery) the winning results is also extracted, and both the general pattern random number value and the general pattern winning symbol random number value are stored as starting storage.
[0056] In this way, in the general pattern start memory (general pattern hold), a general pattern win random value is stored as a random value for win determination for determining the win or loss of the general pattern variable display game. When this random value for win determination matches the determination value, the general pattern variable display game is a win, and a specific result mode is derived.
[0057] The general pattern variable display game (symbol variable game) is executed on the general pattern display 53 provided in the batch display device 50. The general pattern display 53 is composed of LEDs that indicate a win when in the lit state as general identification information (general symbol, general pattern), and indicate a loss when in the unlit state. By blinking these LEDs, the variable display of the general 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 value extracted when passing through the general pattern start gate 34 is a winning value, the general symbol (general pattern) displayed on the general pattern display 53 stops with a winning result and enters a winning state (general pattern winning state). At this time, when the general electricity 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 entry of game balls into the general variable winning device 37 is permitted. Note that the opening time of the movable member 37b of the general variable winning device 37 for one time (for example, 3 seconds) may be referred to as the general electricity opening time.
[0059] The winning of game balls 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 balls that win in the start winning port 36 are detected as start winning balls for the special pattern 1 variable display game and stored up to a predetermined upper limit number (here, 4). The game balls that win in the general variable winning device 37 are detected as start winning balls for 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 random values as start storage that becomes the execution right of the special pattern variable display game, with a predetermined number as the upper limit, based on the winning of game balls into the start winning areas (start ports) of the start winning port 36 and the general variable winning device 37.
[0060] When detecting the start winning ball of the special figure variable display game, various random values such as the jackpot random value, the jackpot symbol random value, and the variable pattern random value are extracted. These random values are stored as special figure start storage in the special figure reservation 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)). The number of stored special figure start storage is displayed on the special figure 1 reservation display 54 and the special figure 2 reservation display 55 for notifying the start winning number of the batch display device 50, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes the special figure 1 variable display game on the special figure 1 display 51 based on winning in the start winning port 36 or the first start storage (special figure 1 start storage, special figure 1 reservation). Also, the game control device 100 executes the special figure 2 variable display game on the special figure 2 display 52 based on winning in the normal variable winning device 37 or the second start storage (special figure 2 start storage, special figure 2 reservation).
[0062] The special figure 1 variable display game (the first special figure variable display game, the first symbol variable game) and the special figure 2 variable display game (the second special figure variable display game, the 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 mode.
[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] In the display device 41, the decorative special figure variable display game (decorative pattern variable game, production game) is such that the identification information (decorative special pattern, decorative special figure) composed of the above-mentioned numbers, etc. starts variable display (scroll display or rotation display) in the order of left (first special pattern), right (second special pattern), middle (third special pattern), etc., and after a predetermined time, the patterns that are changing are sequentially stopped, and the result of the special figure variable display game is displayed. In 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 pattern) 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 pattern variable game. Also, in the display device 41, various production displays such as the appearance of character images are performed to enhance the interest. In addition, instead of or together with the decorative special figure variable display game, in the display device 41, a decorative normal figure variable display game that varies the identification information (decorative normal figure, decorative normal figure) according to the passage of time corresponding to the normal figure variable display game (pattern variable game) on the normal figure display 53 may be executable by scroll display, rotation display, etc. in the same manner as the decorative special figure variable display game.
[0065] When a game ball wins a prize in 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 displayed pattern as the result of the special figure variable display game, and a jackpot state (special game state) is entered. 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 large winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds) by energizing the large winning opening solenoid 39b (see FIG. 3). That is, the large 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 obtain many game balls as prize balls (game value).
[0067] When a game ball wins a prize at the first start winning opening 36 or the normal variation winning device 37 at a predetermined timing (when the jackpot random value at the time of prize winning detection is a small win value), a special result mode (small win result mode) is derived from the display symbols as a result of the special figure variation display game, and a small win state is entered. Correspondingly, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). Also, a small win random value may be used for the determination of a small win.
[0068] At this time, the special variation 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 opening time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain fewer game values (acquired ball numbers) in the small win state than in the jackpot state. Note that in both the small win state and the jackpot state, the big winning opening is in the open state, and the jackpot state may be called the first special game state, and the small win state may be called the second special game state.
[0069] Here, the difference between a jackpot and a small win will be described.
[0070] A jackpot is a special result accompanied by the operation of a conditional device, and a small win is a special result not accompanied by the operation of a conditional device. The conditional device is something that operates when a jackpot occurs (stop display of jackpot symbols) in the special figure variation display game. When the conditional device operates, for example, it means that a specific flag for continuously operating the special variation winning device 39 as a special electric accessory is set when the jackpot state occurs. Note that the "conditional device" may be software means such as a flag that is turned on and off software-wise as described above, or hardware means such as a switch that is turned on and off electrically.
[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. There is start-up memory for both the special figure 1 variable display game and the special figure 2 variable display game. When the special figure variable display game can be executed, 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 a win (i.e., start-up memory) occurs (win order digestion). When start-up memory for the special figure 1 variable display game and / or the special figure 2 variable display game occurs and the special figure variable display game can be executed, the variable display game based on the oldest-occurring start-up memory may be executed.
[0073] When the special figure 1 variable display game and the special figure 2 variable display game are not distinguished, they are simply referred to as the special figure variable display game.
[0074] 〔Game control device〕 Figure 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 the main control means. The game control device 100 is a main control device that comprehensively controls the game, and includes a game microcomputer 111 (hereinafter referred to as the 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 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 gaming microcomputer 111 may be connected to an oscillation circuit (crystal oscillator) that includes an oscillator such as a crystal oscillator and generates the operating clock of the CPU, timer interrupts, and the clock serving as a reference for the random number generation circuit. Electronic components such as the gaming control device 100 and solenoids and motors driven by the gaming control device 100 are made operable by being supplied with DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400.
[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 gaming 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 that notifies the gaming control device 100 of the occurrence of a power failure and a reset signal that notifies the recovery (return, restoration) from a power failure.
[0077] The backup power supply 420 can be configured with one large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (especially the built-in RAM 111c) of the gaming control device 100 so that the data stored in the RAM 111c is retained even during a power failure or after the power is turned off. The control signal generation unit 430 detects the occurrence of a power failure and outputs a power failure monitoring signal, for example, by monitoring the 32V voltage generated by the normal power supply unit 410 and detecting that it has dropped to, for example, 17V or less. Also, a reset signal is output after a predetermined time has elapsed from the time of power-on or power failure 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 when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop process of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal and resets the entire control system.
[0079] The RAM clear switch 112 is 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, ordinary players 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 stores non-volatilely the 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, stores information related to the game (game information), and serves as a holding storage means capable of retaining the stored information even when a power failure occurs.
[0082] In addition, the ROM 111b stores, for example, a variation pattern table for determining variation patterns (variation modes and variation times) that define, for example, the execution time of a special figure variation display game, the production content, 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 values stored as initial storage to determine the variation pattern. The variation pattern table also includes a losing variation pattern table selected when the result is a miss, a jackpot variation pattern table selected when the result is a jackpot, and the like. The pattern table may include a table for determining a second-half variation pattern, which is a variation pattern after reaching the reach state (such as a second-half variation group table or a second-half variation pattern selection table), and a table for determining a first-half variation pattern, which is a variation pattern before reaching the reach state (such as a first-half variation group table or a first-half variation pattern selection table).
[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 production control device 300, or to generate and output drive signals for the solenoid and the display device to control the entire gaming machine 10. Although not shown, the gaming microcomputer 111 includes a random number generation circuit for generating a jackpot random value for determining a jackpot in a special figure variation display game, a jackpot symbol (jackpot stop symbol), a minor win symbol (minor win stop symbol), a time shortening symbol (support win symbol, support win stop symbol), a special figure symbol random value for determining a variation pattern in a special figure variation display game (including information such as various reach and non-reach variation display information and the execution time of the special figure variation display game), a variation pattern random value for determining a variation pattern, and the like. The random number generation circuit can also generate a general figure win random value for determining a win in a general figure variation display game and a general figure win symbol random value for determining a general figure win result (general figure win symbol).
[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 (big win 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 count, 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] The input unit 120 of the game microcomputer 111 is connected to the gate switch 34a of the normal figure start gate 34, the winning port switch 35a of the general winning port 35, the start port 1 switch 36a in the first start winning port 36, the start port 2 switch 37a in the second start winning port (normal variable winning device 37), and the big winning port switch 39a of the special variable winning device 39, respectively. 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. Also, 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 switch connected to the input unit 120 may be, for example, one that magnetically detects game balls.
[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 into the specific area 86 (V winning opening). 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 opening or the out opening 30b). Note that not only the game balls that have entered the out opening 30b but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening (normal variable winning device 37), the big winning opening, or the general winning opening 35) are guided to and detected by the out ball detection switch 74 via a passage or the like (not shown).
[0088] In addition, various fraud / anomaly sensors 67 (error sensors) that detect 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 that detects 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 (door opening / closing sensor) 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, door opening / closing sensor) for detecting the opening of the front frame provided on the front frame 12 (main body frame) or the like, and a vibration sensor that detects 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 game microcomputer 111 via the data bus. Also, data may be input from the payout control device 200 to the game control device 100 via the input unit 120.
[0090] Data is transmitted from the game 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 game control device 100 and the effect control device 300 is one-way communication that prevents a signal from being input from the effect control device 300 side to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a firing test signal from the output unit 130 to a firing test device of an accreditation agency (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a gaming machine as an actual machine (mass-produced and sold product) installed in a game parlor (gaming hall).
[0092] Also, the output unit 130 is provided with an output port that outputs open / close data of a general electric solenoid 37c that opens the general variable winning device 37, a big winning port solenoid 39b that opens the special variable winning device 39, and a lever solenoid 86b that operates a lever to open a specific area 86. Furthermore, the output unit 130 is provided with a driver that receives an open / close data signal, generates a solenoid drive signal, and outputs it.
[0093] Also, data for turning on / off the LEDs of the batch display device 50 can be output from the output unit 130 as data to be displayed on the batch display device 50 using corresponding output ports and drivers.
[0094] Also, the output unit 130 can output external information regarding the gaming machine 10, such as jackpot information, to the external information terminal 71 using corresponding output ports and drivers. The external information terminal 71 can be connected to, for example, an external device (information collection terminal, hall computer, etc.) installed in a game parlor, and can supply information regarding the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be provided in a number considering the number of types of external information and the number of output destinations of external information.
[0095] Further, 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 port and driver.
[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 it 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 at other locations. For example, the performance display device 152 can display performance information such as the 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 payout rate (base value), the accessory ratio, the number of discharged balls, and the like.
[0098] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of discharged balls (or the number of launched balls introduced into the game area 32), and is calculated by (number of acquired balls ÷ number of discharged balls) × 100 (%). That is, the payout rate is the number of acquired balls (total number of prize balls) per 100 discharged balls. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In 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 by accessory) obtained by winning the big winning opening during the big win state among the total number of 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 (a stopping means) that can generate a game stop state (a game impossible state, a game prohibited state) in which games such as a special symbol variation display game, a normal symbol variation display game, and a round game (a 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 discharged balls are satisfied. In the game stop state, a new special symbol variation display game and a new normal symbol variation display game cannot be started. With the safety device, appropriate countermeasures against fraud can be taken in cases such as when the number of safety balls is abnormally large due to fraud, and there is also a possibility of suppressing 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 (a program) in the game control device 100, and is also called a complete function (or an ending function, a stopping 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 (a predetermined value), and (2) it is neither during a big win nor during 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, it may correspond to the maximum increase width of the difference ball number in a day's business (so-called MY). Also, the operating conditions may be other things. For example, for condition (1), a configuration in which the number of safety balls reaches a predetermined value is also possible. Also, for condition (2), a configuration in which the special variation winning device is not operating, or the big winning opening is not in an open state, is also possible.
[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded in a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.
[0104] Note that the number of launched balls, which is the number of launched balls launched and introduced into the play area 32, may be used instead of the number of ejected balls, and the difference in the number of balls may be the number of safe balls - the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of balls is deducted by -1 each time a game ball is launched by the ball launcher, and is added by +1 each time a foul ball is produced.
[0105] For example, the state of the safety device will be in a non-operated state (an activation notice state, an activation warning state, or a normal state where the safety device is not activated) in response to a difference in the number of balls of less than 90,000. The state of the safety device will be an activation notice state that notifies the activation of the safety device in response to a difference in the number of balls of 90,000 to 94,999. In response to reaching a difference in the number of balls of 95,000, the state will be an activation warning state that warns the activation of the safety device, or an activated state (activated state) where the safety device is activated.
[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if there is a big hit or a small hit, and the activation state will be activated if there is neither a big hit nor a small hit. Therefore, if the safety device is activated before a big hit or a small hit occurs, a game stop state (game prohibition state) will occur immediately after, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big hit or a small hit occurs in a time-saving state or a probability change state.
[0107] On the other hand, when the big win or small win ends and the big win or small win is no longer occurring, the safety device transitions from the activation warning state to the activation state (activating state).
[0108] In the pre-operation notice state, the effect control device 300 causes the display device 41 to display a pre-operation notice display (for example, the characters "Stopping soon"). In the operation warning state of the safety device during small wins or big wins, the effect control device 300 causes the display device 41 to display an operation warning display (for example, the characters "It will stop after the win ends").
[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 causes the display device 41 to display an in-operation display 513 (the characters "Stopping"). When the game control device 100 enters the operating state of the safety device, it 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) 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 the special figure variable display game and the general figure variable display game 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, it transitions to various states (modes).
[0112] When the power is turned on and 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, it is initially 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 gaming 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 and 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] 〔Effect control device〕 Next, the configuration of the effect control device 300 (sub - board) will be described with reference to FIG. 4. FIG. 4 is a block diagram of the effect control system of the gaming machine 10. The effect control device 300 is a sub - control device (sub - board, sub - control means) that can control the image of the display device 41, the sounds of the speakers 19a, 19b, the light emission of the effect LED 46, and / or the movement of the effect movable body 44 according to commands from the gaming control device 100. That is, the effect control device 300 can control effects related to the game. Note that the effect LED 46 may be a full - color LED (light - emitting diode) that can emit light in various emission colors.
[0115] The effect 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, sound effects, etc. 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 working area. Note that a RAM (for example, a cache memory) that provides a working 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, and instructs the VDP 312 on the content of the output video, or gives instructions on the reproduced sound to the sound control unit 314, lights the effect LED 46, controls the driving of the motors and solenoids of the effect moving body 44, and manages the effect time, etc.
[0118] The VDP 312 is provided with a RAM that provides a working area and a scaler for enlarging and reducing images. In addition, 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] In addition, 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 an effect control command signal (effect command).
[0121] In addition, the effect control device 300 is provided with an effect LED control circuit 332 for driving and controlling the effect LEDs 46 (light-emitting diodes) 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, and the like.
[0122] These control circuits 332 and 334 that drive and control 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 allows a game parlor staff member (store clerk, attendant, person in charge, manager) 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 DC 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. 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, the CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for general pattern hit determination (general pattern hit random value) and compares it with the determination value stored in the ROM 111b to determine the hit or miss of the general pattern variable display game.
[0126] Then, a general pattern variation display game is displayed on the general pattern display 53, in which the identification symbol is variably displayed for a predetermined time and then stopped. If the result of the general pattern variation display game is a win, a special result mode is displayed on the general pattern display 53, and the general electric solenoid 37c is operated to control the movable member 37b of the normal variation winning device 37 to be released for a predetermined time (for example, 3 seconds × 2 times) as described above. If the result of the general pattern variation 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 (jackpot random number value) of the special pattern 1 variation display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 1 variation 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 variation 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 (jackpot random number value) of the special pattern 2 variation display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 2 variation 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 variation display game and the special pattern 2 variation display game to the effect control device 300. Then, a special pattern variation display game is displayed on the special pattern 1 display 51 and the special pattern 2 display 52, 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 variation 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 variation winning device 37).
[0130] In addition, based on commands (control signals) from the game control device 100, the effect control device 300 displays 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 on the display device 41. 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 games (such as variation display games).
[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 and enable the inflow of game balls into the big winning opening.
[0132] And, taking the opening of the big winning opening until either of the conditions is achieved, that is, until a predetermined number (for example, 10) of game balls are won in the big winning opening or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the big winning opening, as one round (R), and performing control (cycle game) 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, after the end of the special game state, the game control device 100 can generate a high-probability state (specific game state) as the 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, based on the result pattern, number of executions, etc. of the special figure variable display game, the game control device 100 can generate a time-saving state (specific game state) as the game state. In the time-saving state, control may be performed to put the normal figure variable display game and the normal variable winning device 37 into 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 longer than in 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 compared to normal by changing any one or more of the normal pattern variation time, normal pattern stop time, normal power release count, normal power release time, and normal pattern 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, and the number of times the special pattern variation display game is executed per unit time can be increased compared to the normal game state, and the execution interval of the special pattern variation display game can also be shortened. Also, it is possible to set a plurality of types of time-saving states where the things to be changed are different. Also, in the normal operation state, the movable member 37b may be set not to be released (normal pattern probability is 0). When there are a plurality of types of normal pattern hit results (normal pattern hit symbols), the normal power release time (long-time release, short-time release) and the normal power release count may be changed according to the type of normal pattern hit result (normal pattern hit A, normal pattern hit B, etc.). And depending on the type of time-saving state (normal power support state), the normal power release time and the normal power release count associated with each of the normal pattern hit results may be changed. Also, the high probability state (probability change 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 substantially without normal power support (micro time-saving).
[0139] In the short-time state, there are included a short-time state (a short-time) that occurs immediately after a big win due to a big win, a short-time state (ceiling short-time, b short-time, play time) that occurs due to reaching the ceiling number of times without being caused by a big win, and a short-time state (sudden short-time, c short-time) that occurs due to the stop display of the short-time symbol (support per win) without being caused by a big win. When the number of times of the special symbol variation display game (excluding the number of times in the probability-variable state) executed after the power is turned on or after the big win state ends reaches the ceiling number of times, the game enters the short-time state (play time) even if it does not win a big win or a short-time symbol. Regarding the a short-time (b short-time or c short-time is also possible), there may be a plurality of short-time states (a1, a2, a3, etc.) in which the general power release time and the general power release number of times associated with the general symbol win result (general symbol win symbol) are different. Further, the short-time end condition for ending the short-time state (general power support state) is, for example, that the special symbol variation display game or the general symbol variation display game is executed a predetermined number of times (short-time number of times, power support number of times) in the short-time state. The short-time state when the short-time end condition is defined by the number of times the general symbol variation display game is executed may be called the general symbol ST state.
[0140] After the end of the short-time state, it is possible to generate a remaining hold digestion state in which the second start memory (special symbol 2 start memory, special symbol 2 hold) remaining at the time of short-time end 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 (general power) during the short-time state is digested as a remaining hold, and the special symbol 2 variation display game is executed. Since the remaining hold digestion state executes the special symbol 2 variation display game, it is a state advantageous to the player. Generally, the special symbol 2 variation display game is more advantageous to the player than the special symbol 1 variation display game regarding 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, explaining in more detail, 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 abnormalities 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, various states (modes) are shifted according to 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 repeated interrupts are 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 the special figure variable display game and setting the display of special symbols on the batch display device 50, normal figure game processing for controlling the normal figure variable display game and setting the display of normal 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 port 36 (first start port) or the normal variable winning device 37 (second start port) and start storage occurs, a pre-determination (look-ahead determination) that can pre-determine 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-determination means (look-ahead determination means) that can pre-determine the result of the variable display game based on the start storage before the variable display game based on the start storage is executed.
[0146] Furthermore, in the timer interrupt process, it is possible to execute safety device-related processes that perform processes related to the safety device (complete function), counter ball number counting processes that update a counter for counting the number of counter balls, and the like. In the safety device-related process, 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] When the power is turned on, in the main process started by the game control device 100, it is possible to 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. The RAM initialization-related command includes a RAM initialization command indicating that the RAM is being cleared (initializing), and a RAM clear preparation command indicating that the RAM clear is in preparation.
[0148] Also, in the timer interrupt process, the game control device 100 can transmit commands to the effect control device 300 as follows.
[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-related 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 counter ball information command indicating the number of counter 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 operation command corresponding to the operation state of the safety device.
[0150] The game control device 100 can transmit a waiting customer system command related to a waiting customer state where no game is being played, a variation command indicating a variation pattern of a special figure variation display game, 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 decoration stop symbol command (decoration special figure command) indicating a decoration stop symbol displayed on the display device 41, a symbol stop command indicating the stop of the special figure variation display game, and a win-related command corresponding to each stage of the big win state or the small win state. Here, the waiting customer system command includes a waiting customer demo command for instructing a waiting customer demo such as a movie demo on the demo screen. Further, the win-related command includes an opening command (fanfare command) corresponding to the opening (fanfare) of a small win or a big win, a round command corresponding to a round of a small win or a big win, an interval command corresponding to an interval between rounds, and an ending command corresponding to the ending of a big win or a small win.
[0151] When the first start memory number (special figure 1 hold number), which is the number of the first start memories (special figure 1 hold), and the second start memory number (special figure 2 hold number), which is the number of the second start memories (special figure 2 hold), change, the game control device 100 can transmit a special figure 1 hold number command and a special figure 2 hold number command indicating the start memory numbers. Also, when the general figure start memory number (general figure hold number), which is the number of the general figure start memories (general figure hold), changes, the game control device 100 can transmit a general figure hold number command indicating the general figure start memory number. Note that the game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning opening 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the normal variation winning device 37 and the second start memory occurs. Then, the game control device 100 can decrease the first start memory number by 1 at the start of the special figure 1 variation display game based on the first start memory, and can decrease the second start memory number by 1 at the start of the special figure 2 variation display game based on the second start memory.
[0152] In addition, 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 the first start memory or the second start memory is generated, the game 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, short time stop symbol, losing stop symbol) based on the big win random number value, special symbol pattern random number value, 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 value.
[0153] In addition, the game 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 game control device 100 as follows, for example.
[0155] When the power failure recovery system command is received, the effect control device 300 performs a character display such as "Recovering" on the display device 41. When the RAM initialization command is received, the effect control device 300 performs a character display such as "Clearing RAM" on the display device 41 and gives a notification by the light emission of the effect LED 46 and the sounds of the speakers 19a and 19b for, for example, 30 seconds (especially when clearing the RAM). When the effect control device 300 receives the RAM clear preparation command, the effect control device 300 performs a character display such as "Preparing to clear RAM" on the display device 41.
[0156] When the error system command is received, the effect control device 300 performs a character display such as "Error occurring" on the display device 41 and may give an error notification by the light emission of the effect LED 46 and the sounds of the speakers 19a and 19b according to the type of the error system command. When the error system command includes information indicating the content of the error, the content of the error may be displayed on the display device 41.
[0157] When the performance control device 300 receives the difference ball information command, it may display the number of difference balls on the display device 41. When the performance control device 300 receives the operation notice command, the operation warning command, or the operation in progress command, it performs character displays 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 the 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 when both the first start memory number and the second start memory number are zero and the special figure variable display game is not being executed, it is in the customer waiting state. 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 variable command indicating a variable pattern and a stop symbol command indicating a decoration stop symbol on the display device 41, it executes a variable-related performance setting process for setting the performance related to the decoration special figure variable display game on the display device 41 based on the content of the variable pattern, the special figure type (special figure 1 or special figure 2), the type of the stop symbol (losing symbol, big win symbol, small win symbol, time shortening symbol, etc.). Note that when a game ball wins in the start winning opening 36 or the normal variable winning device 37 in the customer waiting state, or when there is a remaining first start memory or second start memory after the special figure variable display game ends, the game control device 100 starts the special figure variable display game on the special figure 1 display 51 or the special figure 2 display 52 of the collective display device 50 and transmits a variable command, a stop symbol command, etc. to the performance control device 300.
[0160] In the variable-related effect setting process, it is possible to set preview effects that appear during the special figure variable display game and can preview the results of the special figure variable display game, variable effects such as pseudo-continuous effects and reach effects on the display device 41, and specific decorated stop symbols. Note that the variable command may include information on the number of pseudo-continuous effects (number of pseudo-variables), which is the number of pseudo-continuous times, and information on the system (type) of the reach effect corresponding to the reach state. The pseudo-continuous effect is an effect in which, in one special figure variable display game, the display device 41 performs a predetermined number of pseudo-variables in which the decorated special symbol is varied and temporarily stopped. Also, in the variable-related effect setting process, it is possible to set the light emission mode of the effect LED 46 and the sound mode of the speakers 19a and 19b according to the preview effect and variable effect, 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 decorated special figure variable display game has not yet been derived and displayed, and the display result that has already been derived and displayed satisfies the condition of being in a special result mode. Note that 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 that is advantageous to the player. Also, a state in which variable display is performed in a plurality of variable display areas while maintaining the state in which the special result modes are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, when the decorated special figure variable display game displayed on the display device 41 corresponding to the special figure variable display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas on the display device and then stops the variable display in the order of left, right, middle, etc. to display the result mode, a state in which the variable display stops in a state that satisfies the condition of being in a special result mode (for example, the same identification information) in the left and right variable display areas becomes the reach state.
[0163] In the reach state, a plurality of reach effects can be executed, and as types (kinds) of reach effects with different degrees of expectation (reliability) 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 degree of expectation (reliability) of a big win is arranged in ascending order as no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. 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 degree of expectation (reliability) of an effect (preview) suggests the probability of a big win when that effect is selected, and can be calculated based on the selection rate of that effect when it is a big win and the selection rate of that effect when it is not a big win (a miss), etc. When the selection rate of that effect when it is a big win increases, the degree of expectation increases, and when the selection rate of that effect when it is a miss increases, the degree of expectation decreases. A big win includes the above-mentioned V-win big win, and the degree of expectation regarding the V-win big win is approximately the same as the degree of expectation regarding the small win that causes the V-win. Note that the degree of expectation can be set in the same way not only for big wins but also for advantageous states other than big wins (e.g., small win state, time-saving state) and the degree of expectation of the occurrence of advantageous events (e.g., reach).
[0165] When the effect control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure such that the game control device 100 transmits a variable time command indicating the value of the variable time to the effect control device 300, and the effect control device 300 sets the stop of the decorative special symbol variable display game after the elapse of the variable time from the start of the decorative special symbol variable display game.
[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a small win or a big win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance 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 a display device 41 or the like, it displays a hold display corresponding to the special figure start memory (special figure hold) by the same number as the special figure 1 hold number or the special figure 2 hold number. Also, when the performance control device 300 receives a general figure hold number command, it may display a hold display corresponding to the general figure start memory (general figure hold) by the same number as the general figure hold number on a display device 41 or the like. 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 target preview performance related to a decorative stop symbol.
[0168] When the performance control device 300 receives a left hit instruction notice command and a right hit instruction notice command as hit method instruction notice commands, on the display device 41, it can execute a left hit instruction display and a right hit instruction display corresponding to each command. When the performance control device 300 receives a specific area passage command, on the display device 41, it may execute a performance to bless and notify a V win.
[0169] Note that the performance control device 300 can receive commands necessary for control from the game control device 100 other than the above.
[0170] [Back of the gaming machine] Next, with reference to FIG. 5, the configuration of a game control device 100 (main board) and the like disposed on the back side of the gaming machine 10 will be described. FIG. 5 is a rear view of the gaming machine 10.
[0171] On the back surface of the gaming machine 10, a game control device 100, a payout control device 200, an effect control device 300 (sub-board), and a power supply device 400 are disposed.
[0172] The game control device 100 can transmit an effect control command (effect command) to the effect control device 300, and the effect control device 300 controls the display device 41 and the like based on the effect control command. The payout control device 200 counts game media (game balls) as game values that circulate inside the enclosed gaming machine 10 (smart pachinko machine) based on data transmitted from the game control device 100. Also, the power supply device 400 supplies power to various devices.
[0173] Further, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed and turned on at the time of power-on, RAM initialization processing is performed. In the RAM initialization processing, the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200 is forcibly initialized (reset). If an error has occurred, the occurring error is also reset (cleared).
[0174] The payout control device 200 is provided with an error release switch 230, and the error release process is performed by pressing the error release switch 230 to turn it on. In the error release process, for example, the information about the error itself is erased (reset) to cancel the notification of the error, and if the cause of the error is in the information inside the gaming machine 100 (the payout control device 200, the gaming control device 100, etc.), the information may be reset or the program may be reset to remove the cause, and the state in which the game cannot be played due to the error (unplayable state) may be released. On the other hand, even if the error release switch 230 is pressed, if the cause of the error is not removed, the error state may occur again after the error release switch 230 is pressed.
[0175] Furthermore, if the error that has occurred is a severe error such as an illegal magnet or radio wave, the error will not be cleared even if the cause of the error is removed, and the error will not be cleared even if the error clear switch 230 is pressed. Therefore, to clear a severe error, it is necessary to perform RAM initialization processing by pressing the RAM clear switch 112 when powering on. Note that if the RAM clear switch 112 is pressed at any time other than when powering on, the RAM initialization processing will not be performed and the error will not be cleared.
[0176] The error reset switch 230 may not be provided in the payout control device 200, and the RAM clear switch 112 may be used as the error reset switch 230 (or may serve as both). In this case, the RAM initialization process is performed by pressing the RAM clear switch 112 when the power is turned on, and the error reset process is performed by pressing the switch when there is a resettable error other than when the power is turned on. Also, the error reset switch 230 may be provided in the game control device 100 or the performance control device 300, rather than in the payout control device 200.
[0177] In addition, the RAM clear switch 112 and the error reset switch 230 are provided on the back side of the gaming machine 10, and for example, they cannot be operated (accessed) without opening the front frame 12. That is, ordinary players cannot access and operate these switches. Also, since the RAM clear switch 112 and the error reset switch 230 are provided on the back side of the gaming machine 10, they are not concealed (overlapped) by the operation of internal components and external components attached to the gaming machine 10.
[0178] 〔Error modes〕 Subsequently, with reference to FIG. 6, errors that can be reset by the error reset switch 230 and errors that cannot be reset will be described. FIG. 6 is a table showing examples of error modes.
[0179] Examples of errors that can be reset by the error reset switch 230 include communication abnormality error between control boards, ball jamming error, non-payout of bonus balls error, subtraction mechanism switch error, gaming ball circulation mechanism error, and remaining ball error.
[0180] The communication abnormality error between control boards occurs when a communication abnormality occurs between control boards, for example, between the game control device 100 and the effect control device 300. The ball jamming error occurs when gaming balls jam at a winning port or the like (general winning port 35, start winning port 36, normal variable winning device 37, and large winning port of the special variable winning device 39). The non-payout of bonus balls error occurs when bonus balls (game values) are not paid out even though gaming balls have won at a winning port or the like.
[0181] The subtraction mechanism switch error occurs when the number of gaming ball data does not decrease even when a gaming ball is launched in the enclosed gaming machine 10 (smart pachinko machine). The gaming ball circulation mechanism error (circulating ball shortage error) occurs when the number of gaming balls that are jammed and circulated by the mechanism for circulating gaming balls becomes too small. The remaining ball error occurs when the difference between the number of gaming balls that have passed through the large winning port switch 39a and the number of gaming balls that have passed through the remaining ball discharge port switch 73 (the value of the remaining ball counter) does not become zero.
[0182] These error states (predetermined error states) can be cleared by pressing the error reset switch 230. Even if the causes of these errors are removed, if the error reset switch 230 is not pressed, the information regarding these errors will not be erased (reset) and the error notification can continue. By using the error reset switch 230 in this way, the errors can be cleared without restarting the gaming machine 10 (turning on the power after turning it off) or performing the RAM initialization process. Although the ball jamming error, the subtraction mechanism switch error, and the game ball circulation mechanism error are classified as separate errors, the game ball circulation mechanism error may include the ball jamming error and the subtraction mechanism switch error.
[0183] Also, examples of errors that cannot be cleared by the error reset switch 230 include the door open error and the right hitting error.
[0184] The door open error occurs when the opening of the front frame 12 (main body frame) or the glass frame 15 of the gaming machine 10 is detected by the door open / close sensor (main body frame open detection switch, glass frame open detection switch). The right hitting error occurs when a right hit is made even though the ball output rate (base value) is in a low base state (a state where a left hit is recommended). Note that the states of these errors (specific error states) that cannot be cleared by the error reset switch 230 are not cleared even if the error reset switch 230 is pressed, but can be cleared when the front frame 12 or the like is closed or when the right hit is no longer made and the cause of the error is removed. Also, the door open error cannot be cleared even by restarting the gaming machine 10 or performing the RAM initialization process, and will occur as long as the opening of the front frame 12 or the like of the gaming machine 10 is continuously detected.
[0185] 〔Screen Transition When Door Open Error Occurs〕 Next, with reference to FIG. 7, the screen transition when a door open error occurs will be described. FIG. 7 is a screen transition diagram showing the display screen of the display device 41 in chronological order and is an example of the screen transition when a door open error occurs.
[0186] (A) is the display screen of the display device 41 when the variable display game is being executed in the normal game state.
[0187] 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), a variable display area 615, and start memory display areas (reserved digestion area 640, first reserved display section 630a, second reserved display section 630b (see FIG. 8)) are provided. The decorative special symbols (identification information, large symbols (symbols)) of the variable display area 610, namely the left symbol A, right symbol B, and middle symbol C, and the small symbols (identification information) of the variable display area 615 are being variably displayed ("↓↓↓"). Also, since the variable display game is being executed, a variable-in-progress reserved display 633 is being displayed in the reserved digestion area 640.
[0188] In the special figure 1 reserved number display section 650 and the special figure 2 reserved number display section 660, the numbers "0" indicating the special figure 1 reserved number and the number "0" indicating the special figure 2 reserved number are respectively being displayed, and no reserved display is being displayed in the first reserved display section 630a. The first reserved display section 630a displays a reserved display corresponding to the start memory (the first start memory of the special figure 1 variable display game in FIG. 7) of the main variable display game in the normal game state. Note that in (A) of FIG. 7, only the first reserved display section 630a is being displayed, but a reserved display corresponding to the second start memory of the subordinate special figure 2 variable display game provided with the second reserved display section 630b and the general figure start memory (general figure reservation) of the general figure variable display game may also be displayed.
[0189] When the front frame 12 (main body frame) or the glass frame 15 of the gaming machine 10 is opened during the game and a door open error occurs, the effect control device 300 displays a door open error notification 671 on the display screen as shown in (B). The door open error may also be notified by the sounds of the speakers 19a, 19b or the light emission of the effect LEDs 46.
[0190] For the door opening error notification 671, characters such as "The door is open" are displayed, for example. The door opening error notification 671 is preferentially displayed above (the front layer of) the variable display area 610, and a part of the large symbol in the variable display area 610 overlaps and is hidden by the door opening error notification 671. In this way, by displaying the door opening error notification 671 more visibly to the player in front of the decorative special symbol, it is possible to easily notify the player, the casino staff (employees), etc. that the gaming machine 10 is in the door opening error state. Note that the door opening error notification 671 is not limited to being above the variable display area 610, and may be preferentially displayed above the start memory display area (for example, the pending digestion area 640).
[0191] Also, even when the gaming machine 10 is in the door opening error state, the game control device 100 can continue the ongoing variable display game as it is. Then, after the ongoing variable display game ends, as shown in (c), the gaming machine 10 enters a state where a new variable display game cannot be executed and the game cannot be played (a non-gameable state), and the game stops. In this way, even when the door opening error state occurs, since the variable display game is not forcibly stopped and is executed as normal before the stop result is displayed, the player can play the game until a good point and the interest of the game can be enhanced.
[0192] In addition, when the game control device 100 enters the door open error state, it may first enter the firing stop state where the firing (launching) of the game balls is stopped, and then execute the variable display game until the standby start memory disappears, and stop the game after all the start memories have been consumed (fully consumed). By setting the predetermined condition for stopping the game after entering the door open error state to the full consumption of the standby start memory in this way, the player can continue the game until a well-defined point, enhancing the interest of the game. If a big win or a small win occurs when all the start memories are consumed, the firing stop state may be released until the round game ends, and the game may be stopped after the round game ends. Also, if there is standby start memory after the round game ends, the game may be stopped after all the start memories have been consumed. Furthermore, if the door open error state occurs during the round game, the playable state may be maintained until the round game ends, and the game may be stopped after the round game ends. By delaying the time until the game becomes unplayable in this way, the player can have the opportunity to obtain many game balls as bonus balls (game value) in the round game without missing out, enhancing the interest of the game.
[0193] Moreover, after the game control device 100 enters the door open error state and the firing stop state, it may stop the game after a predetermined time (e.g., 10 seconds) has elapsed so that no bonus balls or start memories are generated even if a game ball enters the winning hole or the like. By stopping the game after a predetermined time has elapsed in the firing stop state in this way, the game can be stopped when the game balls flowing down the game board 30 are about to disappear, reducing the impact on the player at the time of game stop, and thus enhancing the interest of the game. In addition, when the game control device 100 enters the door open error state and the player releases their hand from the operation handle 24, it may enter the firing stop state, and then prevent the player from firing the game balls even if they operate the operation handle 24. When the front frame 12 or the like is opened, it becomes difficult for the player to operate the operation handle 24, so it becomes easier to release the hand from the operation handle 24. Therefore, by setting the gaming machine 10 to the firing stop state at the timing when the hand is released once, the discomfort felt by the player due to the inability to launch the game balls can be reduced.
[0194] As shown in (c), when the game stops, a game stop notification 672 is displayed on the display screen. For example, characters such as "Game is stopped" are displayed in the game stop notification 672. Further, the game stop notification 672 is preferentially displayed above (the front layer of) the variable display area 610, and a part of the decorative special symbol in the variable display area 610 overlaps and is hidden by the game stop notification 672. In this way, by displaying the game stop notification 672 more visibly in front of the player than the decorative special symbol, the gaming machine 10 can easily notify the player, the store clerk of the game arcade, etc. that the game is stopped. Note that the game stop notification 672 is not limited to being above the variable display area 610, and may be preferentially displayed above the start memory display area (for example, the hold digestion area 640) in the same manner as the door opening error notification 671.
[0195] Further, on the display screen during the game stop, an effect button image 673 imitating the effect button 25 and characters such as "Information" can be displayed.
[0196] The effect button image 673 is an image that guides (suggests, explains) that the player can call up an information inquiry screen 674 by pressing the effect button 25. When the player presses the effect button 25, as shown in (e), the information inquiry screen 674 is displayed on the display screen.
[0197] In the information inquiry screen 674, various information can be inquired (confirmed), and objects (images showing options) for inquiring about, for example, error information or game history information are displayed in a selectable manner. The player can select an object in the information inquiry screen 674 by, for example, operating the directional key switch 450 (directional key SW, cross key switch) up and down, and can confirm the selected object by pressing a button provided in the center or near the directional key switch 450. The object selected in the information inquiry screen 674 (for example, "error information" in (E)) can be displayed in a manner different from other objects (high brightness, thick frame, different color, animation, etc.). In addition, when "Back" is selected and confirmed in the information inquiry screen 674, it is possible to return to the previous screen, and the information inquiry screen 674 can be hidden. Note that in a game stop state, the large and small symbols may not be visible, and the information inquiry screen 674 can be displayed large and prioritized above the variable display areas 610 and 615 (the layer on the front side). The information inquiry screen 674 may be displayed in priority on a layer on the front side of the game stop notification 672 and the door open error notification 671.
[0198] As shown in (e), when "Error Information" is selected and confirmed on the information inquiry screen 674, an error information screen 675 is displayed on the display screen.
[0199] The error information screen 675 displays details of the error that occurred (door open error), such as the error number (e.g., "No. e001201"), the content of the error (e.g., "Door open error status"), and guide information for resolving the error (e.g., "Please close the door").
[0200] Also, as shown in (O2), when "game history information" is selected and confirmed on the information inquiry screen 674, a game history information screen 676 is displayed on the display screen.
[0201] On the game history information screen 676, information regarding the history of the game on the gaming machine 10 (game history information) such as the number of starts (e.g., "158"), the number of jackpot occurrences (e.g., "55"), and the number of probability variable occurrences (e.g., "20") is displayed. Also, for example, by displaying and selecting an object named "Details", the detailed breakdown of the number of jackpot occurrences (e.g., the number of occurrences of 15R, 8R, and 2R) may be displayed.
[0202] 〔Screen Transition When a Ball Jam Error Occurs〕 Next, referring to FIGS. 8 and 9, the screen transition when a ball jam error occurs will be described. In the following figures, portions overlapping with the content described in FIG. 7 will be appropriately omitted from the description.
[0203] FIG. 8 is a screen transition diagram (first half) for explaining an example of the screen transition when a ball jam error occurs, and FIG. 9 is a screen transition diagram (second half) for explaining an example of the screen transition when a ball jam error occurs.
[0204] (C) is the display screen of the display device 41 when the variable display game is being executed in a specific game state (time reduction state (ordinary power support state, high base state)).
[0205] On the display screen of the display device 41, the large symbols in the variable display area 610 and the small symbols in the variable display area 615 are being variably displayed ("↓↓↓"), and a variable hold display 633 is being displayed in the hold digestion area 640. Also, a number "0" indicating the number of holds for special figure 1 and a number "1" indicating the number of holds for special figure 2 are respectively displayed in the special figure 1 hold number display section 650 and the special figure 2 hold number display section 660, and one hold display is being displayed in the second hold display section 630b. The second hold display section 630b displays a hold display corresponding to the start memory of the main variable display game in a specific game state (in FIG. 8, the second start memory of the special figure 2 variable display game or the ordinary figure start memory (ordinary figure hold) of the ordinary figure variable display game).
[0206] When a ball jam error occurs where game balls jam at a winning opening or the like during the game, the effect control device 300 displays a ball jam error notification 677 on the display screen as shown in (G).
[0207] For the ball jamming error notification 677, characters such as "Ball jamming error" are displayed, for example. Since the ball jamming error notification 677 is preferentially displayed above the variable display area 610 (front layer), it is possible to easily notify the player, the casino staff, etc. that the gaming machine 10 is in a ball jamming error state. Note that the ball jamming error notification 677 may be preferentially displayed above the start-up memory display area (for example, the hold digestion area 640).
[0208] Also, even when the gaming machine 10 is in a ball jamming error state, the game control device 100 can continue the ongoing variable display game as it is. After the ongoing variable display game ends, the game control device 100 executes a game continuation availability determination (game continuation availability diagnosis) to determine whether the game can continue (be resumed), and an error diagnosis notification 678 is displayed on the display screen as shown in (c).
[0209] For the error diagnosis notification 678, characters such as "Troubleshooting ~ Diagnosis in progress ~" are displayed, for example. Also, the error diagnosis notification 678 is preferentially displayed above the variable display area 610 (front layer) in the same manner as the ball jamming error notification 677, and is a display that is easy for the player and the casino staff to visually recognize.
[0210] Also, in the game continuation availability determination, for example, it is confirmed whether the movable member 37b of the normal variable winning device 37 (normal electric accessory, general electric) of the second start-up winning opening rotates several times in a short time or fully opens, and whether the detection mode of the start-up opening 2 switch 37a (see FIG. 3) changes. For example, when a game ball is normally detected by the start-up opening 2 switch 37a, or when the detection of a game ball that has been abnormally detected continuously stops, it is determined that the game can continue. Also, for example, when the detection mode of the start-up opening 2 switch 37a does not change, it is determined that the game cannot continue. Note that the game control device 100 may similarly perform a game continuation availability determination at other winning openings such as the big winning opening.
[0211] Then, as shown in (c), when the hold display of the second hold display unit 630b is shifted to the hold digestion area 640 and the next variable display game is started, the large symbols in the variable display area 610 and the small symbols in the variable display area 615 are variably displayed ("↓↓↓"). In this way, after the ball jamming error state occurs and the ball jamming error notification 677 is notified, the player can continue the game without interruption while the game continuation determination is being made, so that the interest of the game can be enhanced. Also, since it is possible to diagnostically analyze during the game whether it is an error that does not allow the game to continue based on the game continuation determination, the detection accuracy of the error can be improved. When it is determined that the game cannot be continued in the game continuation determination (the result of the game continuation determination is "NO"), a game stop guidance notification 679 is displayed on the display screen. Note that when it is determined that the game can be continued (the result of the game continuation determination is "YES"), the game stop guidance notification 679 is not displayed.
[0212] Also, as shown in (c), for example, the characters "The game will be stopped at the end of the variable game" are displayed in the game stop guidance notification 679. Therefore, the player can easily confirm how much longer the game can be continued. In the ball jamming error state, when the number of playable game balls among the number of game balls circulating inside the gaming machine 10 (for example, 48 balls) becomes 0, the game control device 100 sets the gaming machine 10 to the launch stop state even if the game can be played during the execution of the game continuation determination. As a result, there are no game balls flowing down in the game area 32 and no start memory occurs, so when there is no start memory during standby or variation, a new variable display game cannot be substantially executed (a non-game state).
[0213] When the variable display game (variable game) ends after the diagnostic analysis of the game continuation determination is completed, for example, as shown in (e), the characters "Troubleshooting ~ Diagnostic analysis completed ~" are displayed in the error diagnosis notification 678, and the characters "The game will be stopped" are displayed in the game stop guidance notification 679. By changing the characters in the game stop guidance notification 679 in this way, it is possible to easily notify the player that the game will stop.
[0214] After that, when the game reaches a state where a new variable display game cannot be executed (a non-playable state) and the game stops, a diagnostic analysis result screen 680 is displayed on the display screen as shown in (c). Also, the variable display game during variation is not forcibly stopped but is executed as normal and then stopped and displayed. That is, after the determination of whether the game can continue is completed and the error diagnosis notification 678 is displayed, the variable game ends with a delay, and then the non-playable state is entered. As a result, the player can play the game until a reasonable point, enhancing the interest of the game.
[0215] On the diagnostic analysis result screen 680, characters such as "Diagnostic Analysis Result" and "The game cannot be continued. Please call the staff." are displayed. Therefore, a player who views the diagnostic analysis result screen 680 can recognize that the game cannot continue and that the staff should be called, making it easier to respond to the situation where the game has stopped. Since the diagnostic analysis result screen 680 is displayed with priority above the ball jamming error notification 677, the error diagnosis notification 678, and the game stop guidance notification 679 (in the front layer), it can be made easily visible to the player and the staff in the game arcade.
[0216] Also, on the display screen, an effect button image 673 and characters such as "Information" are displayed together with the diagnostic analysis result screen 680. When the player presses the effect button 25, an information inquiry screen 674 can be called as described above in FIG. 7 to inquire (confirm) various information such as error information and game history information (number of start times, number of jackpot times, etc.). Note that, as shown in (c) to (k), the effect button image 673 may be displayed from the time when the determination of whether the game can continue is executed and the error diagnosis notification 678 is displayed, so that the information inquiry screen 674 can be called in response to the pressing of the effect button 25.
[0217] After that, for example, when a store clerk opens the front frame 12 of the gaming machine 10 to respond to a situation where the game has stopped, an open door error notification 671 is displayed on the display screen as shown in (Shi) of FIG. 9. The open door error notification 671 is displayed with priority above (the front layer) the diagnostic analysis result screen 680.
[0218] Then, when a store clerk at the game parlor presses the error release switch 230 (see FIG. 5) of the payout control device 200 in a state where the ball jam has been resolved, the ball jam error state is released. When the ball jam error state is released, as shown in (Su), the ball jam error notification 677, the error diagnosis notification 678, the game stop guidance notification 679, and the diagnostic analysis result screen 680 become non-displayed. Note that while the open door error state remains even after the ball jam error state is released, the display state of the effect button image 673 and characters such as "Information" may be maintained together with the open door error notification 671, and the information inquiry screen 674 may be called by pressing the effect button 25. Also, when the ball jam error state is released even in the open door error state, the effect button image 673 etc. may be made non-displayed and the information inquiry screen 674 may not be callable.
[0219] After that, when the front frame of the gaming machine 10 is closed, the open door error state is released, and as shown in (Se), the open door error notification 671 becomes non-displayed and the game can be played.
[0220] Subsequently, referring to FIG. 10, the screen transition when a right hit is performed in the normal game state and a right hit error occurs will be described. FIG. 10 is a screen transition diagram for explaining an example of the screen transition when a right hit error occurs.
[0221] (Ta) is the display screen of the display device 41 in the customer waiting screen in the normal game state.
[0222] On the display screen of the display device 41, the large pattern in the variable display area 610 and the small pattern in the variable display area 615 are displayed frozen ("761"), and the special chart 1 reserved number display section 650 and the special chart 2 reserved number display section 660 respectively display the number "0" indicating the reserved number of special chart 1 and the number "0" indicating the reserved number of special chart 2.
[0223] Even if the game is in a normal game state (low base state) in which left hitting is recommended, if a game ball flowing down the right side of the game area 32 of the game board 30 is detected, causing a right hit error, the performance control device 300 displays a right hit error warning 681 on the display screen as shown in (H). A right hit error occurs, for example, when a specified number (e.g., three balls) or more of game balls are detected by the gate switch 34a of the normal game start gate 34 on the right side of the game area 32. In addition, the right hit error state of the gaming machine 10 cannot be released even if the error release switch 230 is pressed, but can be released, for example, when a predetermined time (e.g., 30 seconds) has passed since right hitting was no longer performed.
[0224] As shown in (H), the right-hit error warning 681 displays, for example, the text "Please return to left-hit." The right-hit error warning 681 is preferentially displayed above the variable display area 610 (on the front layer), so that the player can be easily informed that right-hit is not the currently recommended correct hitting method (firing mode).
[0225] If game balls are still detected flowing down the right side of the game area 32 after the right hit error warning 681 is displayed, the performance control device 300 displays a predetermined notification 682 on the display screen as shown in (T). The predetermined notification 682 is generated, for example, when a predetermined number (e.g., 5 balls) or more of game balls are detected by the gate switch 34a of the normal start gate 34. That is, when game balls flowing down the right side of the game area 32 are continuously detected, first a right hit error notification is displayed when a prescribed number (e.g., 3 balls) or more are detected, and then the predetermined notification 682 is displayed when a predetermined number (e.g., 5 balls) or more are detected.
[0226] As shown in (Ts), for the predetermined notification 682, characters such as "30 more times until the game stops" are displayed. Also, the value of the number of times displayed in the predetermined notification 682 is decremented by -1 each time a game ball flowing down the right side of the game area 32 is detected (for example, "30 times" → "29 times"). The predetermined notification 682 is preferentially displayed above (the front layer) the variable display area 610, and by allowing the player to visually recognize the value that is being decremented by -1, it becomes easier for the player to recognize that the game is not being played normally.
[0227] After that, right hitting continues, and when the number of detected game balls flowing down the right side of the game area 32 reaches a specific number (for example, 35 balls) and the value of the predetermined notification 682 that has been decremented by -1 becomes "0 times", as shown in (Te), a game stop guidance notification 679 is displayed on the display screen.
[0228] For the game stop guidance notification 679, characters such as "The game will be stopped because it is considered an improper act" are displayed. Also, the game stop guidance notification 679 is preferentially displayed above (the front layer) the right hitting error warning 681 and the predetermined notification 682 so that it can be easily visually recognized by the player, the store clerk of the game parlor, etc. Then, the game control device 100 sets the gaming machine 10 to a non - playable state so that the game cannot be played. In this way, after a predetermined number (for example, 5 balls) of game balls flowing down the right side of the game area 32 are detected, the transition to the non - playable state is delayed until a further specific number (for example, 35 balls) is reached. Therefore, when a player accidentally performs a right - hitting game, they can get a chance to return to the left - hitting game, so even a player who is not familiar with the game (game) can play the game with confidence, and the enjoyment of the game can be improved.
[0229] Also, as shown in (c) to (e), an effect display button image 673 and characters such as "Information" may be displayed, and in response to pressing the effect display button 25, an information inquiry screen 674 may be called as described above in FIG. 7 to enable inquiry (confirmation) of various information. Note that in a right-handed error state that may be regarded as an illegal act and result in game suspension and an unplayable state, the effect display button image 673 may not be displayed and the information inquiry screen 674 may not be called. By doing so, players who want to inquire about various information will have no incentive to perform games that may be regarded as illegal acts and cause game suspension, thus suppressing malicious games.
[0230] [Operation and Effect of Embodiment or Its Modification] In this embodiment, the gaming machine 10 capable of executing a game includes display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information regarding the game history. There may be a predetermined error state (for example, an inter-control board communication error state, a ball jam error state, a non-payout prize ball error state, a subtraction mechanism switch error state, a game ball circulation mechanism error state, a remaining ball error state) that can be released by operating a reset switch (error release switch 230), and there may be a specific error state (for example, a door open error state, a right-handed error state) that cannot be released by operating the reset switch. The display means can display the game history information even in a predetermined error state and can also display the game history information even in a specific error state. When a predetermined condition (the result of determining whether the game can continue is "NO") is satisfied in a predetermined error state (for example, the ball jam error state), the game becomes an unplayable state and the game stops. When a predetermined condition (the variable game in progress ends) is satisfied in a specific error state (for example, the door open error state), the game becomes an unplayable state and the game stops.
[0231] According to such a gaming machine 10, even when the gaming machine 10 is in a predetermined error state or a specific error state, the player can play the game until a good point, so that the interest of the game can be improved. In addition, even in a predetermined error state or a specific error state, the game history information can be displayed. When the casino staff responds to the error, the player can check the game history information and maintain the interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of the information related to the game are improved, so that the interest of the game can be improved. In addition, since the game history information can be displayed even in a predetermined error state or a specific error state, it is useful during maintenance and troubleshooting. By referring to the information of past games by the casino staff, it is easy to identify the cause and solution of the occurred error.
[0232] In the present embodiment, the display means (display device 41) of the gaming machine 10 can display the game history information (game history information screen 676) even when the game becomes unplayable and the game stops. According to such a gaming machine 10, the player can check the game history information and maintain the interest in the gaming machine 10 even in the unplayable state. Therefore, the convenience for the player and the visibility of the information related to the game are improved, so that the interest of the game can be improved.
[0233] In this embodiment, the gaming machine 10 capable of executing a game includes display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information regarding the game history. There may be a predetermined error state (for example, an inter-control board communication error state, a ball jam error state, a non-payout bonus ball error state, a subtraction mechanism switch error state, a game ball circulation mechanism error state, a remaining ball error state) that can be released by operating a reset switch (error release switch 230), and there may be a specific error state (for example, a door open error state, a right hit error state) that cannot be released by operating the reset switch. The display means can display the game history information even in a predetermined error state (for example, a ball jam error state), and can also display the game history information even in a specific error state (for example, a door open error state). When operating the reset switch, there may be a specific error state (for example, a door open error state).
[0234] According to such a gaming machine 10, by enabling the display of game history information even in a predetermined error state or a specific error state, when the staff at the game parlor responds to the error, the player can check the game history information and maintain their interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of information regarding the game are improved, and the enjoyment of the game can be enhanced. Also, since a specific error state occurs when the reset switch is operated, the display of the game history information displayed in the error state can be maintained even after the reset switch is operated, making it easier for the player to check.
[0235] In this embodiment, the gaming machine 10 capable of executing a game includes display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information regarding the history of the game. There may be a specific error state (for example, a door open error state, a right hitting error state) that cannot be canceled by operating a reset switch (error cancel switch 230). Even in the specific error state, the display means can display the game history information. Even when the gaming machine becomes in a non-gameable state and the game stops when a predetermined condition (the end of a variable game in progress) is satisfied in a specific error state (for example, a door open error state), the game history information can be displayed.
[0236] According to such a gaming machine 10, by enabling the display of game history information even in a specific error state, when a store employee at the game parlor responds to the error, the player can check the game history information and maintain interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of information regarding the game are improved, so that the interest of the game can be enhanced.
[0237] In this embodiment, the gaming machine 10 capable of executing a game in which identification information (decorative special symbol) is variably displayed in a variable game (variable display game, game) includes display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information regarding the history of the game. There may be a predetermined error state (for example, a communication abnormality error state between control boards, a ball jam error state, a non-payout of prize balls error state, a subtraction mechanism switch error state, a game ball circulation mechanism error state, a remaining ball error state) that can be canceled by operating a reset switch (error cancel switch 230). Even in the predetermined error state, the display means can display the game history information. Even when the gaming machine becomes in a non-gameable state and the game stops when a predetermined condition (the result of determining whether the game can continue is "NO") is satisfied in a predetermined error state (for example, a ball jam error state), the game history information can be displayed. The game can be executed in a predetermined error state (during the determination of whether the game can continue) without being accompanied by a non-gameable state.
[0238] According to such a gaming machine 10, even when the gaming machine 10 enters a predetermined error state, if it is not accompanied by a non-playable state, the player can continue to play the game, so the player can enjoy the game without interruption and the interest in the game can be improved. Further, even when the game stops in a predetermined error state, the player can play the game until a good stopping point, and the interest in the game can be improved. Furthermore, by enabling the display of game history information even after the game stops, when the staff at the game arcade responds to the error, the player can check the game history information and maintain an interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of information related to the game are improved, so the interest in the game can be improved.
[0239] In the present embodiment, the effect control device 300 is capable of executing notifications (game stop guidance notification 679, predetermined notification 682) that can recognize that the non-playable state occurs with a delay. According to such a gaming machine 10, since it is possible to easily notify the player that the game will stop, the interest in the game can be improved.
[0240] In the present embodiment, the non-playable state cannot be released by the RAM clear switch 112. According to such a gaming machine 10, since the non-playable state is not released even when the RAM clear switch 112 is pressed, it is possible to prevent the RAM clear switch 112 from being accidentally operated instead of the error release switch 230. In addition, when a predetermined non-playable state is entered due to an act regarded as an improper act, the non-playable state cannot be released even by the error release switch 230. According to such a gaming machine 10, since the non-playable state caused by an improper act cannot be easily released, further improper acts can be suppressed.
[0241] In the present embodiment, the gaming machine 10 can be played even in a predetermined error state or a specific error state. According to such a gaming machine 10, even when a predetermined error state or a specific error state occurs, the player can play the game until a good stopping point, so the interest in the game can be improved.
[0242] In this embodiment, in the gaming machine 10, notification of a non-game state (game stop notification 672, game stop guidance notification 679, diagnostic analysis result screen 680) is prioritized over notification of a predetermined error state or notification of a specific error state. According to such a gaming machine 10, it is possible to easily notify the player, the store clerk of the game parlor, etc. that the gaming machine 10 is in a game stop state.
[0243] In this embodiment, the gaming machine 10 capable of executing a game includes display means (display device 41) capable of displaying game history information (game history information screen 676) as information regarding the game history. There may be a case of a predetermined error state (for example, a communication abnormality error state between control boards, a ball jamming error state, a prize ball non-payout error state, a subtraction mechanism switch error state, a game ball circulation mechanism error state, a remaining ball error state) that can be released by operating a reset switch (error release switch 230), and there may be a case of a specific error state (for example, a door open error state, a right hit error state) that cannot be released by operating the reset switch. The display means can display the game history information even in a predetermined error state, and can display the game history information even in a specific error state. When a predetermined condition (for example, the variation game in fluctuation in a predetermined error state or a specific error state ends, the result of determining whether the game can continue is "NO") is satisfied, the game becomes in a non-game state and the game stops. According to such a gaming machine 10, even when the gaming machine 10 becomes in a non-game state, the player can play the game until a good place, so that the interest of the game can be improved. Also, the game history information can be displayed even in a predetermined error state or a specific error state, and when the store clerk of the game parlor responds to the error, the player can check the game history information and maintain the interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of information regarding the game are improved, so that the interest of the game can be improved.
[0244] Note that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, 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-saving state with a random 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 combine a plurality of embodiments and a plurality of modification examples in various ways. Also, 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.
[0245] For example, when applying the above-described embodiment to a slot machine, the game medium used in the game becomes a medal (coin) instead of a game ball, and the number of bonus balls is replaced with the number of medals paid out (awarded). The control of launching the game balls of the pachinko machine corresponds to the control of inserting medals (game media) in the slot machine. The number of game media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of 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.
[0246] Also, as representative aspects of the present invention other than those described in the claims, the following can be mentioned.
[0247] (1) In a gaming machine capable of executing a game in which identification information is variably displayed in a variable game, the gaming machine includes a plurality of display means. One of the plurality of display means can display the identification information and game history information as information related to the game history. Another one of the plurality of display means can display game information as information related to the game. There may be a predetermined error state that can be canceled by operating a reset switch. One of the plurality of display means can display the game history information even in the predetermined error state. Another one of the plurality of display means can make the game information non-displayable when the game enters a game stop state when a predetermined condition is satisfied in the predetermined error state. The game can be executed in the predetermined error state without the game stop state, and the game history information can be displayed even during variable display. A gaming machine characterized by the above.
[0248] (2) In a gaming machine capable of executing a game in which identification information is variably displayed in a variable game, the gaming machine includes a plurality of display means. One of the plurality of display means can display the identification information and game history information as information related to the game history. Another one of the plurality of display means can display game information as information related to the game. There may be a predetermined error state that can be canceled by operating a reset switch. One of the plurality of display means can display the game history information even in the predetermined error state. Another one of the plurality of display means can display the game information even when the game enters a game stop state when a predetermined condition is satisfied in the predetermined error state. The game can be executed in the predetermined error state without the game stop state, and the game history information can be displayed even during variable display. A gaming machine characterized by the above.
[0249] (1) According to the invention of (1), since the game history information can be displayed even during variable display, the player can check the game history information and maintain interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of information related to the game are improved, and the interest of the game can be enhanced.
[0250] According to the invention of (2), similar to the invention of (1), game history information can be displayed even during variable display. Therefore, the player can check the game history information and maintain their interest in the gaming machine 10. As a result, the convenience for the player and the visibility of information related to the game are improved, and the interest of the game can be enhanced.
Explanation of Signs
[0251] 10 Gaming machine 25 Effect button 30 Game board 32 Game area 34 Normal drawing start gate 36 First start winning port (first start port, first start winning area) 37 Normal variable winning device (second start port, second start winning area) 39 Special variable winning device 41 Display device 50 Batch display device (LED) 86 Specific area (V winning port) 100 Game control device (main board) 112 RAM clear switch 230 Error release switch 300 Effect control device (sub-board)
Claims
1. In a gaming machine capable of executing a game, A plurality of display means are provided, A first display means among the plurality of display means is capable of executing a variable game by executing a game, a second display means among the plurality of display means capable of displaying game history information as information relating to a game history; a third display means among the plurality of display means capable of displaying game information as information related to a game; There may be certain errors that cannot be cleared by operating the reset switch. the second display means is capable of displaying the game history information even in the specific error state; The third display means is capable of hiding the game information when a game stop state is entered as a result of a specific error state satisfying a predetermined condition.
2. In a gaming machine capable of executing a game, A plurality of display means are provided, A first display means among the plurality of display means is capable of executing a variable game by executing a game, a second display means among the plurality of display means capable of displaying game history information as information relating to a game history; a third display means among the plurality of display means capable of displaying game information as information related to a game; There may be certain errors that cannot be cleared by operating the reset switch. the second display means is capable of displaying the game history information even in the specific error state; The third display means is capable of displaying the game information even when a game has been stopped due to a specific error state being triggered by a predetermined condition being satisfied.
Citation Information
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