Game machine

The gaming machine's symbol display and control system addresses game stop events through variable symbol display and comprehensive control, enhancing gameplay management and preventing fraudulent activities.

JP2025112696APending Publication Date: 2025-08-01FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2024007095
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-19
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

Gaming machines face increased risks of game stop events due to control malfunctions, which can lead to fraudulent activities and player distrust when gameplay is blindly stopped or alarmed.

Method used

A gaming machine with a symbol display mechanism and comprehensive control system that allows for variable symbol display, includes a main control unit and effect control unit, and a limiting process to manage game stop events, ensuring continuous execution of useful control processing even after a disconnected state.

Benefits of technology

The system effectively manages game stop events, preventing fraudulent activities while maintaining player trust by ensuring controlled gameplay transitions and continuous processing.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of performing useful control processing relating to a game stop event.SOLUTION: A game machine includes: pattern display means capable of executing a pattern game through variable display of a pattern on the basis of a prescribed start condition; main control means for generally controlling game processing relating to a game including a pattern game; and performance control means for controlling performances relating to a pattern game. The game machine further comprises: restriction means capable of making the main control means execute the pattern game in a specific state in which the main control means is disconnected from the performance control means, and capable of performing restriction processing for restricting planned execution of the pattern game when a prescribed condition is met in the specific state. The restriction means is configured to be capable of continuing to perform the restriction processing even if a normal state in which the main control means is connected with the performance control means is restored after the restriction processing is performed.SELECTED DRAWING: Figure 147
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Description

[Technical Field]

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

[0002] Conventionally, gaming machines, such as pinball gaming machines, have been configured such that a lottery regarding a winning result is held when a ball enters a starting hole, and various game effects related to the lottery results are generated in a pattern change display game, making the game enjoyable. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-040883 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there has been a trend toward diversifying various effects and gameplay features in order to improve the entertainment value of games, but this also increases the possibility of game stop events occurring due to control malfunctions, etc. When such game stop events occur, there is a risk of fraudulent activity being targeted, so control measures are desired in the event of a malfunction. However, blindly stopping gameplay or sounding an alarm just because a game stop event has occurred may lead to distrust among players who are playing legitimately.

[0005] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can execute useful control processing related to a gaming stop event. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. (1) A symbol display means capable of executing a symbol game by displaying a variable symbol based on a predetermined starting condition; Main control means for comprehensively controlling game processing related to the above-mentioned symbol game, Effect control means for controlling the effect related to the above-mentioned symbol game, A gaming machine comprising: In a specific state where the main control means and the effect control means are in a disconnected state, the symbol game by the main control means can be executed, When a predetermined condition is satisfied during the specific state, it is provided with a limiting means capable of executing a limiting process for restricting the execution of the planned symbol game, The limiting means is configured such that even when the main control means and the effect control means return to a normal state where they are in a connected state after executing the limiting process, the limiting process can be continuously executed, A gaming machine characterized by this.

Effect of the Invention

[0007] According to the present invention, it is possible to provide a gaming machine capable of executing useful control processing related to a game stop event.

Brief Explanation of Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] [First Embodiment] Hereinafter, with reference to the drawings, a preferred embodiment of the gaming machine according to the present invention will be described in detail. In the following-described embodiment, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.

[0010] <1. Outline of Configuration: FIGS. 1 and 2> With reference to FIGS. 1 and 2, an outline of the configuration of a pachinko gaming machine according to an embodiment (first embodiment) of the present invention will be described. FIG. 1 is a front-side perspective view showing the appearance of a pachinko gaming machine according to an embodiment of the present invention, and FIG. 2 is a view showing the front side of the game board.

[0011] The pachinko gaming machine 1 shown in Fig. 1 (hereinafter abbreviated as "gaming machine 1") has a frame-shaped front frame 2 attached to the front of a wooden outer frame 4 so as to be openable and closable, and a game board 3 (see Fig. 2) is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 2, and a game area 3a formed on the surface of the game board 3 faces the opening of the front frame 2. A glass door 6 supporting transparent glass is provided on the front side of the game area 3a. Also, various control boards (see Fig. 3) for controlling the game operation are arranged on the back side of the game board 3.

[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it on one side, the locked state of the glass door 6 with respect to the front frame 2 can be released and the glass door 6 can be opened to the front side. By operating it on the other side, the locked state of the front frame 2 with respect to the outer frame 4 can be released and it can be opened to the front side.

[0013] A front operation panel 7 integrally formed with the front frame 2 is arranged below the glass door 6. An upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing the discharged game balls is formed in the upper tray unit 8. Note that the glass door 6 and the front operation panel 7 do not have to be a door structure that can be opened integrally to the front side, and each may have a door structure that can be opened and closed independently.

[0014] Also, the upper tray unit 8 is provided with a ball extraction button 14 for extracting the game balls stored in the upper tray 9 below the gaming machine 1, a ball lending button 11 for requesting the payout (lending) of game balls to a game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of a valuable medium inserted into the game ball lending device.

[0015] In addition, the upper receiving tray unit 8 is provided with a push-button type effect button 13 (first operation means) that functions as an operation means operable by the player, and a cross-shaped direction key 75 (second operation means) composed of an upper button 75a, a right button 75b, a lower button 75c, and a left button 75d, which can be input-operated in the vertical and horizontal directions. These operation means are mainly used, for example, when the player participates in an effect during the "player participation type effect" described later. When a predetermined operation (such as a single press, a long press, continuous hitting, etc.) is performed during a predetermined operation reception valid period (button valid period), an effect corresponding to the operation is executed. In addition, the operation means is used when the player makes a preferred setting (game environment setting) on the "game setting screen (menu screen)" related to the game environment setting effect (game setting effect) described later. In the game environment setting, a plurality of game environment settings such as volume adjustment (adjustment of the volume of sound effects (voices, sound effects, etc.) output from the speaker 46 described later) and light quantity adjustment (light quantity of the decorative lamp 45 and effect LEDs described later) can be set using the operation means.

[0016] In addition, the effect button 13 and the direction key 75 are provided with a built-in lamp (button LED 13b) inside. Due to the difference in the light emission mode (such as lighting, blinking, extinguishing, etc.) of the button LED 13b, it is configured to be able to notify the operation reception valid period (during blinking or lighting) and the operation reception invalid period (during extinguishing).

[0017] Also, on the right end side of the front operation panel 7, a firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided. This firing device 32 functions as a firing means capable of firing a game ball toward the game area 3a. In this embodiment, it has a firing performance of about 100 shots per minute.

[0018] In addition, speakers 46 (sound effect means (sound output means)) that exhibit sound effect effects (sound effects) by sound are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15. Also, a plurality of decorative lamps 45 (light effect means (light emitting means)) that exhibit light effect effects by light decoration are provided at appropriate positions such as the peripheral edge of the front frame of the glass door 6 and the game board (FIG. 2).

[0019] (Game board: FIG. 2) Next, with reference to FIG. 2, the configuration of the game board 3 will be described. As shown in the figure, on the game board 3, a ball guide rail 5 for guiding the launched game balls is annularly mounted as a board surface partitioning member, and a substantially circular region surrounded by this ball guide rail 5 is a game area 3a, and the four corners are non-game areas.

[0020] A liquid crystal display device (LCD) 36 is provided at approximately the center of this game area 3a. Under the control of an effect control unit 24 described later, this liquid crystal display device 36 independently displays various effects including a variation display operation (variation display and stop display) of a plurality of types of decorative symbols (for example, the "left symbol", "middle symbol", "right symbol" shown in FIG. 5A) by numbers, characters, symbols, etc. in a predetermined display area (symbol variation display area) in the form of an image.

[0021] Also, inside the game area 3a, a center ornament 48 is provided in a form that surrounds the periphery of the display surface of the liquid crystal display device 36 in a circumferential manner. The center ornament 48 is provided along the front side of the game board 3 and integrally includes a front mounting plate 48a fixed to the game board 3 and a armor frame portion 48b that forms the outer periphery of the center ornament 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from the surrounding game balls and serves as a flow path distribution means that can distribute the flow path of the game balls to the left and right according to the strength or stroke length of hitting out the game balls. In this embodiment, a play area through which the game balls can pass is formed between the upper surface of the center ornament 48 and the ball guide rail 5, and the game balls driven into the upper side of the game area 3a by the launching device 32 are distributed to the left and right on the upper side of the armor frame portion 48b and flow down either the left downward flow path 3b on the left side of the center ornament 48 or the right downward flow path 3c on the right side.

[0022] In addition, the non-game area near the upper right edge (upper right corner) of the game board 3 serves as various function display sections. A special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means), which are configured by arranging 7-segment (7-seg) display devices (with dots) horizontally corresponding to the upper start port 34 (for the first special symbol) and the lower start port 35 (for the second special symbol), are provided. In the special symbol display devices 38a and 38b, a'special symbol variable display game' is executed by the variable display operation (variable display and stop display) of the'special symbol' represented by 7-seg. And in the above liquid crystal display device 36, in synchronization with the variable display of the special symbol by the special symbol display devices 38a and 38b, a decorative symbol is variably displayed by an image, and a 'decorative symbol variable display game' is executed together with various pre-announcement effects (effect images). Details of the special symbol variable display game and the decorative symbol variable display game will be described later.

[0023] In addition, in the various function display sections, adjacent to the special symbol display devices 38a and 38b, a composite display device (LED display for holding and composite display) 38c composed of a plurality of LED display devices including 7-segment display devices (with dots) is arranged. The reason for calling it 'composite' is that it is a holding, time-shortening, and high-probability composite display device having a display function for a plurality of state information such as the display of the number of holding balls in operation for the first special symbol, the display of the number of holding balls in operation for the second special symbol, the display of the number of holding balls in operation for the normal symbol, the notification of the state of being advantageous for right-handed hitting, the notification of the state during the operation of the variable time shortening function (during time shortening), and the notification of the state during the high-probability state (during high probability).

[0024] In addition, in the various function display sections, adjacent to the composite display device 38c, there is provided a normal symbol display device 39a (normal symbol display means) formed by arranging a plurality of LEDs. In the normal symbol display device 39a according to the present embodiment, a 'normal symbol variable display game' is executed by the variable display operation of the 'normal symbol' represented by each LED. For example, as the variable display operation, the normal symbol by the LEDs repeats lighting and extinguishing, and when the variable time elapses, the lottery result of the normal symbol variable display game is notified by the combination of the lighting and extinguishing states of the plurality of LEDs. The details of the normal symbol variable display game will be described later.

[0025] Also, adjacent to the normal symbol display device 39a, a right hit display device 39b is provided. This right hit display device 39b notifies whether it is advantageous to aim for the 'right hit' in which the game ball passes through (flows down) the right downflow path 3c or the 'left hit' in which the game ball passes through (flows down) the left downflow path 3b by the combination of the lighting and extinguishing states of the LEDs. For example, it is notified that if the light emitting state of the LED is in the lit state, the right hit is advantageous, and if it is in the extinguished state, the left hit is advantageous.

[0026] Also, adjacent to the right hit display device 39b, a round number display device 39c formed by arranging a plurality of LEDs (round display LEDs) is provided. This round number display device 39c notifies the specified round number (maximum round number) related to a big win or a V win, which will be described later, by the combination of the lighting and extinguishing states of the plurality of LEDs.

[0027] Below the center ornament 48, there are provided a normal variable winning device 41 (normal electric accessory) having an upper start port 34 (first special symbol start port: first start means) and a lower start port 35 (second special symbol start port: second start means) vertically. Inside each of them, detection sensors 34a, 35a (upper start port sensor 34a, lower start port sensor 35a: see FIG. 3) for detecting the passage of the game ball are formed.

[0028] The upper start port 34, which is the first special symbol start port, is a winning port related to the start condition of the variable display operation of the first special symbol (hereinafter, the first special symbol is referred to as "special symbol 1" and sometimes abbreviated as "special figure 1") in the special symbol display device 38a (the first special symbol display device). It is configured as a "winning rate fixed type winning device" that does not have a'start port opening and closing means' that can open or expand the start port. In this embodiment, due to the action of the game ball dropping direction conversion members (for example, game nails (not shown), windmill 44, center ornament 48, etc.) in the game area 3a, for the game balls flowing down through the left downward flow path 3b to the upper start port 34, the configuration is such that it is easy for the balls to enter (win), while for the game balls flowing down through the right downward flow path 3c, the configuration is such that it is difficult or impossible for the balls to enter.

[0029] The normal variable winning device 41 is configured as a "winning rate variable type winning device" whose winning rate of game balls at the start port can be varied by the start port opening and closing means. In this embodiment, a pair of left and right movable wing pieces (movable members) 47 are provided as the start port opening and closing means, and by the opening and closing operation of the movable wing pieces 47, the lower start port 35, which is the second special symbol start port, can be opened or expanded.

[0030] Also, the lower start port 35 of the normal variable winning device 41 is a winning port related to the start condition of the variable display operation of the second special symbol (hereinafter, the second special symbol is referred to as "special symbol 2" and sometimes abbreviated as "special figure 2") in the special symbol display device 38b (the second special symbol display device). The winning area of this lower start port 35 can be changed between an open state (easy winning state) that makes winning easy and a closed state (difficult winning state) that makes winning more difficult or impossible than the open state according to the operating state (operating or non - operating) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is non - operating, it maintains a closed state (impossible to win state) where winning at the lower start port 35 is impossible.

[0031] On both sides of the normal variable winning device 41, there are five general winning openings 43 in total, four (43a to 43d) on the left side and one (43e) on the right side. Inside each of them, a general winning opening sensor 43h (see Fig. 3) for detecting the passage of the game balls is formed.

[0032] Also, above the upper right of the normal variable winning device 41, that is, on the upper side of the middle part of the right downward flow path 3c, a normal symbol start port 37 (the third starting means) composed of a passing gate through which the game balls can pass is provided. This normal symbol start port 37 is a winning opening related to the starting condition of the variable display operation of the normal symbol (hereinafter, the normal symbol may be abbreviated as "general symbol") in the normal symbol display device 39a. Inside it, a normal symbol start port sensor 37a (see Fig. 3) for detecting the passing game balls is formed. In this embodiment, the normal symbol start port 37 is formed only on the right downward flow path 3c side and not on the left downward flow path 3b side, but it is not limited to this, and it may be formed on both downward flow paths.

[0033] In the path from the normal symbol start port 37 in the right downward flow path 3c to the normal variable winning device 41, a special variable winning device 52 (special electric accessory) configured to be able to open or expand the big winning opening 50 by a retractable opening door 52b is provided. Inside it, a big winning opening sensor 52a (see Fig. 3) for detecting the game balls that have entered the big winning opening 50 is formed.

[0034] In addition, inside the large winning opening 50, there is a V winning opening (a specific area (not shown)) into which a game ball can enter, and a specific area sensor 51a (see FIG. 3) for detecting a game ball that has entered the V winning opening. The game ball that has entered the large winning opening 50 can be guided to the V winning opening by a V guiding device (not shown). This V guiding device is configured to be controllable between an open state (a state where V winning is easy) that facilitates the entry of the game ball into the V winning opening and a closed state (a state where V winning is difficult or impossible) that makes winning more difficult or impossible than the open state. When the V guiding device is not operating, it maintains a closed state (a state where V winning is impossible) where winning into the V winning opening is impossible. In this embodiment, when a predetermined condition is satisfied, the V guiding device is controlled to an operating state and V winning is enabled. When a game ball enters the V winning opening during this V winning effective period (when the specific area sensor 51a detects the game ball), a "V win" described later occurs.

[0035] The periphery of the large winning opening 50 is a bulging portion (decorative member) 55 that bulges from the surface of the game board 3, and the upper side 55a of this bulging portion 55 forms the downstream guiding portion of the right downward flow path 3c. And if the large winning opening 50 is in a closed state (large winning opening closed state) by the opening / closing door 52b, a part of the downstream guiding portion (upper side 55a) of the right downward flow path 3c is formed by forming a surface continuous with the upper side 55a of this bulging portion 55. Also, in the downstream area of the right downward flow path 3c, in the area above the upper side 55a of the bulging portion 55, precisely in the game area above the large winning opening 50, a flow path correction plate 51d protrudes substantially parallel to the flowing direction of the game ball, and is configured to function to draw the flowing game ball toward the large winning opening 50.

[0036] (Process of the game ball entering the large winning opening 50) The process of game balls entering the large winning opening 50 is as follows. The game balls that have passed through the floating area between the upper surface of the center ornament 48 and the ball guide rail 5 flow down along the top surface (upper side) 55a of the bulging portion 55 that protrudes from the game board 3 and functions as a guide for the game balls. Then, the game balls come into contact with the right end of the flow path correction plate 51d that protrudes from the surface of the game board 3, whereby the flowing direction of the game balls is corrected to the direction of the large winning opening 50 (downward direction). At this time, if the large winning opening 50 is covered by the retractable opening / closing door 52b (large winning opening closed state), the game balls roll over this, and further, by a gauge configuration (arrangement of game nails) not shown, they are guided in the direction of the tulip-type normal variation winning device 41 (lower starting opening 35). At this time, if the lower starting opening 35 is in a winning-enabled state (starting opening open state), game balls can win in the lower starting opening 35, but if the opening / closing door 52b has retracted into the game board surface and the large winning opening 50 is open (large winning opening open state), the game balls are guided into the large winning opening 50.

[0037] In addition, in the case of this embodiment, when the player aims at the firing position on the side of the special variation winning device 52 (when aiming so that the game balls pass through the right downward flow path 3c), the game balls are difficult to be guided or not guided to the upper starting opening 34 side. Therefore, in the "large winning opening closed state", it is made difficult or impossible to win in each of the starting openings 34 and 35 unless the movable wing piece 47 of the normal variation winning device 41 operates.

[0038] When classifying whether the above winning means belongs to either the left or right flow-down path, that is, which flow-down path the game ball flowing down either the left flow-down path 3b or the right flow-down path 3c can win, the winning means belonging to the left flow-down path 3b include the upper start port 34, the lower start port 35, and the general winning ports 43a to 43d on the left side. The winning means belonging to the right flow-down path 3c include the upper start port 34, the lower start port 35, the normal symbol start port 37, the big winning port 50, and the general winning port 43e on the right side. Note that the lower start port 35 belongs to both the left flow-down path 3b and the right flow-down path 3c when the movable wing piece 47 is open (start port open state), and winning is possible from either the left or right flow-down path. However, since the movable wing piece 47 of the lower start port 35 is activated when a game ball passes (wins) through the normal symbol start port 37 located on the right side of the game area 3a, it can be said that it substantially belongs only to the right flow-down path 3c as a winning means. Also, the big winning port 50 belongs only to the right flow-down path 3c, and only game balls from the right flow-down path 3c can win.

[0039] (Configuration with Advantage for Right Hits under Specific Conditions) In the gaming machine 1 of this embodiment, when a player makes a "right shot" aiming for the game ball to pass through the right downward flow path 3c, the game ball is likely to win at the normal symbol start port 37, but it is difficult or impossible to guide the game ball to the upper start port 34 side. Therefore, in the "big winning port closed state", it is difficult or impossible to win at each start port 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 operates. However, when the following "electric support available state (easy start port winning state)" occurs, this movable wing piece 47 operates in an opening / closing pattern that is at least more advantageous than the normal gaming state (normal state). Therefore, in this electric support available state (electric support state), instead of a "left shot" aiming for the game ball to pass through the left downward flow path 3b, a "right shot" aiming for the game ball to pass through the right downward flow path 3c is advantageous. On the other hand, in the "no electric support state (difficult start port winning state)" which is a non-electric support state, instead of a "right shot" aiming for the game ball to pass through the right downward flow path 3c, a "left shot" aiming for the game ball to pass through the left downward flow path 3b is advantageous. That is, whether it is more advantageous for the player to make a "left shot" or a "right shot" can change according to the gaming state. Although details will be described later, the gaming states related to the electric support available state include a "time-saving state" and a "probability change state", and the gaming states related to the no electric support state include a "normal state" and a "hidden probability change state".

[0040] Each winning opening such as the upper start opening 34, the lower start opening 35, the normal symbol start opening 37, the big winning opening 50, or the general winning openings 43a to 43e functions as a winning means arranged in the game area 3a. Further, detection sensors or detection switches such as an upper start opening sensor 34a, a lower start opening sensor 35a, a normal symbol start opening sensor 37a, a big winning opening sensor 52a, or a general winning opening sensor 43h (corresponding to each of the general winning openings 43a to 43e) provided corresponding to each winning opening function as "winning detection means" for detecting a game ball that has entered the winning means. Note that for each of the above-described winning means, the number, shape, formation position, etc. thereof can be appropriately changed according to the game properties. Also, regarding each winning means, whether a game ball flowing down the left downward flow path 3b or the right downward flow path 3c is made difficult to win, impossible to win, or possible to win can also be appropriately changed according to the game properties.

[0041] When a game ball wins at each winning opening, the number of prize balls per one ball that has entered, which is promised for each winning opening, is paid out from a game ball payout device (game ball payout means) 19 (see FIG. 3). For example, 3 balls are paid out for the upper start opening 34, 1 ball for the lower start opening 35, 0 balls (no prize balls) for the normal symbol start opening 37, 15 balls for the big winning opening 50, and 3 balls for the general winning openings 43a to e. Game balls that have not won at each of the above-described winning openings are discharged from the game area 3a through the out opening 49. Here, "winning" means that when the winning opening takes in a game ball into its interior, or when the winning opening is a passing type gate (for example, the normal symbol start opening 37) that does not have a structure for taking in a game ball into its interior, it means that the game ball passes through that gate. Actually, when a game ball is detected by a detection sensor formed for each winning opening, it is treated as if "winning" has occurred at that winning opening. Also, the game ball related to this winning is also referred to as a "winning ball". Further, the winning openings (in this embodiment, the upper start opening 34, the lower start opening 35, the big winning opening 50, the general winning opening 43) that trigger the payout of prize balls are also referred to as "winning openings with prize balls".

[0042] <Movable accessory> In addition, in the game area 3a, a movable object accessory (movable object (accessory) effect means) that exhibits a dynamic effect according to its operation mode is disposed at a position that does not obstruct the flow of the game balls.

[0043] In the present embodiment, as the movable object accessory, a first movable object accessory 80 is disposed on the upper right side inside the center ornament 48, and a second movable object accessory 90 is disposed on the lower right diagonal side thereof. The first movable object accessory 80 includes a clock face portion 81 composed of a digital display portion divided into 12 digital sectors with numbers from Roman numerals "I" to "XII", and clock hands 82 including a short hand and a long hand rotatably formed on the clock face portion 81, and forms a "hanging clock portion" as a whole. In this sense, the first movable object accessory 80 is also referred to as a "clock-type accessory 80". The clock face portion 81 has full-color LEDs on the back side or inside for each sector division location indicated by the short hand, or the digital sectors themselves are composed of full-color LEDs, and each digital sector can emit light independently in different colors. This clock-type accessory 80 functions as at least two effect means, namely a movable object effect means (clock hands 82) and a light effect means (digital sectors).

[0044] In addition, the second movable object accessory 90 arranges a flower crown composed of a plurality of petals around the flower center, and further arranges a calyx around the outer periphery thereof to double the perianth, thus forming a flower-shaped portion 91 (first movable object 91) in the shape of a flower. The flower-shaped portion 91 is attached to the tip of an arm 92 (second movable object 92) capable of swinging operation, and is configured as a flower-shaped accessory 90 as a whole. The flower-shaped portion 91 is configured such that a plurality of petals can rotate around the flower center as the central axis.

[0045] This flower-shaped accessory 90 normally remains stationary at its original position (shown by the solid line in Fig. 2) determined at the edge within the liquid crystal screen or at the side outside the liquid crystal screen. When predetermined operating conditions are met, the arm 92 tilts, and the flower-shaped part 91 together with the arm 92 moves to a position (shown by the dashed line in Fig. 2) that covers the liquid crystal screen. Then, when it moves to the effect position shown by the dashed line in Fig. 2, the flower-shaped part 91 rotates at the tip of the arm, and the translucent flower center and petal parts are illuminated from behind by a lamp or full-color LEDs, enabling beautiful lighting effects. When the operation of the flower-shaped accessory 90 ends, it returns from the effect position of the dashed line to the original position of the solid line. The flower-shaped part 91 can perform multiple types of operation patterns for the rotation of the petals, such as high-speed rotation, low-speed rotation, and reverse rotation. The arm 92 can perform multiple types of operation patterns in addition to the full-open tilting operation of tilting to the dashed line part, such as a semi-tilting operation of tilting to a predetermined tilting angle, a vibrating operation where the arm vibrates rattlingly, and a jogging operation. The above-described clock-shaped accessory 80 (clock hand 82) and flower-shaped accessory 90 (first movable body 91, second movable body 92) can be used in various effects, such as the preview effect, setting suggestion effect, and demo effect described later.

[0046] <2. Control Device: Fig. 3> Next, with reference to Fig. 3, a control device that controls the gaming operation of the gaming machine 1 according to the present embodiment will be described. Fig. 3 is a control block diagram showing an overview of the control device.

[0047] The control device of the gaming machine 1 according to the present embodiment includes a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") that comprehensively controls the control related to the overall gaming operation (gaming operation control), an effect control board (effect control means) 24 (hereinafter referred to as the "effect control unit 24") that receives an effect control command from the main control unit 20 and comprehensively controls the execution (appearance) control of the effect by the effect means, a payout control board (payout control means) 29 that performs the payout control of the prize balls by the gaming ball payout device 19, and a power supply board (power supply control means (not shown)) that generates and supplies the necessary power (including the backup power) to each board of the gaming machine from an external power source. Further, a liquid crystal display device 36 as an image display device is connected to the effect control unit 24. Note that the power supply route is omitted in Fig. 3.

[0048] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor incorporating a CPU 201 (main control CPU), and in addition to a control program describing game operation control procedures, it is equipped with a ROM 202 (main control ROM) for storing various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer. The main role of the main control unit 20 is game operation control related to games including symbol variation display games (special symbol variation display games, normal symbol variation display games), and it comprehensively controls game processing (game progress processing) related to game progress.

[0049] Although not shown in the figure, the main control unit 20 also has a CTC (Counter Timer Circuit) that imparts a periodic interrupt, a pulse output creation function (bit rate generator) with a fixed period, and a time measurement function to the Z80 system, an interrupt controller circuit that exhibits an interrupt permission / interrupt prohibition function such as a timer interrupt that imparts an interrupt signal to the CPU, a reset circuit that detects power-on, power-off, or power abnormalities and outputs a system reset signal to reset the CPU, a watchdog timer (WDT) circuit that monitors the abnormal operation of the control program, a designated area outside running prohibition (IAT) circuit that monitors whether the program is being correctly executed within a preset address range, a counter circuit for generating a hardware-based random number within a certain range (hardware random number), etc.

[0050] Note that at least the main control unit (main control board) 20 and the payout control board (payout control unit) 29 start backup processing by receiving a voltage drop signal (power abnormality signal) from a power supply board (not shown) prior to power-off, so that the game operation before power-off can be resumed after power restoration (backup function). In this gaming machine 1, it is possible to retain the respective stored contents of the RAM for at least about several days.

[0051] The above counter circuit is configured to include a random number generation circuit that generates random numbers and a sampling circuit that samples the random number values from the random number generation circuit at a predetermined timing, and operates as a 16-bit counter as a whole. The CPU 201 sends an instruction to the above sampling circuit according to the processing state, thereby obtaining the numerical value indicated by the random number generation circuit as an internal lottery random number value (a jackpot determination random number (the size of the random number: 65,536)), and using the random number value for jackpot lottery. Note that the internal lottery random number is obtained by adding a software random number value generated by appropriate software processing to prevent cheating such as aiming directly at the jackpot and a hardware random number value in order to prevent acts such as aiming directly at the jackpot.

[0052] Here, referring to FIG. 30, the memory spaces (RAM 203, ROM 202) included in the main control unit 20 will be briefly described.

[0053] In the "program / data area" of the ROM 202, there are a "program within the area" that stores control programs required to execute game operation processes related to game progress (such as symbol variation display games and winning games, mainly including symbol variation display games, prize management, winning games, control of various game states, etc.), a "program outside the area" that stores control programs not directly related to the game progress, such as processes related to performance display, processes related to type test signals, and specific error processes described later, and a data storage area that stores various fixed data related to the programs. The RAM 203 is configured to include work areas corresponding to the above program within the area and program outside the area (for example, an in-area RAM area from address 0000H to 00FFH and an out-of-area RAM area from address 0100H to 01FFH). That is, in the storage areas accessible by the CPU 201, there are provided an in-area ROM and an in-area RAM provided within a predetermined upper limit capacity, and an out-of-area ROM and an out-of-area RAM separate from them. The in-area ROM and the out-of-area ROM are each composed of a control area in which programs are stored and a data area in which data is stored.

[0054] The "in-region program" stored in the control region of the in-region ROM refers to the data region of the same in-region ROM and can refer to and update the in-region RAM, but can only refer to the out-of-region RAM and cannot perform direct updates. Similarly, the "out-of-region program" stored in the control region of the out-of-region ROM refers to the data region of the same out-of-region ROM and can refer to and update the out-of-region RAM, but can only refer to the other in-region RAM and cannot perform direct updates. Therefore, when it is desired to update the data of the out-of-region RAM during in-region processing (during the execution of the in-region program) by the in-region program, it is necessary to call (invoke) the out-of-region program from the in-region program and update the data of the out-of-region RAM by the out-of-region processing (execution of the out-of-region program) by that out-of-region program.

[0055] Returning to the description of FIG. 3, the main control unit 20 is connected to an upper start port sensor 34a that detects winning at the upper start port 34, a lower start port sensor 35a that detects winning at the lower start port 35, a normal symbol start port sensor 37a that detects the passage of a game ball through the normal symbol start port 37, a big winning port sensor 52a that detects winning at the big winning port 50, a general winning port sensor 43h that detects winning at the general winning port 43, and a specific region sensor 51a that detects winning at the V winning port (specific region). The main control unit 20 receives the detection signals from these sensors and grasps which winning port the game ball has won (entered).

[0056] In addition, an OUT monitoring sensor 49a for detecting game balls (out balls) discharged from the gaming machine through the out port 49 and each winning port is connected to the main control unit 20, and the main control unit 20 is capable of receiving the detection signal thereof. The main control unit 20 includes a functional unit (out ball counting means) capable of counting the number of out balls based on the detection signal from the OUT monitoring sensor 49a. The number of out balls is one of the "game performance information" defined by a specific value. For example, if "the cumulative number of out balls today is 30,000 shots", game performance information such as "the gaming machine 1 has been operating for 300 minutes today" can be obtained according to the relational expression "operating time = cumulative number of out balls (pieces) / firing performance (100 shots per minute)". In the case of this embodiment, the number of out balls is used for calculating the "base value" (one of the game performance information) described later.

[0057] In addition, although not shown in the figure, a fraud detection sensor (for example, a vibration sensor, a radio wave sensor, a magnetic sensor) for detecting fraud on the gaming machine 1 is connected to the main control unit 20, and the main control unit 20 is capable of monitoring fraud on the gaming machine based on the detection signal from the fraud detection sensor.

[0058] In addition, a normal electric accessory solenoid 41c for controlling the opening and closing of the movable vane 47 of the lower start port 35 and a big winning port solenoid 52c for controlling the opening and closing of the opening door 52b of the big winning port 50 are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.

[0059] In addition, special symbol display devices 38a and 38b are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of special symbols 1 and 2. In addition, a normal symbol display device 39a is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of normal symbols.

[0060] In addition, a composite display device 38c, a right hit display device 39b, and a round number display device 39c are connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of various information displayed thereon.

[0061] Also, an external terminal board 21 for the frame is connected to the main control unit 20, and the main control unit 20 can output one or more external signals (signals including specific information) to external devices such as a hall computer HC and a data counter DT (not shown) provided outside the gaming machine via the external terminal board 21 for the frame. The gaming information included in the external signal includes, for example, winning game start / end information, winning information, special symbol variation start / variation stop information, prize ball number information, various security information (illegal act detection information, occurrence information such as RAM clear, door opening, setting change in progress, setting confirmation in progress, etc.). The above-mentioned "data counter DT" is a gaming information notification device that can notify specific information about the gaming machine, such as the number of jackpot occurrences, the number of executions of the symbol variation display game (number of symbol variations), and the number of game executions between jackpots, based on the gaming information included in the external signal, and is usually installed on the upper part of the gaming machine. Also, the above-mentioned "hall computer HC" is a management computer dedicated to the game parlor that monitors and collects the state of the gaming machine (various information such as the number of games, the number of balls discharged, the number of jackpot occurrences, errors, etc.) based on the gaming information included in the external signal and comprehensively manages the operation (operation) status of the gaming machines installed in the pachinko hall. In addition, the above-mentioned "data counter DT" is also equipped with a "call button" for calling a pachinko hall staff member, and when the call button is operated, the data counter DT can notify the fact using its own light-emitting means or the like. Also, the detection signal of the call button can be transmitted to the hall computer HC.

[0062] Note that the above-mentioned "call button" may be installed on the gaming machine 1, and for example, it can be provided at an appropriate position of the upper tray unit 8. In this case, the detection signal from the call button is configured to be transmissible from the external terminal board 21 for the payout frame to the external device, which will be described later.

[0063] In addition, the main control unit 20 can output a type test signal for specifying the gaming operation in real time in response to a type test (a test related to the type of a gaming machine based on the rules regarding the certification and type verification of gaming machines, etc.) conducted by the Security Electronic Communication Technology Association (Hoken Tsushin Kyokai). When installing a gaming machine that conforms to the type test in a pachinko parlor, any change to the conforming control program is not permitted. For this reason, even after installation in the pachinko parlor, processing related to the type test signal is executed (the test firing test signal terminal management process (see step S823 in FIG. 19) in the out-of-area processing within the timer interrupt described later).

[0064] Also connected to the main control unit 20 are a RAM clear switch 98 for initializing a predetermined area (in-area memory) of the RAM 203, a setting key switch 94 that can be switched between a "setting change allowed state (ON operation)" that allows a change operation of a setting value by inserting and performing an ON / OFF operation on a setting key, and a "setting change prohibited state (OFF operation)" that prohibits a setting change operation, and a setting change switch 95 for changing a "setting value" described later under the setting change allowed state. The main control unit 20 can receive detection signals from these switches.

[0065] Note that both the RAM clear switch 98 and the setting change switch 95 can be operated by the operator, but from the perspective of preventing improper acts, they are disposed at appropriate positions inside the gaming machine that are not visible from the outside, and an ON / OFF operation from outside the gaming machine is impossible unless the front frame 2 is opened.

[0066] Also connected to the main control unit 20 is a setting display 97 (setting display means) for displaying setting value information, and the main control unit 20 can transmit a control signal for controlling the display thereof. The setting display 97 according to the present embodiment is composed of one 7-segment display. The setting display 97 is mounted at an appropriate position inside the gaming machine, for example, on the control board or on the board case protecting the control board, so that the setting value cannot be visually recognized from the outside.

[0067] (Regarding the setting value) The main control unit 20 has a "setting change function" that can change the expected value (profit) of the profit given to the player, such as the payout rate (so-called "machine cut", "PAYOUT rate") by stages, and is called a "type with setting function". The above "setting value" is a value indicating this stage. This setting value can be confirmed by the setting display 97 and is appropriately set by the hall staff based on the business strategy of the pachinko parlor (game store).

[0068] The "setting value" is, for example, a value that stipulates the lottery probability (winning probability) of a jackpot (a type of win for which the conditional device described later operates) by stages. The higher the setting value, the higher the lottery probability (jackpot winning probability) of the jackpot is set, and it acts more favorably on the player. Such a setting value can be provided with at least two stages (at least a first setting value and a second setting value). For example, when six setting values from setting 1 to 6 are provided, the jackpot winning probability at the low probability time can be 1 / 280 for setting 1, 1 / 275 for setting 2, 1 / 270 for setting 3, 1 / 265 for setting 4, 1 / 260 for setting 5, 1 / 251 for setting 6, and so on. That is, the higher the setting value, the easier it is to win the jackpot (the machine cut becomes higher), and it acts more favorably on the player. When the jackpot lottery probability is in a high probability state (when the special symbol probability variation function described later operates), the probability can rise to a value not exceeding 10 times. However, the increase rate may be the same or different for each setting value. In the case of this embodiment, the increase rate is the same for each setting value. In the above example, if the jackpot lottery probability at the low probability time is setting 1 - 6 = 1 / 280 - 1 / 251 and the increase rate is 5 times, the jackpot lottery probability at the high probability time is setting 1 - 6 ≈ 1 / 56 - 1 / 50.

[0069] Also, when multiple types of big wins are provided, at least the winning probability of one specific big win can be changed according to the set value. For example, when there are four types of big wins, namely big wins 1 to 4, as the set value becomes relatively higher, the winning probabilities of all of big wins 1 to 4 can be configured to increase, or only the winning probabilities of big wins 1 to 3, which are some of the big wins, can be configured to increase (in this case, for big win 4, the winning probability is common for all set values), or only the winning probability of a specific big win (for example, only big win 1) can be configured to increase (in this case, for big wins 2 to 4, the winning probability is common for all set values). Also, as the set value becomes relatively higher, the total winning probability of big wins 1 to 4 can be configured to increase. Further, the winning probability of a small win type that does not trigger the operation of the condition device may be changed according to the set value in the same manner as in the case of the aforementioned big wins, or may be set to the same winning probability for all settings.

[0070] Thus, the "set value" means a grade related to the occurrence (winning) probability (ease of occurrence) of a specific event such as a big win, and is a value that stipulates events affecting mechanical division in stages. The main control unit 20 can include setting means capable of setting a set value related to the winning probability of a specific event as a functional unit related to the set value.

[0071] (Regarding the operation of changing the set value) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state, it is controlled to the setting change allowable state, and when the power is turned on by other switch operations, it is controlled to the setting change prohibited state. During this setting change allowable state, every time the setting change switch 95 is turned on, the current display value of the setting display 97 is cyclically switched and displayed within the usage range of settings 1 to 6, such as "1→2→3→4→5→6→1→2→3→···". When the desired setting value is displayed, if the setting key switch 94 is turned off (setting confirmation operation), the current display value is determined as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. Then, when the setting key switch 94 is operated from the current ON to OFF, the setting change allowable state ends, and thereafter, the game starts under the determined setting value.

[0072] (Setting-free type, one-step setting type) The present invention is also applicable to a gaming machine of the "setting-free type" that does not have a setting value. In the case of a setting-free gaming machine, since there is no setting value itself, there is no need to provide a setting value storage area.

[0073] The present invention is also applicable to a gaming machine of the "one-step setting type" in which the setting value cannot be switched in multiple steps and only one setting value is provided. This "one-step setting type" means the same type as the above "type with setting function" in that operations related to the setting value such as setting change operations are possible, but only one setting value can be selected. It is mainly used to provide compatibility and versatility between models and simplify the design of new models between the "type with setting function" and the "setting-free type". This "one-step setting type" is substantially the same as a "setting-free gaming machine" in that there is only one step of setting value. In the case of the "one-step setting type", even if the setting change switch 95 is operated, the display value of the setting display 97 shows only one setting value, such as "1→1→1→1→···", and only one setting value can be selected.

[0074] In addition, the main control unit 20 can transmit various effect control commands to the effect control unit 24 according to the processing state. However, in order to prevent any cheating behavior from the outside, the main control unit 20 is configured for one-way communication that only transmits signals to the effect control unit 24 and cannot receive signals from the effect control unit 24.

[0075] (Regarding the performance display 99) Further, a performance display 99 (information display means), which notifies the main control unit 20 of information related to the game results during a predetermined period (specific game period) (hereinafter referred to as "performance information"), is connected to the main control unit 20, and the main control unit 20 can transmit a control signal for displaying this.

[0076] The performance display 99 of the present embodiment consists of a plurality of 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which the display unit and the circuit unit are unitized are arranged side by side horizontally, and for example, they are mounted on the main control board 20 to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) under the 7-segment number.

[0077] The above-mentioned "performance information" is mainly information used by pachinko parlors and relevant government agencies for confirmation, investigation, etc. For example, it is information for investigating whether there is any abnormality in the ball output performance due to illegal adjustment of the game pins or cheating behavior, or whether the original ball output performance (designed ball output performance) of the gaming machine is being properly exhibited. In other words, it is "information related to game achievements (game achievement information)". Therefore, it is information that is not directly related when a player enjoys the game. For this reason, the performance display 99 is mounted at an appropriate position inside the gaming machine, for example, on the control board or on the board case that protects it.

[0078] (Specific examples of performance information) Here, the above-mentioned performance information is not particularly limited as long as it is useful game achievement information. For example, one or more of various information shown in the following (Situation 1) to (Situation 4) can be adopted.

[0079] (Situation 1) Information (specific ratio information) based on the value (α / β) obtained by dividing the total number of payouts (total number of winning balls during identification: α) paid out due to winning in a specified counting target (measurement target) interval by the total number of balls output in the counting target interval (number of outs during identification: β) can be adopted as performance information. Such specific ratio information is useful as an index for evaluating the ball output performance of the gaming machine.

[0080] (Situation 1-1) The above-mentioned "total number of payouts" is the total value of the game balls (winning balls) paid out when winning at the winning ports (upper start port 34, lower start port 35, general winning port 43 (43a to 43e), big winning port 50). In the case of this embodiment, the upper start port 34 is 3, the lower start port 35 is 3, the big winning port 50 is 15, and the general winning port 43 is 6. The total number of balls output is the number of game balls (number of game balls detected by the OUT monitoring switch 49a) launched from the launching device 32 into the game area 3a.

[0081] (Situation 1-2) Also, as the above-mentioned "counting target interval", for example, a specific gaming state (specific gaming state focusing on YJ and / or Tcode) can be adopted. Specifically, focusing on the "internal gaming state (YJ)" described later, it includes the normal state, time-saving state, potential probability state, time-saving state, micro time-saving state, probability variation, in addition to during big win gaming (condition device ON), during V win gaming (condition device ON), during small win gaming (small win middle flag ON), etc. Also, focusing on the "gaming mode (Tcode)" described later, it includes the heaven mode, hell mode, consecutive win mode, etc. (Details of various gaming states and gaming modes will be described later). Note that regarding which gaming state to adopt as the counting target interval, it can be appropriately determined according to the performance information to be obtained. Also, the counting target interval may be not only one gaming state but also a plurality of gaming states. For example, "normal state and micro time-saving state", "all gaming states except during winning gaming", "all gaming states", etc.

[0082] (Situation 1-3) Also, as the counting target interval for performance information, as described above, instead of focusing on gaming states such as during the normal state, during the time-saving state, or during a big win, the following counting target intervals may be adopted. (Case 1-3A: Focusing on the probability of a big win lottery) The period of "low probability state and / or high probability state" can be the object of counting. For example, it can be "a gaming state related to a low probability state", "a gaming state related to a high probability state", etc. (Case 1-3B: Focusing on the presence or absence of the electric support state) The period of "electric support present state and / or electric support absent state" can be the object of counting. For example, it can be "a gaming state related to the electric support absent state", "a gaming state related to the electric support present state", etc. (Case 1-3C: Focusing on the probability of a big win lottery and the presence or absence of the electric support state) For example, it can be "a gaming state related to 'low probability state + electric support absent state'", "a gaming state related to 'high probability state + electric support absent state'", "a gaming state related to 'low probability state + electric support present state'", "a gaming state related to 'high probability state + electric support present state'", etc.

[0083] (Case 1-3D) During the big win game due to a big win (including a jackpot win), it is controlled to be in a low probability state. Also, during the small win game due to a small win, the gaming state at the time of winning is continued. However, when it is desired to measure "the period of a pure low probability state", the period excluding "the winning game" and "the high probability state" can be set as the counting target interval. In this example, when the gaming state at the time of a small win is a low probability state, it may or may not be included in the counting target. The details of the big win type, small win type, and these winning games will be described later. Also, when it is desired to measure the period of the low probability state or high probability state excluding both the big win and small win winning games, the period excluding all winning games can be set as the counting target interval.

[0084] (Case 1-4) Also, as the above-mentioned "total payout number", the number obtained by excluding one or more specific winning ports from the counting target can be used as the total payout number (total payout number excluding specific winning ports). For example, among each winning port, the number obtained by excluding the big winning port 50 from the counting target can be used as the total payout number (in this case, it is substantially the number obtained by excluding the winning period from the counting target that becomes the total payout number).

[0085] (Situation 2) Also, as performance information, one or more of the total number of payouts, the total number of payouts excluding specific winning openings, the total number of balls out, the total number of balls launched, the total number of balls obtained, and the net increase number (difference in balls) may be counted, and the count result may be adopted as performance information.

[0086] (Situation 3) The ratio of devices during a predetermined gaming period may be used as performance information. The predetermined gaming period can be a predetermined number of games (for example, among the latest 6000 games, cumulative number of games (cumulative 17500 games or more, cumulative 175000 games or more, etc.), a predetermined period (for example, from power-on to power-off), or a predetermined time (such as 10 hours after power-on) (the same applies to (Situation 4) to (Information 5) described later). The "ratio of devices (%)" is the ratio of the game balls paid out by the operation of the electric device among the game balls paid out from the gaming machine. The ratio of devices is calculated as "(total number of payouts during device operation / total number of payouts) × 100" (in this example, rounding down the decimal part). Here, the device refers to a normal electric device, a first type of special electric device, a first type of non-special electric device, a device continuous operation device related to the first type of special electric device, etc. As a display mode of the ratio of devices, for example, on the identification segment side, "7Y." is displayed, and on the ratio segment side, the current ratio of devices (for example, if it is 69%, then "69") is displayed. In the case where the predetermined gaming period is less than the specified value (for example, less than 6000 games), the identification segment is blinked. Also, when it is equal to or more than a predetermined value (for example, 70% or more), the ratio segment can be blinked, and when it reaches 100%, the ratio segment can be blinked and displayed as "99".

[0087] (Situation 4) The continuous device ratio during a predetermined gaming period may be used as performance information. The "Continuous Device Ratio (%)" refers to the ratio of the game medals paid out by the gaming machine that are paid out due to the operation of the continuous device for the device. The continuous device ratio is calculated as "(Total number of medals paid out during operation of the continuous device for the device / Total number of medals paid out) × 100" (rounded down to the nearest integer). As a display mode of the continuous device ratio, for example, on the identification segment side, it is displayed as "6Y.", and on the ratio segment side, the current continuous device ratio (for example, if it is 59%, then "59") is displayed. In addition, when the number of games is less than a predetermined number of games (for example, less than 6000 games), the identification segment is blinked. Also, when it is equal to or more than a predetermined value (for example, 70% or more), the ratio segment is blinked, and when it reaches 100%, the ratio segment can be blinked and displayed as "99".

[0088] (Emotion 5) The ratio of the device in the total number of games (cumulative number of games) may be used as performance information. As a display mode of the ratio of the device in the total number of games (cumulative number of games), for example, on the identification segment side, it is displayed as "7A.", and on the ratio segment side, the current ratio of the device (for example, if it is 69%, then "69") is displayed. However, when the total number of games is less than a predetermined number of games (for example, less than 17500 games), the identification segment is blinked. Also, when the ratio of the device is equal to or more than a predetermined value (for example, 70% or more), the ratio segment is blinked.

[0089] Naturally, depending on the one or more pieces of performance information adopted, the counting target intervals of the count values used for calculating the performance information are different. As the count values used for calculating the performance information, for example, when the total number of medals paid out in the normal state and the short-time state, the cumulative number of out balls in the normal state and the short-time state, and the total number of out balls in all game states are required, the counting target intervals of the total number of medals paid out and the cumulative number of out balls are the normal state and the short-time state, and the counting target interval of the total number of out balls is all game states.

[0090] (Regarding the counting target interval according to this embodiment) As described above, various types of information can be adopted as the performance information. In this embodiment, the "normal state" and the "short-time state" are defined as the counting target intervals (the game states to be counted). Then, the total number of payouts (hereinafter referred to as the "normal payout number") during these game states and the cumulative number of out balls (hereinafter referred to as the "normal out number") during the same game states are measured in real time, and the value obtained by multiplying the value obtained by dividing the normal payout number by the normal out number by 100 (the base value (normal base value) calculated by normal payout number ÷ normal out number × 100) is adopted as the above "performance information" and is displayed in a predetermined manner by the performance display 99. Also, the above "base value" is such that the value rounded to the first decimal place is displayed on the performance display 99 as the performance information.

[0091] Therefore, each data of the normal payout number, the normal out number, and the base value (normal base value) is stored (memorized) in the corresponding areas of the RAM 203 (the normal payout number storage area, the normal out number storage area, and the specific ratio information storage area). However, it is not simply measured permanently and the performance information is displayed. When the total number of out balls reaches a predetermined specified number (for example, 60,000), the measurement is once terminated, and the base value at the end of the measurement is stored as history information in a predetermined area (performance display storage area) of the RAM 203 (store the base value of this time). Note that the above "total number of out balls (60,000)" that triggers the end of the measurement of the base value of this time adopts the total number of out balls (hereinafter referred to as the "total state out number") during all game states (including during winning games), not the normal out number. This total state out number is also measured in real time and stored in the corresponding area (total state out number storage area) of the RAM 203. Hereinafter, for the convenience of explanation, unless particularly necessary, the above-mentioned "normal payout number storage area, normal out number storage area, specific ratio information storage area, total state out number storage area" (the RAM area that stores the data group related to the calculation of the performance information) may be collectively referred to as the "counting information storage area".

[0092] Note that the processing program related to the display control and the base value and its work area in the performance display 99 are defined in an area different from the area (in-area memory (in-area ROM, in-area RAM)) that the CPU 201 accesses during processing related to normal game progress (for example, symbol variation display games (special symbol variation display games, normal symbol variation display games), winning management, bonus games, control of various game states, etc.) (out-of-area memory (out-of-area ROM, out-of-area RAM)).

[0093] When there are a plurality of counting target intervals including the first counting target interval (normal state) and the second counting target interval (short-time state) as in this embodiment, for the count values related to each counting target interval (count values used for calculating performance information), they may be stored in a storage area defined separately for each counting target interval (hereinafter also referred to as "individual storage area"). For example, as the count values related to each counting target interval (hereinafter also referred to as "individual count values"), the first counting target interval payout number (normal state payout number), the first counting target interval out number (normal state out number), the second counting target interval payout number (short-time state payout number), and the second counting target interval out number (short-time state out number) are each counted (first counting interval payout number counting means, first counting interval out number counting means, second counting interval payout number counting means, second counting interval out number counting means), and storage areas for storing these values can be provided respectively. Note that the normal state payout number and the short-time state payout number are one aspect of the count values belonging to the normal payout number, and the normal state out number and the short-time state out number are one aspect of the count values belonging to the normal state out number.

[0094] Further, based on the count values of the above-mentioned individual storage areas, base values (hereinafter also referred to as "individual base values") for each of the first counting target interval (normal state) and the second counting target interval (micro short state) are calculated, and storage areas (first individual base value storage area, second individual base value storage area) for storing these base values (normal state base value, micro short state base value) may be provided. In this case, the normal state base value and the micro short state base value may be calculated, and their average value may be used as the base value of the display target. In this way, when configured to be able to store the count values and base values determined for each counting target interval, the individual count values and individual base values can be managed. In this case, there is also an advantage that the individual count values and / or individual base values can be set as the display target.

[0095] After the total number of out balls reaches a predetermined specified number and the current base value is stored as history information, the counting information storage area used in this measurement is cleared (initialized), and measurement and calculation of the new normal payout number, normal out number, total state out ball number, and base value are started. As a result, the current base value is stored as history information, and the next performance information is measured, calculated, and stored in real time.

[0096] Note that from the first power-on or when the external RAM is all cleared, until the total number of out balls in all states reaches a predetermined number (for example, 299), only the total number of out balls in all states is counted as a test interval (pre-measurement period), and base values and the like are not measured. This is considered in view of performing an operation test when a gaming machine is first installed in a pachinko parlor. For example, it may be necessary to manually insert a game ball into the start port to check the operation or to conduct a trial play, and it is necessary to exclude the winning balls and out balls resulting from such an operation test from the counting targets. Therefore, the first (first time) measurement starts after the end of the above test interval.

[0097] Also, when the total number of all status outs reaches a predetermined specified number (here, 60,000) after starting the first (the first time) measurement, the base value at this time (the first base value) is stored in the performance display storage area of the RAM 203. For the second measurement, the current normal payout number, normal out number, and total number of all status outs are each cleared (measurement data initialization process). That is, every time the specified number of 60,000 is counted, the current base value is memorized, and for the measurement of the next base value, the normal payout number, normal out number, and total number of all status outs during measurement are cleared.

[0098] Regarding the past base value (history base value) as the above history information and the base value currently being measured in real time (real-time base value), these base values are alternately switched and displayed every predetermined time (for example, 5 seconds). In the present embodiment, among the four 7-segment LEDs (7-segment display) 99a to 99d, the two 7-segment LEDs 99a and 99b on the left half of the front are made to function as an 'identification display unit (identification segment)' that displays identification information capable of identifying whether it is the'real-time base value' being measured in real time or the 'history base value' of the history information, and the two 7-segment LEDs 99c and 99d on the right half of the front are made to function as a 'base display unit (ratio segment)' that displays the base value.

[0099] The identification display unit (identification segment) is displayed as follows, for example. (1) When displaying the real-time base value: "bL." (2) When displaying the history base value: "b6." (3) During the test period: "--"

[0100] Also, the base value is rounded to the first decimal place and then displayed on the numerical display section. However, if the rounded value has three or more digits, "99." indicating overflow is displayed on the base display section. For example, if the real-time base value is 31, it is displayed as "bL.31", if the historical base value is 29, it is displayed as "b6.29", and if it is an overflow, it is displayed as "bL.99" or "b6.99". Note that since the test period is the period before the start of measurement, "----" is lit and displayed on the identification display section and the base display section (all seven-segment LEDs 99a~99d are displayed as "-"). As described above, it is possible to identify the difference in the display content, such as whether the currently displayed content is the real-time base value or the historical base value.

[0101] Note that the historical base value may be configured to display not only the previous base value but also the base values of specific previous times, such as the time before the previous time or three times before that, and it can be appropriately determined how many times before the base value is to be displayed. For example, multiple measurement periods can be switched and displayed at predetermined time intervals, such as "the third historical base value (measurement result three times before)", "the second historical base value (measurement result the time before the previous time)", "the first historical base value (measurement result of the previous time)", and "the real-time base value (current base value)". In this case, in order to identify the measurement results of each section, the display of the identification display section can be set to different display modes. For example, if it is the "third historical base value", the identification display section is displayed as "b3.", if it is the "second historical base value", the identification display section is displayed as "b2.", if it is the "first historical base value", the identification display section is displayed as "b1.", and if it is the "real-time base value", the identification display section is displayed as "bL.". Also, when displaying the test section, the identification display section displays "--". Also, in the performance indicator 99, when displaying one or more pieces of performance information, as long as the performance information can be identified, the display mode can be freely determined. Also, when displaying multiple pieces of performance information, the timing for switching and displaying from one piece of performance information to another can also be freely determined in the same way.

[0102] In addition, in this specification, "measurement" can be replaced with the words "calculation" or "counting", "calculation" can be replaced with the words "measurement" or "counting", and "counting" can be replaced with the words "measurement" or "counting".

[0103] Also, a payout control board (payout control unit) 29 is connected to the main control unit 20. A launch control board (launch control unit) 28 that controls the launcher 32 and a game ball payout device 19 that pays out game balls are connected to the payout control board 29. A computer circuit including a one-chip microcomputer is mounted on the payout control board 29.

[0104] The main role of the payout control board 29 is to receive a payout control command from the main control unit 20, control the payout of bonus balls by the game ball payout device 19 based on the payout control command, and transmit information (status signal) regarding the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 can transmit a control command regarding payout (a "payout control command" that specifies the number of bonus balls) to the payout control board 29. On the other hand, the payout control board 29 can transmit the above status signal (status command) to the main control unit 20.

[0105] On the payout control board 29, a full detection sensor 60 for detecting the storage state of the game balls stored in the upper receiving tray 9 (whether the upper receiving tray 9 is in a full state or not) and a door opening sensor 61 for detecting the open / closed state of the door structure (in this embodiment, the "front frame 2" and / or the "glass door 6") are connected, and the payout control board 29 can receive detection signals from these sensors. The door opening sensor 61 according to this embodiment functions as a door opening detection means. For example, when the front frame 2 or the glass door 6 is opened forward with respect to the outer frame 4, it becomes an ON state (ON when opened), and when closed, it becomes an OFF state (OFF when closed). Note that the door opening sensor 61 may be a sensor capable of individually detecting the glass door 6 and the front frame 2. For example, the opening and closing state of the front frame 2 may be detected by the first door opening sensor 61, and the opening and closing state of the glass door 6 may be detected by the second door opening sensor 61. Further, when the glass door 6 and the front operation panel 7 are each independently openable and closable door structures, the opening / closed state of the front frame 2, the glass door 6, and the front operation panel 7 may be configured to be detectable. In any case, for a door structure that can be opened and closed forward with respect to the gaming machine 1 (outer frame 4), particularly a door structure through which the inside of the gaming machine is opened, it is extremely important from the viewpoint of preventing fraud to provide a sensor capable of detecting its open / closed state. In this embodiment, the detection signal from the door opening sensor 61 is input to the payout control board 29, and the payout control board 29 notifies the main control unit 20 of the open / closed state of the door structure. However, the present invention is not limited to this, and the detection signal from the door opening sensor 61 may be directly input to the main control unit 20.

[0106] In addition, the payout control board 29 can receive detection signals from a replenishment depletion detection sensor 19a for detecting a shortage in the supply of game balls and a ball counting sensor 19b for detecting the game balls (bonus balls) to be paid out. The payout control board 29 can also transmit a control signal for controlling the payout motor 19c (a motor for driving the ball payout mechanism section) of the game ball payout device 19.

[0107] The payout control board 29 can transmit various status signals based on the detection signals from the full detection sensor 60, door open sensor 61, replenishment depletion detection sensor 19a, and ball counting sensor 19b as the above-mentioned status signals. These status signals include a "ball jam signal" indicating a full state, a "door open signal" indicating the open / closed state of the front frame 2 and the glass door 6, a "replenishment depletion signal" indicating a shortage of game balls supplied from the game ball payout device 19, a "counting error signal" indicating a shortage of paid-out prize balls or an abnormality in the ball counting sensor 19b, a "payout completion signal" indicating that the payout operation has been completed, etc., and is configured to be able to transmit various status signals. The main control unit 20 monitors the open state of the door (door open error), whether the payout operation of the game ball payout device 19 is normal (replenishment depletion error), the full state of the upper tray 9 (upper tray full error (ball jam error)), etc. based on these status signals. In the above description, it was explained that the detection signal (door open signal) from the door open sensor 61 is input to the main control unit 20 via the payout control board 29, but it may also be configured to be directly input to the main control unit 20 without passing through the payout control board 29.

[0108] Note that a launch control board (launch control unit) 28 is connected to the payout control board 29. In the case of this embodiment, it means that a launch control IC is mounted on the payout control board 29, and the transmission of the launch control signal to the launch control board 28 has a circuit configuration in which the main control unit 20 directly performs it. The main control unit 20 is configured to be able to transmit a launch control signal to the launch control IC (launch control board 28) on the payout control board 29, and directly controls the launch operation of the launch device 32 by controlling the "ON (output = launch operation permitted state) / OFF (output stop = launch operation prohibited state)" of the launch control signal by the main control unit 20. Note that the main control unit 20 continues to output the launch control signal after the power is turned on when the game start conditions are met (see step S039 in FIG. 8B described later), but stops the launch control signal (launch control signal OFF) when it determines that a specific error (for example, a door open error, etc.) has occurred.

[0109] Based on the fact that the emission control signal from the main control unit 20 is output (emission control signal ON), the emission control board 28 controls the energization of an emission solenoid (not shown) provided in the emission device 32, and realizes the emission operation of the game ball, such as the striker (not shown) in the emission device 32 repeatedly operates to continuously emit the game ball by operating the emission operation handle 15. Therefore, when the emission permission signal is not output (when the emission control signal is OFF), no matter how the emission operation handle 15 is operated, the emission operation is not performed and the game ball is not emitted. The emission control board 28 can receive a detection signal (ON (touch state) / OFF (non-touch state)) from a touch sensor (not shown) provided on the emission operation handle 15 and a detection signal from an emission stop switch (not shown) provided on the emission operation handle 15. When it is detected by the touch sensor that the player is not touching the handle (non-touch state), or when the emission stop switch provided on the emission operation handle 15 is operated (emission stop switch ON state), even if the emission control board 28 receives the emission control signal from the main control unit 20, the emission operation by the emission device 32 is not performed. Also, the strength of shooting out the game ball can be changed according to the operation amount of the emission operation handle 15.

[0110] (2-2. Effect control unit 24) The performance control unit 24 is configured around a microcomputer that incorporates a microprocessor with a built-in CPU 241 (performance control CPU), and also includes a ROM 242 (performance control ROM) that stores performance data and programs required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. Additionally, it includes an audio control unit (audio) control unit (Audio Processor), an RTC control unit (Real Time Clock) that manages calendar information regarding the current time (time information in real time) and / or date (month, day, day of the week), a counter circuit (16-bit counter, 8-bit counter) for generating a certain range of hardware random numbers, an interrupt controller circuit, a reset circuit, a WDT circuit, etc., to control the overall performance operation. Also, like the main control unit 20, the performance control unit 24 is equipped with a backup function and a random number generation means (random number generation means for performance lottery) related to performance lottery.

[0111] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and determine performances based on the performance control commands, control the image display of the liquid crystal display device 36, control the sound of the speaker 46, control the light emission of various performance LEDs (decoration lamp 45, button LED 13b, other performance LEDs), control the operation of various movable props (clock-shaped prop 80, flower-shaped prop 90), etc.

[0112] In addition, the production control unit 24 includes a display control unit (not shown) that controls the display of the liquid crystal display device 36 (image display production control). This display control unit includes a VDP (video processing unit) that controls all video output processes such as image expansion processing and image drawing, an image ROM that stores image data (production image data) for which the VDP performs image expansion processing, a VRAM (Video RAM) that temporarily stores the image data expanded by the VDP, a liquid crystal control CPU that outputs control data necessary for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedure of the liquid crystal control CPU and various data necessary for the display control, and a liquid crystal control RAM that functions as a work area and buffer memory. The CPU 241, ROM 242, and RAM 243 can function as the liquid crystal control CPU, liquid crystal control ROM, and liquid crystal control RAM, respectively.

[0113] In addition, in order to execute light production, sound production, or movable object production (prop movement production), etc., the production control unit 24 includes a light display control unit (lamp control unit) for the light display device 45a including various production LEDs such as the decorative lamp 45 and the button LED 13b, an acoustic control unit (voice processing unit) for the acoustic generating device 46a including the speaker 46, and a drive control unit (prop control unit (motor drive circuit)) for the movable object motors 80c, 91c, 92c that operate the movable object props (clock-shaped prop 80, flower-shaped part 91, arm 92).

[0114] In addition, a position detection sensor 82a for monitoring the operation of the movable object prop is connected to the production control unit 24, and the production control unit 24 controls the operation mode of the movable object prop while monitoring the current operation position of the movable object prop (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. In addition, the production control unit 24 monitors malfunctions in the operation of the movable object prop based on the detection information from the position detection sensor 82a, and if a malfunction occurs, it performs predetermined error notification processing.

[0115] In addition, an effect control unit 24 is connected to an effect button switch 13a that detects an operation of the effect button 13 and direction key switches 75a' to 75d' that detect operations of direction keys 75 (75a to 75d), and the effect control unit 24 can receive operation detection signals from these effect button 13 and direction keys 75.

[0116] When the effect control unit 24 receives an effect control command sent from the main control unit 20, it selects or uniquely determines from among a plurality of types of previously prepared effect patterns based on the information included in the command, and controls various effect means at the necessary timing to present the target effect. As a result, display of an effect image by the liquid crystal display device 36 (image display effect), reproduction of sound from the speaker 46 (sound effect), lighting and blinking drive of the decorative lamp 45 and other effect LEDs (light effect) are realized, and various effect patterns (such as a changing display operation of a decorative pattern and a preview effect) are developed in time series, thereby realizing an "effect scenario" in a broad sense. Further, during a predetermined operation reception valid period, the effect control unit 24 can identify what operation has been performed on the effect button 13 and / or the direction keys 75 based on the operation detection signals from the effect button switch 13a and the direction key switches 75a' to 75d' (for example, pressing, long pressing, continuous hitting, the order of pressing in the up, down, left, and right directions of the direction keys 75, etc.) (operation identification means), and is configured to be able to execute and control an effect corresponding to the operation mode.

[0117] The production control command is defined by a 2-byte configuration consisting of a 1-byte mode (MODE) and a 1-byte event (EVENT). To distinguish between MODE and EVENT, Bit7 of MODE is set to ON and Bit7 of EVENT is set to OFF. When transmitting these valid pieces of information, strobe signals are output corresponding to each of the mode (MODE) and the event (EVENT). That is, when there is a command to be transmitted, the CPU 201 (main control CPU) sets and outputs the mode (MODE) information for transmitting the command to the production control unit 24, and transmits the first strobe signal after a predetermined time has elapsed from this setting. Further, after a predetermined time has elapsed from the transmission of this strobe signal, the event (EVENT) information is set and output, and the second strobe signal is transmitted after a predetermined time has elapsed from this setting. The strobe signal is controlled to be in an active state by the CPU 201 for a predetermined period during which the CPU 241 (production control CPU) can surely receive the command.

[0118] Also, the production control unit 24 (CPU 241) generates an interrupt based on the input of the strobe signal and executes a control program for command reception interrupt processing, and the production control command is acquired in this interrupt processing. Also, unlike the CPU 201, when an interrupt occurs based on the input of the strobe signal, the CPU 241 interrupts the execution of other interrupt-based interrupt processing (timer interrupt processing that is executed periodically) and performs command reception interrupt processing, and preferentially performs command reception interrupt processing even if other interrupts occur simultaneously.

[0119] <3. General Explanation of Operations> Next, the gaming operation of the gaming machine 1 using the above control device (FIG. 3) will be described.

[0120] (3-1. Symbol Variation Display Game) (3-1-1. Special Symbol Variation Display Game, Decoration Symbol Variation Display Game) In the gaming machine 1 of this embodiment, based on a predetermined start condition, specifically, when a game ball enters (wins) the upper start port 34 or the lower start port 35, the main control unit 20 conducts a "big win lottery" by random number lottery. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start a special symbol variable display game. After a predetermined time has elapsed, the result is derived and displayed on the special symbol display device, thereby ending the special symbol variable display game.

[0121] Here, in this embodiment, the big win lottery based on winning at the upper start port 34 and the big win lottery based on winning at the lower start port 35 are conducted separately and independently. For this reason, the big win lottery result regarding the upper start port 34 is derived on the special symbol display device 38a side, and the big win lottery result regarding the lower start port 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, on the condition that a game ball enters the upper start port 34, the special symbol 1 is variably displayed to start the first special symbol variable display game. On the other hand, on the special symbol display device 38b side, on the condition that a game ball enters the lower start port 35, the special symbol 2 is variably displayed to start the second special symbol variable display game. When the special symbol variable display game on the special symbol display device 38a or the special symbol display device 38b is started, after a predetermined variable display time has elapsed, the special symbol stops being displayed in a symbol display mode based on the big win lottery result. For example, when the big win lottery result is "big win", it is in a predetermined "big win" mode, when it is "small win", it is in a predetermined "small win" mode, when it is "special short time", it is in a predetermined "special short time" mode, and in other cases, it is in a predetermined "loss" mode, and the variably displayed special symbol stops being displayed, thereby deriving the game result (big win lottery result). The details regarding the winning types related to the big win lottery will be described later.

[0122] In this specification, for convenience of explanation, the first special symbol variable display game on the side of the special symbol display device 38a may be referred to as the "special symbol variable display game 1", and the second special symbol variable display game on the side of the special symbol display device 38b may be referred to as the "special symbol variable display game 2". Also, unless particularly necessary, "special symbol 1" and "special symbol 2" are referred to as "special symbol" (abbreviated as "special figure" in some cases), and "special symbol variable display game 1" and "special symbol variable display game 2" may be referred to as "special symbol variable display game" without distinction. Also, during the symbol variable display game, it may be abbreviated as "during the game" and used separately from during the winning game. Also, when referring to "during the game", unless otherwise specified, it means the period of the symbol variable display game and / or the winning game, that is, at least the period other than during the waiting period for customers (non-game period). However, when referring to "non-game period", unless there is a description to the contrary, it can include the period during which the safety device (complete function) described later is operating.

[0123] When the above-mentioned special symbol variable display game is started, accordingly, a decorative symbol (an effect game symbol) is variably displayed on the liquid crystal display device 36 to start a decorative symbol variable display game, and various effects are developed accordingly. When the special symbol variable display game ends, the decorative symbol variable display game also ends, and a predetermined special symbol indicating the jackpot lottery result is displayed on the special symbol display device, and a decorative symbol reflecting the jackpot lottery result is derived and displayed on the liquid crystal display device 36. That is, the result of the special symbol variable display game is reflected and displayed by the effect decorative symbol variable display game including the variable display operation of the decorative symbol.

[0124] Therefore, for example, when the result of the special symbol variation display game (the result of the big win lottery) is a "big win", in the decorative symbol variation display game, an effect reflecting the result is developed. And in the special symbol display device, when the special symbol stops and is displayed in a display mode indicating a big win (for example, the 7-segment display shows the number "7"), on the liquid crystal display device 36, in each display area of "left", "middle", and "right", the decorative symbol stops and is displayed in a display mode reflecting "big win" (winning symbol: for example, in each display area of "left", "middle", and "right", the three decorative symbols are in the display mode of "7", "7", "7").

[0125] When this "big win" occurs, specifically, after the special symbol variation display game ends, and accordingly the decorative symbol variation display game ends, and as a result, the symbol pattern of "big win" is derived and displayed, the big winning opening solenoid 52c (see FIG. 3) of the special variation winning device 52 operates and the opening / closing door 52b performs an opening / closing operation in a predetermined pattern, whereby the big winning opening 50 is opened and closed, and a special gaming state (winning state) more advantageous to the player than the normal gaming state (normal state) occurs. In this big win game, until the opening time of the big winning opening by the opening / closing door 52b elapses for a predetermined time (maximum opening time: for example, 29.8 seconds), or until the number of winning balls entering the big winning opening 50 reaches the maximum number of winning balls (the upper limit number of winning balls allowed for the winning opening whose entrance is opened or expanded by one operation of the accessory: for example, 10 balls), the winning area is opened or expanded, and when any of these conditions is satisfied, the big winning opening is closed (the establishment of the round game end condition (closing condition)), and such a "round game" is repeated for a predetermined number of rounds (for example, a maximum of 10 rounds).

[0126] When the above big win game starts, first, an opening effect is performed using the start interval time (start INT). When the start INT ends, the round game is performed multiple times with a predetermined number of specified rounds (maximum number of rounds) as the upper limit. When the current round game ends, the next round game is started via a predetermined interval time (interval between rounds INT). Then, when the maximum number of rounds ends, an ending effect is performed using the end interval time (end INT), and thus a series of big win games ends. That is, the big win game is generally composed of each game period including an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period). Also, during the V-win game due to a V-win described later, basically, it is the same as the big win game, and is composed of each game period including an opening period (start INT period), a round game period with the maximum number of rounds as the upper limit, and an ending period (end INT period). As the in-win effect (in-V-win effect), predetermined effects related to each game period are presented. In this specification, unless particularly necessary, "big win" and "V-win" are not distinguished and are collectively referred to as "big win", and "big win game" and "V-win game" are not distinguished and are collectively referred to as "big win game". Also, the in-big-win effect and the in-V-win effect are not distinguished and are collectively referred to as "in-win effect". Therefore, when referring to "big win", both big win and V-win are included, and when referring to "big win game", both big win game and V-win game may be included. Also, when referring to "in-win effect", both the in-big-win effect and the in-V-win effect may be included.

[0127] Regarding the information necessary for executing the above-described decorative symbol variation display game, first, based on the fact that a game ball has entered (won a prize) the upper start port 34 or the lower start port 35, specifically, on the condition that the game ball is detected by the upper start port sensor 34a or the lower start port sensor 35a and the start condition (start condition regarding the special symbol) is satisfied, a 'win / loss lottery' is conducted to draw which of 'big win', 'small win','special short time', or 'loss' it is, and if the win / loss lottery result is 'big win', the big win type, if it is'small win', the small win type, if it is'special short time', the special short time type, and if it is 'loss', the loss type are drawn in a 'pattern lottery (winning type lottery)'. A big win lottery including these is performed, and based on the lottery result information, the variation pattern of the special symbol and the special symbol (special stop symbol) finally to be stopped and displayed are determined.

[0128] Then, as an effect control command for specifying the processing state, a 'variation pattern specification command' including at least the variation pattern information of the special symbol (for example, information regarding the big win lottery result and the variation time of the special symbol, etc.) is transmitted to the effect control unit 24 side. Thereby, the basic information required for the decorative symbol variation display game is sent to the effect control unit 24. In this embodiment, in order to make the effects rich in variations, a 'decorative symbol specification command' including information regarding the special stop symbol (pattern lottery result information (winning type information)) is also transmitted to the effect control unit 24.

[0129] In addition to the big win lottery result, the variation pattern information of the above special symbol can also include information for designating the execution of a specific preview effect (for example, a reach effect, a pseudo-consecutive effect, a preview notice, a setting suggestion effect, etc.) described later. Also, information regarding the type of preview effect (for example, the type of reach effect and the effect type such as the number of pseudo-consecutive times) can be included. Specifically, the variation pattern of the special symbol is roughly classified into a 'win variation pattern' in the case of a win and a 'loss variation pattern' in the case of a loss according to the big win lottery result, and these variation patterns can include various variation patterns such as the following, for example. (1) "Reach variation pattern" that specifies the execution of a reach effect (including the specification of the type of reach), (2) "Normal variation pattern" that does not specify the execution of a reach effect, (3) "Pseudo-link-with-reach variation pattern" that specifies the execution of a pseudo-link effect and the execution of a reach effect, (4) "Pseudo-link-without-reach normal variation pattern" that specifies the execution of a pseudo-link effect and does not specify the execution of a reach effect, (5) "Reach variation pattern for preview notice" that specifies the execution of a preview notice and the execution of a reach effect, (6) "Normal variation pattern for preview notice" that specifies the execution of a preview notice and does not specify the execution of a reach effect.

[0130] Note that the above various variation patterns are just examples, and various variation patterns can be defined according to the types of effects to be specified for execution. For example, "variation pattern that specifies the execution of at least ○○ effect", "variation pattern that specifies the execution of △△ effect and does not specify the execution of □□ effect", etc. (○○ effect, △△ effect, □□ effect are examples of types of effects, and one or more types of effects can be defined). Also, for variation patterns that specify the execution of specific effects such as reach variation pattern and pseudo-link-with-reach variation pattern, due to the need to ensure the time for that effect, basically, a variation time longer than that of the normal variation pattern is defined.

[0131] The performance control unit 24 determines the performance content (performance scenario) to be developed in time series during the decorative pattern variation display game and the decorative pattern (decoration stop pattern) to be finally stopped and displayed, etc., based on the information included in the performance control commands (here, the variation pattern designation command and the decorative pattern designation command) sent from the main control unit 20, and controls the variation performance (including various performances such as the preview performance during the decorative pattern variation display game and the variation display performance (decorative pattern performance) of the decorative pattern) according to the time schedule based on the variation pattern of the special pattern. Thereby, in synchronization with the variation display of the special pattern by the special pattern display devices 38a and 38b, the decorative pattern is variably displayed by the liquid crystal display device 36, and the period of the special pattern variation display game and the period during the decorative pattern variation display game have substantially the same time width. Further, the performance control unit 24 controls the liquid crystal display device 36, the light display device 45a, or the sound generating device 46a respectively so as to correspond to the performance scenario, and develops various performances in the decorative pattern variation display game. Thereby, the reproduction of the image (image performance) on the liquid crystal display device 36, the reproduction of the sound effect (sound performance), and the lighting and blinking drive of the performance LEDs such as the decoration lamp 45 (light performance) are realized.

[0132] In this way, the special pattern variation display game and the decorative pattern variation display game have an inseparable relationship, and it is assumed that what reflects the display result of the special pattern variation display game is expressed in the decorative pattern variation display game. Therefore, these two pattern variation display games may be regarded as equivalent pattern games. In this specification, unless particularly necessary, the above two pattern variation display games may be simply referred to as the "pattern variation display game". Also, for the sake of convenience of explanation, the number of executions (number of games) of the pattern variation display game (especially the special pattern variation display game) may be referred to as the "pattern variation number" or the "variation number" or "〇〇 rotations (for example, 1 rotation, 10 rotations, etc.)". Further, the performance related to the pattern variation display game (performance including the decorative pattern performance, the preview performance, etc.) may be referred to as the "variation performance".

[0133] (3-1-2. Normal Pattern Variation Display Game) Also, in the gaming machine 1, based on the fact that a game ball has passed (won) through the normal symbol start port 37, the main control unit 20 conducts a "bonus winning lottery" by random number lottery. Based on the result of this lottery, the normal symbol represented by the LED is variably displayed on the normal symbol display device 39a to start a normal symbol variable display game. After a predetermined variable time has elapsed, the result is stopped and displayed in a combination of lighting and non-lighting of the LED. For example, when the result of the normal symbol variable display game is "bonus winning", the display unit of the normal symbol display device 39a is stopped and displayed in a specific lighting state (for example, all 2 LEDs 39 are in the lighting state).

[0134] When this "bonus winning" occurs, the normal electric accessory solenoid 41c (see FIG. 3) operates, whereby the movable vane 47 opens in an inverted "C" shape and the lower start port 35 is opened or enlarged to a state where it is easy for game balls to flow in (start port open state), and an auxiliary gaming state (hereinafter referred to as "normal electric open gaming") that is more advantageous to the player than the normal state occurs. In this normal electric open gaming, when the movable vane 47 of the normal variable winning device 41 operates (opens), when the opening time of the lower start port 35 (start port open state time) has elapsed the maximum opening time (for example, a maximum of 6 seconds), or until the number of winning balls entering the lower start port 35 reaches a predetermined number (for example, a maximum of 10), the winning area is controlled to an open state where it is opened or enlarged, and when any of these conditions are satisfied, the opening operation of the movable vane 47 ends and the lower start port 35 is closed. Note that within the maximum opening time, the lower start port 35 can be opened one or more times.

[0135] (3-1-3. Reserved Operating Balls) In this embodiment, during the symbol variation display game (during the special symbol variation display game, the normal symbol variation display game, the big win game (including the V win game), the small win game, or the general electric release game), when a winning occurs at each start port 34, 35 or the normal symbol start port 37, that is, when there is an input of a detection signal from the upper start port sensor 34a, the lower start port sensor 35a or the normal symbol start port sensor 37a and the corresponding start condition is satisfied, this is regarded as data related to the start right of the symbol variation display game and is stored in hold until the maximum hold memory number, which is a predetermined upper limit value, excluding those related to the variation display. The data on hold that is not used for this symbol variation display operation or the game balls related to the held data are also referred to as "activated hold balls". In order to make the number of these activated hold balls clear to the player, a dedicated hold indicator (not shown) provided at an appropriate position of the gaming machine 1 is lit, or is displayed in a predetermined display mode in a hold display area provided as an icon image on the screen by the liquid crystal display device 36 (see Fig. 5A).

[0136] Also, in this embodiment, the activated hold balls related to the special symbol 1, the special symbol 2, and the normal symbol are each stored in the corresponding storage area of the RAM 203 up to a maximum of 4, and are held as the number of times of variation determination of the special symbol or the normal symbol. Note that the maximum storage number (maximum hold memory number) of the number of activated hold balls related to the special symbol 1, the special symbol 2, and the normal symbol is not particularly limited (it can be "0 ≤ maximum hold memory number"). Also, all or part of the maximum hold memory numbers of each symbol may be different, and the number can be appropriately determined according to the game properties. In this specification, for convenience of explanation, the activated hold balls of the special symbol 1, the special symbol 2, and the normal symbol are also referred to as "special symbol 1 activated hold ball", "special symbol 2 activated hold ball", and "normal symbol activated hold ball", respectively.

[0137] (3-2. Game state) Next, the game state will be described. In the gaming machine 1 according to this embodiment, in addition to the above-mentioned big win, which is a special game state, a plurality of types of game states can be generated. To facilitate the understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.

[0138] The gaming machine 1 of this embodiment is provided with a "probability variation function (probability variation function)" in which the main control unit 20 (CPU 201) undertakes its functional units. This includes two types: a probability variation function related to special symbols (hereinafter referred to as the "special symbol probability variation function") and a probability variation function related to normal symbols (hereinafter referred to as the "normal symbol probability variation function").

[0139] The special symbol probability variation function is a function that changes the big win lottery probability from a low probability of a predetermined probability (normal probability) to a high probability, and generates a "high probability state (big win high probability state)" that is more advantageous than the normal state. In the gaming state (high probability state) during which this special symbol probability variation function is operating, since the big win lottery probability becomes a high probability, a big win is more likely to occur. As already described, depending on the set value, the big win lottery probabilities at the low probability time and the high probability time can be made different from each other.

[0140] The normal symbol probability variation function is a function that changes the auxiliary win lottery probability from a low probability of a predetermined probability (normal probability) to a high probability (for example, changes from 1 / 256 to 255 / 256), and generates an "auxiliary win probability variation state" that is more advantageous than the normal state. In the gaming state (auxiliary win probability variation state) during which this normal symbol probability variation function is operating, since the auxiliary win lottery probability becomes a high probability state, an auxiliary win is more likely to occur, ordinary electric opening games frequently occur, and it becomes a state of improved operation rate in which the operation rate of the movable vane piece 47 per unit time is higher than that in the normal state.

[0141] Moreover, the gaming machine 1 of this embodiment is provided with a "variation time shortening function (time shortening function)" in which the main control unit 20 undertakes its functional units. This includes two types: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").

[0142] The special symbol time shortening function is a function that generates a "special symbol time shortening state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops being displayed (average variation time)). In the gaming state during which this special symbol time shortening function is in operation (the special symbol time shortening state), the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a losing variation without a reach is shortened from 8 seconds to 2 seconds), and the lottery draw frequency per unit time improves compared to the normal state, resulting in a lottery draw frequency improvement state.

[0143] The normal symbol time shortening function is a function that generates a "normal symbol time shortening state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed (average variation time)). In the gaming state during which the normal symbol time shortening function is in operation (the normal symbol time shortening state), the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 5 seconds to 0.6 seconds), and the lottery draw frequency per unit time for each bonus improves compared to the normal state, resulting in a lottery draw frequency improvement state.

[0144] In addition, the gaming machine 1 of this embodiment is provided with an "opening extension function" in which the main control unit 20 undertakes its functional part. This opening extension function is a function that generates an "opening extended state" in which the opening operation period (the opening time of the movable vane 47) of the movable vane 47 of the normal variable winning device 41 is extended compared to the normal state. In the opening extended state, the opening operation period (the starting port open state time) of the movable vane 47 is extended from, for example, 0.2 seconds to 1.6 seconds, and the number of opening and closing operations is extended from, for example, 1 time (when the opening extension function is not operating) to 2 times (when the opening extension function is operating), resulting in a state of improved operation rate in which the operation rate of the movable vane 47 per unit time is improved compared to the normal state. Therefore, when the opening extension function operates, the winning frequency at the lower starting port 35 increases. As a gaming state, the frequency of establishment of the starting conditions for the special symbol variation display game that derives the jackpot lottery result is higher than in the normal state, and it becomes a gaming state advantageous to the player compared to the state where the opening extension function does not operate (non-operating). In this regard, the above opening extended state is also referred to as the "electric cheat support state (electric support state)".

[0145] By operating one or more of the above functions, it is possible to bring about a change in the internal gaming state (internal game state) of the gaming machine. Hereinafter, for convenience of explanation, unless otherwise specified, the internal game state is referred to as follows according to the operation / non-operation of each function.

[0146] (1) "Sure change state" A gaming state in which the special symbol sure change function, the special symbol time shortening function, the normal symbol sure change function, the normal symbol time shortening function, and the opening extension function operate is referred to as the "sure change state".

[0147] (2) "Time shortening state" A gaming state in which at least the time shortening function (the special symbol time shortening function and / or the normal symbol time shortening function) operates and the special symbol sure change function does not operate is referred to as the "time shortening state". In this embodiment, a gaming state in which the special symbol sure change function related to the sure change state is removed, that is, a gaming state in which the special symbol time shortening function, the normal symbol sure change function, the normal symbol time shortening function, and the opening extension function operate is referred to as the "time shortening state".

[0148] (3) "Latent Certain State" A gaming state in which at least the special symbol certain change function is activated and the release extension function is not activated is referred to as the "latent certain state". For example, a gaming state in which only the special symbol certain change function is activated corresponds to this.

[0149] (4) "Normal State" A gaming state in which all functions are not in operation (non - operating) is referred to as the "normal state".

[0150] (5) "Micro Short - Time State" A gaming state in which at least the short - time function (special symbol short - time function and / or normal symbol short - time function) is activated and the special symbol certain change function is not activated, and the average variation time (average execution time of one symbol variation display game) of the symbol side (special symbol and / or normal symbol) for which the short - time function is activated is at least shorter than that in the normal state is referred to as the "micro short - time state". The micro short - time state belongs to the same category of gaming states as the above - mentioned "short - time state" in that the short - time function is activated. Therefore, when the gaming states "short - time state" and "micro short - time state" can be controlled, the former "short - time state" can be expressed as the first short - time state, and the latter "micro short - time state" can be expressed as the second short - time state (a short - time state different from the first short - time state).

[0151] Note that the micro short - time state is basically less advantageous than the short - time state and can be controlled, for example, into gaming states such as the following (Micro 1) to (Micro 3). (Micro 1) At least the power support state works more disadvantageously than in the short - time state (low - advantage power support state). For example, the advantage of the power support state is lower than that in the short - time state due to "the occurrence rate of the power support state is lower than that in the short - time state" and / or "the opening operation period of the movable vane piece 47 is shorter than that in the short - time state". For example, the release extension function is activated, but its operating state is controlled significantly more disadvantageously than in the short - time state, and the base value is substantially the same as in the normal state, etc. (Micro 2) The average variation time of the symbol side for which the short - time function is activated is longer than that in the short - time state. (Micro 3) The average variation time of the symbol side for which the short - time function is activated is the same as or substantially the same as that in the short - time state, but the power support state works more disadvantageously than in the short - time state.

[0152] (3-3: Regarding the "shortened time state") Here, for the sake of easy understanding of the present invention, the above "shortened time state" will be described in detail.

[0153] The "shortened time state" means that due to the operation of the normal symbol shortened time function and / or the special symbol shortened time function, as already explained, the average time required for one symbol variation display game (special symbol, normal symbol variation display game) (average variation time) is shortened compared to the case where the shortened time function is not operating. Therefore, the shortened time state can be configured as follows (time α), (time β).

[0154] (3-3A: When at least the special symbol shortened time function operates) (Time α) When the average variation time of the variation pattern of the special symbol (special symbol 1 and / or special symbol 2) during the shortened time state (the average time required for one special symbol variation display game) is "X seconds", and the average variation time of the variation pattern of the special symbol during the normal state is "Y seconds", At least "X < Y" is satisfied. That is, the average variation time of the special symbol during the shortened time state is shorter than that in the normal state. In this case, it can be set as "X ≒ Y (substantially the same)" (formula A1). For example, it corresponds to the case where the difference in the average variation time between the shortened time state and the normal state is a slight difference on the order of milliseconds. Regarding the relationship between the average variation times of special symbols 1 and 2 during the shortened time state and / or the normal state, it can be appropriately determined according to the game properties. In this embodiment, in both the shortened time state and the normal state, the relationship is "special symbol 1 (long) > special symbol 2 (short)" (see FIGS. 26 and 27), but according to the game properties, for example, any relationship of "special symbol 1 < special symbol 2", "special symbol 1 ≒ special symbol 2", or "special symbol 1 = special symbol 2" can also be adopted.

[0155] (3-3B: When at least the normal symbol shortened time function operates) (Time β) When the average variation time of the variation pattern of the normal symbol during the shortened time state (the average time required for one normal symbol variation display game) is S seconds, and the average variation time of the variation pattern of the normal symbol during the normal state is T seconds, At least, it satisfies "S < T". That is, the average fluctuation time of the general diagram in the short-time state is shorter than that in the normal state. In this case, it can be set as "S ≒ T (substantially the same)" (Formula B2). For example, it corresponds to the case where the difference in the average fluctuation time between the short-time state and the normal state is on the order of milliseconds (for example, refer to FIGS. 4D(i) and (ii) described later).

[0156] In addition, in the case of "activating the general diagram short-time function and not activating the special diagram short-time function", regarding the relationship between the average fluctuation time of the special diagram in the short-time state and the average fluctuation time of the special diagram in the normal state, any of "X ≤ Y", "X < Y", "X ≒ Y", "X ≥ Y" or "X > Y" may be adopted.

[0157] (Specific example of the short-time state: FIG. 4D) Next, with reference to FIG. 4D, a specific example of the short-time state will be described. FIG. 4D shows an example of the short-time state. Here, a specific example of the short-time state will be described while paying attention to the function on the general diagram side.

[0158] Although the details will be described later, the short-time state according to this embodiment makes the effect or the behavior of the accessory (for example, the operating status of the normal variation winning device 41) substantially the same as that in the normal state (difficult or impossible for the player to distinguish), making it difficult or substantially impossible for the player to determine whether the current game state is the normal state or the short-time state (concealing the short-time state), and is used to actualize game properties such as "concealing the morning state" and "pseudo ceiling function" described later. In order to exhibit such an effect, it is preferable to configure the short-time state as, for example, the following specific examples 1 to 4 shown in FIGS. 4D(i) to (ii).

[0159] (Specific example 1: FIG. 4D(i)) Figure 4D(i) is an example of a micro short-time state in which at least the "normal drawing time shortening function" operates. In the case of this specific example 1, the "normal drawing time shortening function + release extension function" is in an operating state, and depending on the type per assist (for example, assist A per assist, assist B per assist), a release extension state occurs. In this example, when winning on assist A with a relatively low winning probability (winning probability = "assist probability 99 / 100 × symbol lottery rate 1 / 256"), a release extension state occurs, and when winning on assist B with a relatively high winning probability (winning probability = "assist probability 99 / 100 × symbol lottery rate 255 / 256"), the release extension state does not occur (refer to Note 3 of Figure 4D(i), column of "symbol lottery rate").

[0160] Also, the average variation time of the normal drawing (in the case of the normal drawing, the variation time may be one type depending on the gaming state) is 2000 ms when the normal drawing time shortening function is not operating, and 1996 ms when the normal drawing time shortening function is operating, which is an extremely short time, but the variation time is shortened (refer to Note 2 of Figure 4D(i), the same applies to Specific Examples 2 to 4 described later). Regarding this degree of shortening, it is preferable that it is difficult or impossible for the player to distinguish whether it is in the normal state or the micro short-time state even when viewing the variation display operation of the normal drawing (substantially the same).

[0161] Also, when the release extension state does not occur, the opening time of the lower start port 35 is 80 ms, which is an extremely short time, and winning on the lower start port 35 is substantially impossible. On the other hand, when the release extension state occurs, the opening time of the lower start port 35 becomes 4000 ms, and winning on the lower start port 35 becomes easy (refer to Note 1 of Figure 4D(i), the same applies to Specific Examples 2 to 4 described later).

[0162] Therefore, even if a player deliberately makes a "right hit", unless the winning probability is very low and the player wins the auxiliary win A, the operating status of the normal variable winning device 41 is almost the same as the normal state (the power-saving state has a more adverse effect than the time-saving state). For the production modes (production states) described later and the production during the symbol variable display game (production during variable), if the production is made to appear as in the normal state, it becomes possible to make it difficult or impossible to determine whether the current gaming state (internal gaming state) is in the very short time-saving state or the normal state. That is, it becomes possible to conceal the very short time-saving state and express a pseudo-normal state (pseudo-normal state). The same applies to the specific examples 2 to 4 described later. In all cases, during the very short time-saving state, it is possible to substantially create a "state without power saving" and actualize a substantially identical normal state (pseudo-normal state).

[0163] In the case of this example, the normal figure time-saving function operates, and thereby, a form of the time-saving state can be formed. Therefore, regarding the special figure time-saving function, its operating status is not questioned (the special figure time-saving function may be either operating or not operating. The same applies to the specific example 4 described later). However, when the special figure time-saving function is operated, in order to conceal the very short time-saving state, it is preferable that the average variation time on the special figure side be "「X≒Y」(X = the average variation time of the special figure related to the very short time-saving state, Y = the average variation time of the special figure related to the normal state)" in the above (formula A1) (the same applies to the specific examples 2 to 4 described later when the special figure time-saving function is operated).

[0164] As described above, when the relationship of the average variation time on the special figure side is "「X≒Y」", the following common points can be provided between the normal state and the very short time-saving state. (1) The base values of the normal state and the very short time-saving state can be made the same (identical or substantially identical). (2) The productions (productions during variation, background productions, etc.) to be presented can be made the same (identical or substantially identical) between the normal state and the very short time-saving state. That is, it can be made difficult or impossible to determine whether it is in the very short time-saving state or the normal state in terms of production (appearance).

[0165] (Specific Example 2: Figure 4D (b)) Figure 4D(b) is an example of a very short time state in which at least the "normal drawing time shortening function" does not operate. In the case of this specific example 2, it is a very short time state in which the "normal drawing time shortening function" and the "release extension function" do not operate. As shown in the figure, for the normal drawing, the very short time state and the normal state are the same. Therefore, even if the player deliberately makes a "right hit", the operating situation of the normal variable winning device 41 remains the same as in the normal state, and if the effect is decorated as in the normal state, it is possible to conceal the very short time state.

[0166] Note that in this example, like the above-mentioned specific example 1, it is an example in which a plurality of types are provided for each assistance, but one type may be provided for each assistance. For example, only A for each assistance can be provided, and the symbol lottery rate for the A for each assistance can be set to 100%. In the case of this example, since the normal drawing time shortening function does not operate, the special drawing time shortening function is set to the operating state, and thus, it forms one form of the time shortening state (the same applies to the following specific example 3).

[0167] (Specific Example 3: Figure 4D(c)) Figure 4D(c) is an example of a very short time state in which at least the normal drawing time shortening function does not operate and the normal drawing sure change function operates. In the case of this specific example 3, the "normal drawing sure change function + release extension function" is in the operating state, but like the above-mentioned specific example 1, depending on the type for each assistance (for example, assistance A, assistance B), a release extension state occurs. Also in this example, when it enters the very short time state, the "normal drawing sure change function" operates, and the probability for each assistance fluctuates to a high probability (low probability = 10 / 100, high probability = 99 / 100: refer to Note 1 of Figure 4D(c)). Regarding the relationship between "assistance A" in which a release extension state occurs and "assistance B" in which a release extension state does not occur, it is the same phenomenon as in the above-mentioned specific example 1 (refer to Note 1 of Figure 4D(c), the column of "symbol lottery rate"). In the case of this example, like the above-mentioned specific example 2, since the normal drawing time shortening function does not operate, the special drawing time shortening function is set to the operating state, and thus, it forms one form of the time shortening state.

[0168] (Specific Example 4: Figure 4D(d)) Figure 4D(ii) is an example of a very short time state in which at least the "general drawing time shortening function" and the "general drawing probability variation function" operate. In the case of this specific example 4, the "general drawing time shortening function + general drawing probability variation function + opening extension function" is in an operating state. Similar to the above specific examples 1 and 3, according to the type per assist (for example, type A per assist, type B per assist), an opening extension state occurs. Also in this example, when it enters the very short time state, the "general drawing probability variation function" operates, and the probability per assist fluctuates to a high probability (low probability = 10 / 100, high probability = 99 / 100: refer to Note 1 of Figure 4D(ii)). Regarding the relationship between "type A per assist" in which an opening extension state occurs and "type B per assist" in which an opening extension state does not occur, it is the same phenomenon as in the above specific example 1 or specific example 3. In the case of this example, similar to the above specific example 1, since the general drawing time shortening function operates, the special drawing time shortening function may be either operating or not operating.

[0169] In this embodiment, regarding the general drawing, a form adopting the above "specific example 2 (Figure 4D(i))" is handled, but any form of specific examples 1 to 4 can also be adopted.

[0170] (Regarding the jackpot lottery probability) Focusing on the jackpot lottery probability in each of the above game states, when the game state is a "time shortening state", "very short time state" or "normal state", the jackpot lottery probability becomes a 'low probability state (normal probability)', and when the game state is a "hidden probability state" or a "probability variation state", the jackpot lottery probability becomes a 'high probability state'. Note that during the jackpot (big win) related to the operation of the condition device, a jackpot game (big win game) in which the big winning opening is continuously opened up to the maximum number of rounds occurs, but all the above functions are deactivated, and basically, it is placed in the same game state as the above normal state.

[0171] (High base game state) In the case of the probability change state or the time shortening state, the three functions related to the above normal symbol, namely the normal symbol probability change function, the normal symbol time shortening function, and the opening extension function, operate at the same timing. However, when focusing on the normal symbol probability change function, the normal symbol time shortening function, and the opening extension function individually, when at least one of these functions operates, the operating rate of the movable vane piece 47 described above improves to an operating rate improvement state, and the winning frequency at the lower start port 35 increases (it becomes easier to win). Therefore, as a game state, it becomes a "high base game state (advantageous state for starting port ball entry)" in which the establishment frequency of the start condition of the special symbol variation display game for deriving the jackpot lottery result or the ball payout rate (base) is higher than in the normal state. Here, the "high base game state" refers to the game state when at least one of the functions related to the normal symbol (at least one of the normal symbol probability change function, the normal symbol time shortening function, and the opening extension function) operates, and is different from the game state when at least one of the functions related to the special symbol, namely the special symbol probability change function and the special symbol time shortening function, operates.

[0172] On the other hand, when focusing on the functions related to the special symbol (the special symbol probability change function and the special symbol time shortening function) individually, when the special symbol probability change function operates, it becomes a "high probability state" in which the jackpot lottery probability is higher than in the normal state, and when the special symbol time shortening function operates, it becomes a "special symbol time shortening state" in which the digestion time of the special symbol variation display game is shorter than in the normal state. In this regard, it is distinguished from the above "high base game state" in which the establishment frequency of the start condition of the special symbol variation display game is higher than in the normal state.

[0173] In the present embodiment, as an example of the above “high-base gaming state”, a pachislot support state with at least an open extension function is treated as the “high-base gaming state”. In this pachislot support state, the operating rate (opening time and number of openings) of the movable vane 47 of the normal variable winning device 41 is improved, the winning rate for the lower start opening 35 increases, and the winning frequency per unit time rises. Therefore, compared with the case where it is not in the pachislot support state (low-base gaming state), it becomes a gaming state advantageous to the player. When paying attention to the presence or absence of this pachislot support state, when the gaming state is the “normal state” or the “hidden probability state”, it is in the state of “no pachislot support state”, and when the gaming state is the “time-saving state” or the “probability-variable state”, it is in the state of “having pachislot support state”. In this specification, “no pachislot support state” is referred to as the “no pachi support state”, and “having pachislot support state” is referred to as the “having pachi support state” or the “pachi support state”. When the gaming state is the “slight time-saving state”, as already described with reference to FIG. 4D, depending on the adopted form, it can be in either the state of “having pachi support” or “no pachi support”. However, in the slight time-saving state of the present embodiment, even if it is assumed to be in the state of “having pachi support state”, the degree of winning (winning rate) of the lower start opening 35 (normal electric accessory) is substantially the same as that in the “no pachi support state”, and similar to the normal state, winning at the lower start opening 35 is difficult or impossible. Therefore, from the viewpoint of the base value or the presence or absence of the pachi support state, the normal state and the slight time-saving state are substantially the same (substantially identical), and the degree of advantage to the player is almost the same. However, from the viewpoint of the lottery state, in the normal state, the special time-saving winning described later is treated as valid, and in the slight time-saving state, the winning of the special time-saving is treated as invalid. In this regard, the degree of advantage to the player is relatively higher in the normal state.

[0174] (3-2-1. Internal gaming state (gaming state determination number YJ): FIG. 25) Regarding the operating status of each of the above functions (special symbol probability variation function, special symbol time shortening function, normal symbol probability variation function, normal symbol time shortening function, and release extension function) that determine the game state, on the main control unit 20 side, the operation (5AH) / non-operation (00H) is managed based on the ON / OFF state of the flags corresponding to these functions. The game state focusing on the operating status of each of these functions is also referred to as the "internal game state". Regarding what the current internal game state is, it is managed using an identifier called "game state determination number YJ". For example, when the game state determination number YJ is "00H", it designates the 'normal state', when it is "01H", it designates the'minute time shortening state', when it is "02H", it designates the 'time shortening state (time shortening)', when it is "03H", it designates the 'hidden probability state (hidden probability)', and when it is "04H", it designates the 'probability variation state'. In this specification, the normal state is abbreviated as "normal", the'minute time shortening state' as "minute time shortening", the 'time shortening state' as "time shortening", the hidden probability state as "hidden probability", the probability variation state as "probability variation", and the time shortening state and / or the minute time shortening state may be referred to as the "time shortening-based game state".

[0175] (3-2-2. Variation pattern distribution designation number Tcode: Figure 25) Also, in this embodiment, in order to realize various effects related to the above internal game state, one internal game state is divided into a plurality of parts and can be managed as a plurality of game states. For example, when it is desired to divide the time shortening state into a plurality of types of time shortening states such as "time shortening A", "time shortening B", and "time shortening C", these can be managed as different time shortening states using an identifier called "variation pattern distribution designation number Tcode".

[0176] The entity of the above-mentioned "Variable Pattern Allocation Designation Number Tcode" is an identifier (data specifying the variable pattern selection mode) used when selecting the "Variable Pattern Allocation Table" corresponding to the current gaming state (see, for example, FIGS. 26 to 28 described later). Although details will be described later, in this "Variable Pattern Allocation Table", one or more types of variable patterns (variable patterns of special symbols) are defined in association with at least the current gaming state (Variable Pattern Allocation Designation Number Tcode) and the jackpot lottery result (winning type), and are used when determining the variable pattern of the special symbol related to the symbol variable display game. Therefore, for example, when the time-saving state (YJ = 02H) is divided into "Time-saving A", "Time-saving B", and "Time-saving C", if three types of variable pattern allocation designation numbers Tcode related to the time-saving state (YJ = 02H) are defined as "Tcode = "02H (Time-saving A)", "03H (Time-saving B)", "04H (Time-saving C)"", it becomes possible to select different variable pattern allocation tables for each of "02H (Time-saving A)" to "04H (Time-saving C)" and select a variable pattern according to the gaming state (see the "Tcode" column in FIG. 25 and the "Tcode" columns in FIGS. 26 to 28 described later). In this embodiment, although "Hell Mode A" and "Hell Mode B" related to the very short time-saving state (YJ = 02H) have the same variable pattern allocation designation number Tcode (Tcode = 01H) (see FIG. 25), if the variable pattern allocation designation number Tcode is different between "Hell Mode A" and "Hell Mode B", it is possible to select different variable pattern allocation tables respectively.

[0177] Therefore, when paying attention to the operating status of each function (special symbol certain change function, special symbol time-saving function, normal symbol certain change function, normal symbol time-saving function, and release extension function) regarding the determination of the jackpot lottery probability, the presence or absence of electric support, etc., that is, the "internal gaming state", for example, even in the same "time-saving state", it becomes possible to select variable patterns corresponding to each gaming state (Tcode = "02H" to "04H") such as "Time-saving A" to "Time-saving C" regarding the variable pattern of the special symbol.

[0178] In this way, by managing the "internal game state (YJ)" that focuses on functions related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" that focuses on determining the special symbol variation pattern (effect determination) as separate data, it is possible to dynamically change the variation pattern even under the same internal game state. As a result, even under the same internal game state, it is possible to bring about significant changes in the consumption time of the symbol variation display game (special symbol variation time) and the effects during that game (variation effects). This increases the degree of freedom in gameplay and effects, making the game more interesting.

[0179] In this embodiment, as shown in Fig. 25, the types of the "internal game state (YJ)" include a normal state, a slight time-saving state, a time-saving state, etc. (see the "YJ" column). On the other hand, the game state related to the determination of the variation pattern of the special symbol, that is, the type of game state (game mode) related to the variation pattern allocation designation number Tcode (variation pattern selection mode), can include a plurality of game modes that are greater than the types of internal game states (see the heaven mode to consecutive win mode in the "Tcode" column in Fig. 25).

[0180] As shown in the "Tcode" and "YJ" columns in Figure 25, a specific internal game state may be divided into multiple game states using the variation pattern allocation designation number Tcode, or none of the internal game states may be divided into multiple game states. In either case, the configuration remains the same, allowing the selection of a variation pattern (variation pattern allocation table) according to the game state.

[0181] In this specification, unless otherwise particularly necessary, the game state related to at least the variable pattern distribution designation number Tcode is referred to as the "game mode" (refer to the column of "game mode type" in FIG. 25). As shown in FIG. 25, this game mode can also be regarded as the game state related to the "variable pattern distribution designation number Tcode and the game state determination number YJ (internal game state)", in other words, the "game state regarded as the entire gaming machine". For the convenience of explanation, the internal game state and the game mode may be simply referred to as the "game state" without distinction. Also, the variable pattern distribution designation number Tcode may be referred to as the "variable pattern selection mode" or simply "Tcode".

[0182] <4. Regarding the winning type> Next, referring to FIGS. 4A to 4C, the "winning type" according to this embodiment will be described. FIGS. 4A to 4C are explanatory diagrams for explaining the winning type related to the jackpot lottery target, the winning game operation mode, and the transition destination game state (transition destination game mode) according to the winning type.

[0183] (4-1. Regarding the winning type) First, referring to FIGS. 4A and 4B, the winning type will be described.

[0184] In this embodiment, the wins are roughly classified into a jackpot (one type of win), a minor win, and a "special win (two types of win: V win)" obtained by winning a V prize during the minor win game after winning a minor win.

[0185] In this embodiment, as shown in FIG. 4, a plurality of jackpot types, namely "Jackpot A to Jackpot D", are provided for the jackpot, and a plurality of small wins, namely "Small Win A and Small Win B", are provided for the small win. Among these wins, the "jackpot" is a win belonging to the "jackpot type" that triggers the operation of the conditional device, and the "small win" is defined as a win belonging to the "non-jackpot" type that does not trigger the operation of the conditional device. In this regard, the jackpot and the small win have different natures. Here, the "conditional device" is a device whose operation is a condition required for the operation of the continuous operation device of game accessories (a device that continuously operates special electric game accessories). It operates when a specific combination of special symbols is displayed or when the game ball passes through a specific area within the big winning opening (excluding those that win in the big winning opening during the operation of the continuous operation device of game accessories). After the operation of the continuous operation device of game accessories ends, it is possible to trigger the time-saving function, the extended opening function, or the probability-variable function (to shift from one internal game state (the internal game state at the time of winning) to another internal game state).

[0186] Therefore, when winning a "small win" (excluding winning V during a small win), the condition device does not operate, and the accessory continuous operation device also does not operate. Thus, there is no transition in the internal game state (merely winning a small win does not trigger transition control of the internal game state), but the transition control of the variable pattern allocation specified number Tcode can be performed. Also, in the winning game (small win game) due to such a small win, since the accessory continuous operation device does not operate, a round game like a big win is not executed. However, depending on how the opening and closing pattern of the big winning port is defined, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed visually. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed. Specifically, after the elapse of a predetermined start interval time (start INT), an "opening and closing operation game (pseudo-round game)" that opens the big winning port is executed, and when the opening and closing operation game ends, a series of small win games end after the elapse of a predetermined end interval time (end INT). Such a small win is a winning type that serves as a trigger (execution trigger) for a winning game (special game state) involving the opening and closing operation of the big winning port, similar to a big win, and thus has a different nature from a mere "loss". Note that neither the special figure 1 side nor the special figure 2 side is particularly restricted regarding the types of big wins, small wins, and losses. Depending on the game characteristics, a big win, a small win, or a loss can be provided respectively, and one or more of them can be provided (the same applies to each embodiment described in this specification).

[0187] (4-2. Regarding the winning game) Next, the winning games (big win game, small win game) due to each of the above-mentioned wins will be described.

[0188] (Big win game) When winning the "Big Win A", "Big Win B", or "Big Win C", the maximum number of rounds is 3 rounds (3R). When winning the "Big Win D", the maximum number of rounds is 7 rounds (7R). The maximum opening time of the big winning opening in one round of the game is set to a long opening pattern (long opening time: for example, 29.8 seconds) where the number of winnings into the big winning opening can be reasonably expected to reach the maximum number of winnings (for example, 10). Such big win games are executed. Regarding the profit state (profit margin, advantage) during the big win game, basically, the higher the maximum number of rounds, the higher it is, and the longer the maximum opening time of the big winning opening, the higher it is. In the case of this embodiment, since the maximum opening time for each big win is the same, the bigger win with a larger maximum number of rounds has a relatively higher profit state during the big win game, which acts more favorably on the player (the same applies to the V-win game described later). Also, there is a winning of "Big Win D" more on the side of Fig. 2 (lower starting opening 35 side) than on the side of Fig. 1 (upper starting opening 34 side). For the big win lottery, it is more advantageous for the player to receive the lottery on the side of Fig. 2 than on the side of Fig. 1. Note that the maximum number of rounds and the opening pattern of the big winning opening related to the round game can be set in different ways according to the big win type. For example, in the case of Big Win A, the maximum number of rounds is 3R, but some round numbers (for example, the 1st round and the 2nd round) can be set to the long opening pattern, and other round numbers (the 3rd round) can be set to the short opening pattern (short opening time: for example, 0.8 seconds). In this case, the advantage of the big win game is in the relationship of "Big Win A < Big Win B or Big Win C < Big Win D".

[0189] (4-3. Small win game, V-win game) Next, the small win game and the V-win game will be described.

[0190] (Small win game) As described above, in the small-win game (a small-win bonus game) by "small wins", round games such as "big wins" are not executed. Instead, by causing the big winning opening 50 to open and close in a predetermined pattern by the open door 52b, a pseudo-round game (an opening and closing operation game) can be expressed, and it can be pretended that a round game is being executed visually. In the small-win game of this embodiment, an opening and closing operation game is executed in which the number of times the big winning opening 50 opens is once and the maximum opening time is 1.8 seconds. When the small-win game starts, an opening performance for notifying the start of the small-win game is performed using the interval time (small-win start INT) before the start of the opening and closing operation game. After the opening performance ends (after the small-win start INT has elapsed), an opening and closing operation game for opening and closing the big winning opening 50 is executed. Using this opening performance, an effect for promoting a V-win (a V-win instruction effect) etc. appears.

[0191] (V-win game) When a game ball enters the big winning opening 50 during the opening and closing operation game, the game ball (winning ball) is guided to the V-winning opening (specific area) by the above V-guiding device in the big winning opening 50. When the game ball achieves a V-win (when the specific area sensor 51a detects the game ball), "V-win (two types of wins)" occurs (so-called, a mixed machine of type 1 and type 2). In this embodiment, as long as the player wins a small win, during that small-win game (during the opening and closing operation period), as long as the player does not perform irregular actions such as deliberately delaying or stopping the shot, or continuously hitting left, and correctly hits right, a V-win can be easily obtained (almost surely obtained): V-win rate ≧ 99%. In the case of this embodiment, it is almost 100%. Of course, it may be configured to be able to obtain a V-win with a predetermined probability (for example, 50% or 60% etc.).

[0192] When a V-win occurs, the conditional device becomes operational, and after a series of small-win games end, the accessory continuous operation device activates, starting the "V-win game" accompanied by a round game. When the V-win game starts, a V-win start interval time (V-win INT (V-win performance time)) is set, and during this period, a "V-win performance (opening performance)" that notifies that a V-win has occurred appears. Then, when the V-win INT elapses, the round game starts with the maximum number of rounds as the upper limit. When the maximum number of rounds ends, after an ending performance is carried out using the V-win end interval time (V-win end INT), the V-win game ends. That is, similar to the jackpot game described above, the V-win game is composed of each game period including an opening performance period, a round game execution period with the maximum number of rounds as the upper limit, and an ending performance period.

[0193] Note that when a V-win occurs, the current small-win game is counted as the first round (assumed 1R) of the round game (the opening and closing operation game of the current small-win game is treated as the actual first-round round game), and the first round game in the V-win game is counted as the second round. The V-win game can, substantially like the jackpot game, execute the round game multiple times. However, because it passes through the small-win game, the small-win game (opening and closing operation game) related to the V-win is treated as the game corresponding to the first round.

[0194] Therefore, the number of times of executing the round game (the number of consecutive operations of the special electric accessory during the operation of the accessory continuous operation device) is exactly "the specified number of rounds - 1". For example, in the jackpot game with a maximum number of rounds of 7R, after the small win game ends, the round game of "2R to 7R" is executed as the jackpot game. Regarding the number of bonus balls, "the number of bonus balls by the winning balls during the opening / closing operation game (regarded as 1R by the opening / closing operation game) + the number of bonus balls by the winning balls during the round game for 6R" is the total number of bonus balls that the player can actually obtain (the number of balls discharged during the jackpot). For example, if the number of bonus balls for the big winning opening is 15, the winning balls during the opening / closing operation game are approximately 1 to 3 (the number of bonus balls is 15 to 45), and the maximum number of winning balls in 1 round is 10 (the number of bonus balls is 150), then generally, it is possible to obtain approximately 915 to 945 bonus balls. In addition, in the above-mentioned regarded 1R (small win game (opening / closing operation game)), it may be configured to be able to obtain the number of bonus balls for 1R (one round game) in the big win game, or it may be configured to be able to obtain a number of bonus balls less than that for 1R.

[0195] In this embodiment, the jackpot game varies according to the selected small win type. Specifically, when winning the small win A, the jackpot game with a maximum number of rounds of 7R (substantially 7R jackpot) is executed, and when winning the small win B, the jackpot game with a maximum number of rounds of 3R (substantially 3R jackpot) is executed. The round game mode related to the jackpot game may be the same as that of the big win game or different. In this specification, unless otherwise particularly necessary, when referring to "big win", it includes "jackpot", and when referring to "big win game", it is treated as including "jackpot game".

[0196] (In the case of non - V winning) In addition, when not winning the V during the small win game (in the case of non - V winning), the jackpot game is not executed, and a series of small win games ends. Note that during non - V winning, only a simple small win game is executed, and no transition of the internal game state occurs (refer to Note 8 in Fig. 4A).

[0197] (4 - 4. Regarding the transition destination game state after the winning game) Next, with reference to FIGS. 4A and 4B, the game states that are shifted to after each winning game described above will be explained. FIGS. 4A and 4B show the relationship between the game state at the time of winning and the game state to which it shifts after the winning game (the transition destination game state after the winning game based on the "game state at the time of winning" and / or the "type of jackpot won") according to the type of win. FIG. 4A shows the jackpot and small win, and FIG. 4C shows the V-win (at the time of V-win). Note that the column of "at the time of winning" in the figure shows the type of game state at the time of winning (the type of game mode described later), and the "transition destination game state" shows the type of game state of the transition destination (the type of game mode). Also, "very short time A" and "very short time B" shown in the figure belong to the "very short time state" of the internal game state, and "short time A" and "short time B" belong to the "short time state" of the internal game state (refer to the column of "YJ" in FIG. 25).

[0198] First, with reference to FIG. 4, the game state that is shifted to after the jackpot game will be explained.

[0199] (In the case of jackpot A and jackpot B) In the case of "jackpot A" or "jackpot B", as shown in FIG. 4A, the transition destination game state differs according to the game state at the time of winning.

[0200] In the case of jackpot A, if the game state at the time of winning is the "normal state", it will shift to the "normal state", and if the game state at the time of winning is the "very short time state" or the "short time state", it will shift to "very short time A". Also, in the case of jackpot B, if the game state at the time of winning is the "normal state", it will shift to the "normal state", and if the game state at the time of winning is the "very short time state" or the "short time state", it will shift to "very short time B". That is, jackpot A and jackpot B are defined as jackpots that can be a trigger for shifting to the very short time state.

[0201] When transitioning to the above-mentioned "short-time state (short-time A or short-time B)", the execution count of the special symbol variation display game continues until a predetermined number of times (maximum short-time count) is reached. When the special symbol variation display game ends without a jackpot or V-win occurring within that predetermined number of times (end of short-time count), the short-time state ends and the game transitions to the normal state (see Note 5 in Figure 4A). Note that in the case of a non-V win, only a simple small win game is executed, and since there is no transition in the internal game state, the short-time state does not end. Also, whether the predetermined number of times (maximum short-time count) has been reached is determined by counting the execution count (variation count) of the special symbol variation display game 1 and / or the special symbol variation display game 2 (the same applies to the short-time state described later). That is, when the execution count (variation count of Special Figures 1 and 2) of the special symbol variation display game 1 and / or the special symbol variation display game 2 ends for the predetermined number of times without a jackpot, the short-time state ends.

[0202] The above-mentioned predetermined number of times (end condition) for such a short-time state or short-time state can be determined as follows in (Rule 1) to (Rule 7). (Rule 1) When the total execution count of the special symbol variation display game 1 (Special Figure 1 side) and the special symbol variation display game 2 (Special Figure 2 side) reaches a predetermined number of times. (Rule 2) When either the special symbol variation display game 1 is executed N times (0 < N) or the special symbol variation display game 2 is executed M times (0 < M). Note that the relationship between N times and M times can be "N = M", "N < M", or "N > M" according to the specifications of the gaming machine (such as gaming performance and payout rate). (Rule 3) When the normal symbol variation display game is executed a predetermined number of times. Note that for the said predetermined number of times (predetermined count), multiple types of predetermined counts can be provided according to the type of short-time state and / or short-time state. For example, in the case of the first short-time, it is P1 times (0 < P1), and in the case of the second short-time, it is P2 times (0 < P2), etc. Note that the relationship between P1 times and P2 times can be "P1 = P2", "P1 < P2", or "P1 > P2" according to the specifications of the gaming machine (such as gaming performance and payout rate). (Rule 4) You may adopt an end condition that combines the above (Rule 1) and (Rule 3). For example, when the special symbol variation display games 1 and 2 are executed 100 times (total number of execution times), or when the normal symbol variation display game is executed 50 times (the specified number of times according to the type of time shortening (for example, P1 = 50 times, P2 = 100 times, etc. may also be acceptable)), if either of these conditions is satisfied. (Rule 5) You may adopt an end condition that combines the above (Rule 2) and (Rule 3). For example, when the special symbol variation display game 1 is executed 10 times, when the special symbol variation display game 2 is executed 50 times, or when the normal symbol variation display game is executed 50 times (the specified number of times according to the type of time shortening (for example, P1 = 50 times, P2 = 100 times, etc. may also be acceptable)), if either of these conditions is satisfied. (Rule 6) When the number of winning times of small wins reaches a predetermined number of times. In addition, when there are multiple types of small win types, the end condition may be that the number of winning times of at least one specific small win reaches a predetermined number of times. (Rule 7) When the number of supplementary games per win is executed a predetermined number of times. Note that for the said predetermined number of times (specified number of times), multiple types of specified number of times can be set according to the type of time shortening state and / or micro time shortening state. (Rule 8) You may adopt an end condition that combines at least two of the above (Rule 1) to (Rule 6).

[0203] In this embodiment, the above (Rule 1) is adopted (similarly for the time shortening state), and the maximum number of micro time shortening times for micro time shortening A is 150 times, and the maximum number of micro time shortening times for micro time shortening B is 250 times (refer to Remarks 1 and 2 in Figure 4A).

[0204] (In the case of big win C) In the case of big win C, regardless of the game state at the time of winning, after the big win game, it shifts to the "normal state".

[0205] (In the case of big win D) In the case of a big win D, similar to "big win A" or "big win B", depending on the gaming state at the time of winning, the destination gaming state is different. In big win D, if the gaming state at the time of winning is the "normal state", it will shift to "time-saving B", and if the gaming state at the time of winning is the "near time-saving state" or the "time-saving state", it will shift to "time-saving A".

[0206] When shifted to the "time-saving state", the execution count of the special symbol variation display game continues until a predetermined number of times (maximum time-saving count) is completed. When the special symbol variation display game ends within that specified number of times without a big win or a V win occurring (when the time-saving count ends), the time-saving state ends and it shifts to the normal state (see Note 5 in Figure 4A). Note that when not winning a V, only a small win game is executed and there is no shift in the internal gaming state, so the time-saving state does not end. In this embodiment, the maximum time-saving count for time-saving A is 7 times, and the maximum time-saving count for time-saving B is 100 times (see Note 3 and Note 4 in Figure 4A).

[0207] In the following, when the near time-saving count ends and it shifts from the near time-saving state to another gaming state, it is referred to as "exiting the near time-saving state". "Exiting the near time-saving state" includes cases such as ascending and shifting from the near time-saving state to the normal state (exiting the near time-saving state and normal shifting). Also, when the time-saving count ends and it shifts from the time-saving state to another gaming state, it is referred to as "exiting the time-saving state". "Exiting the time-saving state" includes cases such as falling and shifting from the time-saving state to the normal state or the near time-saving state (exiting the time-saving state and normal shifting, exiting the time-saving state and near time-saving shifting). Note that when there is no particular need to distinguish between exiting the near time-saving state and exiting the time-saving state, both may be referred to as "exiting the time-saving state". Also, for the sake of convenience in explanation, the near time-saving count may be referred to as the "time-saving count".

[0208] (When winning a V) Next, with reference to Figure 4B, the gaming state shifted to after a V win game will be described.

[0209] As described above, the V-hit game is generated by a V-win during a small win game. After the end of this V-hit game, the destination game state differs depending on the selected small win type and the game state at the time of winning.

[0210] If the game state at the time of winning is the "normal state" for either small win A or small win B, the game shifts to "time reduction B" after the V-hit game, and if the game state at the time of winning is the "near time reduction state" or the "time reduction state", the game shifts to "time reduction A" after the V-hit game.

[0211] (Variation of jackpot) Note that in the jackpot (including V-hit) according to this embodiment, there is no winning opportunity that leads to a shift to time reduction C (one time reduction count), but the present invention is not limited to this, and one or more jackpots that can shift to time reduction C can be provided. For example, in the case of jackpot A and jackpot B, if the game state at the time of winning is the "normal state", it can be configured to shift to "time reduction C", and if it is the "near time reduction state" or the "time reduction state", it can be configured to shift to "near time reduction A". Also, for example, in the case of jackpot D, if the game state at the time of winning is the "normal state", it can be configured to shift to "time reduction C", and if the game state at the time of winning is the "near time reduction state" or the "time reduction state", it can be configured to shift to "time reduction A". Various variations regarding the jackpot will be described in the fifth embodiment (Figs. 58 to 60) described later.

[0212] <4-5. Regarding losing>[ Next, with reference to Fig. 4C, the losing types according to this embodiment will be described. In this embodiment, as shown in the figure, on the special drawing 1 side, there are provided a plurality of types of losing types such as losing A, B, and C with different symbol drawing rates. In the case of this embodiment, the symbol drawing probabilities satisfy the relationship of "losing A > losing B > losing C". For example, losing A is drawn at 95%, losing B at 4%, and losing C at 1%. Also, on the special drawing 2 side, only one losing D is provided. Note that considering the game playability, either on the special drawing 1 side or the special drawing 2 side, one or more types of losing can be provided as the drawing target.

[0213] <4-6. Regarding Special Short Time>[ Next, with reference to FIG. 4C, the special short time type according to this embodiment will be described.

[0214] In this embodiment, as a winning type by a jackpot lottery, "special short time" is provided which can shift to a short time-based gaming state ("short time state" or "very short time state") without being triggered by a win (big win (V win) or small win). This "special short time" has a major feature in that a short time-based gaming state is given without going through a jackpot win (operation of the condition device, operation of the accessory continuous operation device) (without going through a jackpot game). Note that the above-mentioned "without being triggered by a win" can include any of the following (win contract 1) to win contract 3).

[0215] (Win contract 1) The meaning of "without being triggered by a jackpot win". (Win contract 2) The meaning of "without going through a win game (big win game, V win game, or small win game)". (Win contract 3) The meaning of "without being conditional on at least the operation of the condition device and the operation of the accessory continuous operation device" or "without being conditional on at least the end of the operation of the condition device and the operation of the accessory continuous operation device". That is, the meaning of "without being conditional on at least the execution of a big win game or a V win game".

[0216] Broadly speaking, the special short time is a winning type (lottery type) that can give a short time-based gaming state (short time state or very short time state) without being controlled by a winning state (win game) (without opening and closing the big winning port). Also, the short time state or very short time state given by the special short time is one aspect of a "specific state that can be shifted without going through a winning state".

[0217] (Generation conditions of the short time-based gaming state by the special short time) In this embodiment, when neither a big win nor a small win is selected, it is possible to win a special short-time. When winning a special short-time, after the end of the winning game, it is controlled to a short-time state or a very short-time state. In addition, when neither a big win, a small win, nor a special short-time is selected, the big win lottery result is "a loss", and one of losses A to C will be selected.

[0218] However, the short-time game state due to the special short-time is allowed to occur (the special short-time win is treated as valid) only in a specific game state (for example, a game state where the big win lottery probability is a low probability. In this embodiment, it is the normal state). That is, in the case of a specific game state, the special short-time win is treated as valid, and in cases other than the specific game state, the special short-time win is treated as invalid (the lottery itself is not conducted, or even if a win occurs, it is treated as a loss: a special short-time activation prohibited (restricted) state) (see Note 1 in FIG. 4C). In addition, when treating the special short-time win as a loss, the same game processes (such as variable pattern selection processing and effect processing) as when a loss is selected (any of losses A to C may be selected) may be executed.

[0219] (Special short-time performance) In this embodiment, as shown in FIG. 4C, on the special drawing 1 side, a plurality of types of special short-times A, B, and C are provided. When winning a special short-time by a winning or losing lottery, one of the special short-times is determined based on a predetermined symbol lottery rate by a symbol lottery (see the column of the symbol lottery rate in FIG. 4C). In addition, the special short-times A to C each have different short-time performances (the degree of advantage of the special short-time). Specifically, it is as follows. (A) When winning "Special short-time A", very short-time A (the number of very short-time times is 150 times) is given (transition to very short-time A). (B) When winning "Special short-time B", very short-time B (the number of very short-time times is 250 times) is given (transition to very short-time B). (C) When winning "Special short-time C", short-time C (the number of short-time times is 1 time) is given (transition to short-time C). The relationship of the performance (degree of advantage) of the special short-time in this embodiment is "Special short-time B < Special short-time B < Special short-time C".

[0220] In addition, the special short time can be defined as follows according to the gaming performance. (U1) One or more types of special short times can be provided on the side of Special Drawing 1 and / or the side of Special Drawing 2. (U2) Also, a special short time can be provided on only one of the sides of Special Drawing 1 and Special Drawing 2. (U3) Also, it may be a gaming machine that does not provide any special short time (see, for example, Fig. 100).

[0221] (Modification Example 1 of Special Short Time) Also, it is possible to appropriately determine what kind of performance (short time performance, ultra-short time performance) the special short time has. For example, it can have the following performance.

[0222] As the short time state by the special short time, any of finite short time (the number of short times is finite), finite ultra-short time (the number of ultra-short times is finite), infinite short time (no limit on the number of short times), and infinite ultra-short time (no limit on the number of ultra-short times) can be adopted. Note that "infinite systems" such as infinite short time or infinite ultra-short time actually mean those with "no limit on the number of times (infinite)", but even for "finite systems" such as finite short time or finite ultra-short time, if the number of times (for example, 10,000 times or 65,535 times, etc.) that the short time state or ultra-short time state is guaranteed until the next big win is substantially achieved, or the number of times that cannot be completed within the business hours of a pachinko parlor (for example, 4 to 5,000 times or more) is given, it can be treated as belonging to the "infinite system". As an example of the short time performance, special short times such as the following (Special Time 1) to (Special Time 3) can be provided.

[0223] (Special Time 1) It is possible to provide at least one special short time that gives (transitions to) the same "number of short times P times" as the short time state (big win short time state) given by a big win. When there are multiple types of big wins that give a short time state, the "number of short times P times" may be the same number of short times as at least one of the multiple types of big wins. For example, when there is a big win with 50 short times and a big win with 100 short times, the above "number of short times P times" may be 50 times or 100 times. (Special Time 2) It is possible to provide at least one special short time period to which a "short time period count Q times" different from the short time period state given by a big win is given. When there are multiple types of big wins that give a short time period state, if the maximum short time period count among the short time period counts related to all big wins is "α times" and the minimum short time period count is "β times", the relationship can be "short time period count Q times > α times" or "short time period count Q times < β times". (Special Time 3) Note that the above "short time period count Q times" may be "finite (finite system of very short time period counts)" or "infinite (infinite system of very short time period counts)".

[0224] (Variant Example 2 of Special Short Time Period) Also, it is possible to provide a special short time period having the following very short time period performance in (Special Time 4) to (Special Time 6). (Special Time 4) It is possible to provide at least one special short time period to which the same "very short time period count p times" as the very short time period state (big win very short time period state) given by a big win is given. When there are multiple types of big wins that give a very short time period state, the "very short time period count p times" can be the same very short time period count as at least one of the multiple types of big wins. For example, when there is a big win with a very short time period count of 50 times and a big win with a very short time period count of 100 times, the very short time period count p times can be 50 times or 100 times. Also, when providing multiple special short time periods, at least one special short time period may have a different very short time period count. (Special Time 5) It is possible to provide at least one special short time period to which a "very short time period count q times" different from the very short time period state given by a big win is given. When there are multiple types of big wins that give a very short time period state, if the maximum very short time period count among the very short time period counts related to all big wins is "γ times" and the minimum very short time period count is "δ times", the relationship can be "very short time period count q times > γ times" or "very short time period count q times < δ times". (Special Time 6) Note that the above "very short time period count q times" may be "finite (finite system of very short time period counts)" or "infinite (infinite system of very short time period counts)".

[0225] (Variant Example 2 of Special Short Time Period) In addition, in the present embodiment, the winning probability of the special short time is set to "about 1 / 10" with a higher probability than the winning probability of the big win, but there is no particular limitation on the winning probability of the special short time. For example, it can be configured as follows. When not winning a (drawing A) win (big win and / or small win), it can be set to a lottery form that always wins the special short time. In this case, the winning probability of a loss can be set to 0%. When not winning a (drawing B) win (big win and / or small win), it can be set to a lottery form that almost wins the special short time. For example, the winning probability of a loss can be set to 1 / 65536 with an extremely low probability, or at least lower than the winning probability of the big win (about 1 / 251 in this embodiment). In this case, it has the same lottery form as the above (drawing A), but is different in that there is a possibility of winning a loss.

[0226] In the case of the above (drawing A) or (drawing B), if the game state is the normal state, it almost wins the special short time (for example, in the case of (drawing A), it almost 100% wins in the first game of the normal state), and it is possible to create a special game property such as being able to shift to the short time state or the very short time state. In this way, a lottery form in which the special short time almost 100% wins under a specific game state is called a "special short time ultra-high probability lottery form". Note that the special short time ultra-high probability lottery form is applicable not only to this embodiment (the first embodiment) but also to any of the embodiments described in this specification.

[0227] <Regarding the presentation> (5-1. Presentation mode) Next, the presentation mode (presentation state) will be described. In this embodiment, a plurality of types of presentation modes that form presentations related to each game state are provided, and they are configured to be able to control the transition between each presentation mode in response to the transition (update) of the game state.

[0228] The performance modes include the "normal performance mode" related to the "normal state", the "ultra-short performance mode" related to the ultra-short state, the "short-time performance mode" related to the short-time state, the "potential confirmation performance mode" related to the potential confirmation state, the "probability change performance mode" related to the probability change state, the "winning performance mode" related to the winning game, etc. Multiple types of performance modes can be provided corresponding to the internal game state YJ or the variation pattern distribution specified number Tcode. In this embodiment, even if the internal game state is the same, if the variation pattern distribution specified number Tcode is different, it is possible to perform transition control to different performance modes corresponding to each variation pattern distribution specified number Tcode. For example, as the short-time performance mode related to the short-time state (YJ = 02H), performance modes corresponding to each of short-time A to short-time C (Tcode = 02H to 04H), specifically, "short-time A performance mode (continuous win A performance mode)", "short-time B performance mode (continuous win B performance mode)", "short-time C performance mode (continuous win C performance mode)", etc., it is possible to transition to different performance modes. In this embodiment, although the "hell mode A" and "hell mode B" related to the ultra-short state (YJ = 02H) have the same variation pattern distribution specified number Tcode (Tcode = 01H) (see Fig. 25), even when the variation pattern distribution specified number Tcode is different between "hell mode A" and "hell mode B", they can also be set to different performance modes (for example, hell A performance mode, hell B performance mode, etc.).

[0229] Note that, depending on the purpose and gameplay, the same presentation mode may be adopted in multiple gaming states. For example, in the normal state and the very short time state (the same presentation mode in at least two different internal gaming states), or in the short time A state and the short time B state, the same presentation mode (the same presentation mode in at least two different gaming modes) can be set. To put it simply, when there are multiple variable pattern distribution specified numbers Tcode, at least two or more Tcode can have the same presentation mode, and when there are multiple internal gaming states YJ, at least two or more YJ can have the same presentation mode. It is preferable that at least two or more similar gaming states have the same presentation mode. For example, short time A and short time B belonging to the short time state, or the normal state and the very short time state (in the case where the base values are substantially the same (the very short time state functions as a pseudo-normal state)), can have the same presentation mode.

[0230] In each presentation mode, the background display (background presentation) as the background of the variable display screen of the decorative pattern is changed to a presentation mode corresponding to the presentation mode. For example, under the "normal presentation mode", a background presentation that evokes the season'spring' (for example, displaying a background image of a cherry tree) appears, and under the "short time presentation mode", a background presentation that evokes the season'summer' (for example, displaying a background image of the sea) appears. This suggests the gaming state during stay. Note that not only the background display is changed, but also the BGM, decorative patterns (patterns), etc. may be changed according to each presentation mode. Also, at least one of the background display, BGM, and decorative patterns may be a common presentation between one presentation mode and another presentation mode. For example, a common background presentation (both displaying a background image of a cherry tree) may be used between the normal presentation mode and the very short time presentation mode.

[0231] In addition, a plurality of presentation states belonging to the same variation pattern allocation specification number Tcode (the same game mode) can be provided. For example, as presentation modes corresponding to the variation pattern allocation specification number Tcode “00H”, a plurality of presentation states with different presentations can be provided. Such presentation states are also referred to as “presentation stages” in order to distinguish presentation modes in that the Tcodes are the same (common) presentation modes. Note that even for different presentation stages, since the variation pattern allocation specification number Tcode itself for each presentation stage is the same, the variation patterns to be selected are the same (the variation pattern allocation table to be selected is common to each presentation stage). However, even when the same variation pattern is selected, different presentations can be exhibited according to the current presentation stage. For this reason, the degree of freedom of presentation increases, and even in the same game state, the presentation can be made diverse. Note that different background displays can also be set according to the presentation stage. For example, in the above “normal presentation mode”, it is a background presentation that evokes the season “spring” (displaying a background image of a cherry tree), but according to each presentation stage related to the normal presentation mode, a “cherry blossom stage” with a cherry tree as the background display, a “rape flower stage” with a rape flower as the background display, a “dandelion stage” with a dandelion as the background display, and the like can be set.

[0232] The performance control unit 24 (CPU 241) is configured to be able to control the transition between each performance mode in response to the transition (update) of the game state, and has a functional unit (performance state transition control means (performance mode transition control means)) that controls the transition between a plurality of types of performance modes. The performance control unit 24 has, among the performance control commands sent from the main control unit 20 (CPU 201), a performance control command including information related to the game state, specifically, a functional unit capable of managing the game state (internal game state YJ and / or variable pattern distribution designation number Tcode) based on the information included in a specific performance control command that designates the current game state or designates that the game state is to be transitioned (performance control side game state management means), controls the performance mode in a manner that maintains consistency with the game state on the main control unit 20 side, and is configured to be able to control the transition from one performance mode to another according to the processing state (for example, a configuration capable of controlling the transition between a plurality of types of performance modes corresponding to the variable pattern distribution designation number Tcode). The above-mentioned "specific performance control command" includes, for example, a variable pattern designation command, a game state designation command, a specific command transmitted during a win (for example, a big win start command or a big win end command), etc. In addition, if the performance control unit 24 side can independently determine the game state, the transition control of the performance mode can be performed without relying on a specific performance control command.

[0233] (5-2. Advance performance) Next, the advance performance will be described. The performance control unit 24 is configured to be able to present various "advance performances" related to the big win lottery result (win / loss lottery result and / or symbol lottery result) based on the content of the performance control command from the main control unit 20 (information included in a variable pattern designation command, a decoration symbol designation command, a winning command described later, etc.). Specifically, it is possible to present (execute) an "advance performance" related to the performance mode (including the performance stage described later) and the big win lottery result.

[0234] The preview performance is basically a performance executed as part of the performance during variation (a part of the scenario). In the performance during variation, various preview performances appear. The main role of the preview performance is to preview (suggest) the winning expectation level of whether the player has won the winning type and / or the special short-time type, and to preview the occurrence expectation level of a specific preview performance. Most of the preview performances serve as "stimulating performances" to arouse the player's winning expectation.

[0235] Typical preview performances include "reach performance", "pseudo-consecutive performance", "player participation type performance", "step-up performance (SU preview)", "stage change performance", "foresight preview performance", etc. These performances will be described below.

[0236] (5-2-1. Reach performance) The above-mentioned "reach performance" refers to a performance mode accompanied by a reach state (a variable display mode accompanied by a reach state), specifically, a performance mode that can derive and display the game result via the reach state.

[0237] The "reach state" is a state in which, in the stage before the result of the decorative symbol variable display game is derived, some of the decorative symbols derived and displayed during the decorative symbol variable display game constitute a part of the display mode indicating the occurrence of a big win (winning a big win), and the variable display of the decorative symbols that have not yet been derived and displayed is being performed. It is a display mode that uses the variable display mode of the decorative symbols for the performance to suggest (preview) that it is easy to derive a display mode indicating a specific winning type (big win, small win, special short time, etc.) (there is a possibility of winning a specific winning type), and it is a variable display mode that arouses the player's winning expectation. For example, when the combination of decorative symbols indicating a big win (occurrence of a big win) (big win symbols) is a symbol alignment such as "7 (left symbol)", "7 (middle symbol)", "7 (right symbol)", on a predetermined winning effective line, the left symbol and the right symbol, which are part of the symbol alignment, display "7" (tempai state), and the remaining middle symbol (the remaining symbol that does not constitute the tempai state) is in a state of variable display while performing high-speed variation, frame-by-frame movement, swaying, zooming, deformation, etc.

[0238] Therefore, even if a reach state is formed, the result of the decorative pattern variation display game is not necessarily a "big win". If the finally derived result is not a stop display mode (big win pattern) indicating a big win, the result of this game is a "loss". In the above example, the left symbol and the right symbol that constitute the tenpai state (reach symbol) are symbols that constitute the reach state, and in this sense, they are also referred to as "reach constituent symbols".

[0239] The reach effect (reach variation) is roughly composed of stage-based effect scenarios such as the "before reach (before tenpai, during tenpai incitement)" stage, the "during reach (during tenpai, during win / loss incitement)" stage, and the "after reach" stage. The "after reach" stage is a period for finally notifying the game result (reach effect result: win / loss result), and includes a period during which so-called "upgrade effects" or "revival effects" may occur. The "upgrade effect" is an effect mode in which, after notifying winning a win with a low profit state, winning a win with a higher profit state is notified. For example, after displaying a decorative pattern indicating a time-saving big win (big win at the opportunity of time-saving state transition), a decorative pattern indicating a certain-variable big win (big win at the opportunity of certain-variable transition) is displayed to report that the game result (big win lottery result) of this time is a certain-variable big win. The "revival effect" is an effect mode in which, after notifying a loss, a win is definitely notified. For example, after displaying a decorative pattern indicating a loss (loss symbol) (loss effect), a decorative pattern indicating a big win (big win pattern: for example, symbol alignment) is displayed, or an effect (certain-win effect) that definitely notifies winning a big win appears.

[0240] The above-mentioned "reach effect" includes a plurality of reach effects associated with the winning expectancy. For example, when a specific reach effect appears, there are cases where the winning expectancy relatively increases compared to when a normal reach effect (normal reach = N reach) appears. Such a specific reach effect is called a'super reach (SP reach)'. Many of these "SP reaches" have a relatively longer effect time (fluctuation time) than the N reach in order to arouse the feeling of expectancy of hitting the jackpot. In addition, the SP reach includes not only the normal SP reach but also various SP reaches. The content of each reach effect (reach fluctuation mode) will be described below.

[0241] (r1) "N reach" The "N reach" is a fluctuation mode in which, after normal fluctuations, it only passes through the normal reach state and then ends by notifying the game result (win or loss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and it is the reach effect with the lowest winning expectancy. There are N reach 1 and N reach 2 with different winning expectancies in the N reach. Also, among the reach types, the N reach is the reach fluctuation type with the shortest fluctuation time (for example, N1 reach = 20 seconds, N reach 2 = 25 seconds).

[0242] (r2) "SP reach (normal SP reach)" The "SP reach" is a reach fluctuation mode in which the first reach effect (SP reach) occurs via the normal reach and then the game result is notified and the process ends.

[0243] (r3) "SP reach + SPSP reach" (evolved SPSP reach) "SP Reach + SPSP Reach" is a reach variation pattern where, after normal fluctuations, a first reach effect (SP Reach) occurs via the normal reach state. Once a miss is notified, a second reach effect (SPSP Reach) with a higher winning expectation than the above first reach effect occurs (develops into other SP reach systems), and the game result is notified to end. "SP Reach + SPSP Reach" is also referred to as "Developing SPSP Reach" in that it develops into other SP reaches via SP Reach. Also, due to the relationship of passing through various reaches, among reach types, "SP Reach + SPSP Reach" has the longest variation time (for example, with pseudo - consecutive (1 - 3 times) it is 200 seconds - 260 seconds, without pseudo - consecutive it is 180 seconds, etc.). Note that the reach itself of the development destination may also be referred to as "SPSP Reach".

[0244] (r4) "SPSP Reach" (Direct - Hit SPSP Reach) "SPSP Reach" is a reach variation pattern where, after normal fluctuations, it passes through the normal reach state, but does not pass through the first reach effect (SP Reach), that is, it is omitted, and immediately a second reach effect (SPSP Reach) occurs (directly develops into SPSP Reach), and the game result is notified to end. SPSP Reach is also referred to as "Direct - Hit SPSP Reach" in that it directly develops into SPSP Reach without passing through SP Reach. Note that both the direct - hit SPSP reach and the above - mentioned developing SPSP reach are treated as belonging to SPSP Reach.

[0245] (r5) "Full - Rotation Reach" "Full - Rotation Reach" is a premium reach variation where, with or without passing through the reach state, variable display is performed while maintaining a predetermined variation time and a symbol display mode indicating a win (for example, symbol alignment), and the variable display is used to announce the confirmation of winning (winning confirmation).

[0246] (r6) "Direct Win Reach (Sudden Win)" "Direct win reach" is a variation mode that surprises players. It is designed to look like a non-reach effect (normal variation) that does not go through the reach state, giving the impression of a losing variation, but the final game result derived is a winning symbol. For example, it is a variation mode where the symbols are stopped sequentially as "left symbol, middle symbol, right symbol", that is, without going through the reach state, and when the final right symbol stops, the symbols align (winning symbol). From the point that the winning symbol suddenly stops and is displayed, it is also called "sudden win". Also, a reach variation mode where the winning symbol stops and is displayed without developing into an SP-type reach while remaining in an N-reach (low-expectation reach effect) belongs to this direct win reach. This direct win reach is also one of the premium reach variations like the aforementioned full-rotation reach, but exceptionally, it may be treated as a non-reach type (normal variation type) in that it includes stopping and displaying the winning symbol without going through the reach state.

[0247] The winning expectation in the reach effect mainly changes according to the high or low selection rate of the reach effect. For example, in the normal reaches, the selection rate is determined in relation to the jackpot lottery result so that the relationship of the winning expectation is "N-reach 1 < N-reach 2 < SP reach < developed SPSP reach < direct-hit SPSP reach". Also, in the reaches during time-saving mode (see Figure 28), the selection rate is determined in relation to the jackpot lottery result so that the relationship of the winning expectation is "reach during time-saving mode 1 < reach during time-saving mode 2". Note that since the direct win reach and the full-rotation reach are reaches that can directly notify the determination of winning, they are positioned as reach effects with the highest expectation (in this embodiment, at least the winning expectation of the direct-hit SPSP reach or higher).

[0248] Note that the actual winning expectation changes according to whether there is one or more other preview effects. For example, even when a developed SPSP reach appears, if a preview effect with a high winning expectation is involved, it can have the same or even higher winning expectation as the direct-hit SPSP reach.

[0249] In this way, the presence or absence of a reach serves as a clue for the player to know the winning possibility of a certain winning type (for example, a big win). Therefore, there are provided effects that suggest the possibility of a reach, in other words, various preview effects that can make the winning expectation clearer. During the symbol variation display game, one or more types of preview effects may occur in a composite manner (including any meaning of being simultaneous, overlapping, or having different execution timings in a time series (hereinafter the same in this specification)), and when the preview effects occur in a composite manner, a clearer winning expectation is shown. For example, when one or more preview effects are accompanied compared to the case where the reach effect occurs alone, the winning expectation becomes clearer and the winning expectation increases. Such preview effects are roughly classified into a "pre-preview effect" that can occur before the reach (before the tempai) and a "post-preview effect" that can occur after the reach (during the reach). In addition, there are also preview effects that preview the possibility or certainty of occurrence of other preview effects (for example, pseudo-sequences and stage change effects, etc.) other than the reach effect.

[0250] In addition, in this specification, the reach type belonging to the N-reach may be referred to as the "N-reach system", the reach belonging to the SP-reach type (including the SPSP-reach type) may be referred to as the "SP-reach system", and the reach type belonging to the premium reach may be referred to as the "winning and certain reach system". Also, a reach that develops from one reach to another reach may also be referred to as the "developmental reach system".

[0251] (5-2-2. Pseudo-sequence effect (pseudo-sequence)) In this embodiment, as one of the pre-announcement effects, there is a "pseudo-link effect (hereinafter abbreviated as 'pseudo-link')." The "pseudo-link" refers to an effect mode accompanied by a pseudo-continuous variation display state of a decorative pattern (so-called "pseudo-variation"). This "pseudo-variation" means that during a single decorative pattern variation display game, part or all of the decorative pattern is temporarily stopped once (instead of the normal decorative pattern, one or more pseudo-link exclusive patterns may be used), and from this temporarily stopped state, a variation display operation of the decorative pattern is executed again. Such a variation display mode is repeated one or more times. For example, the decorative pattern is temporarily stopped and displayed as "775" (pseudo-variation), and after the decorative pattern is variably displayed again, the final decorative pattern is stopped. In this regard, it is different from the "forecast pre-announcement effect" described later that can be executed across multiple symbol variation display games.

[0252] Basically, the occurrence rate of the "pseudo-link" is determined such that the higher the number of pseudo-variations, the higher the winning expectation. For example, the expected occurrence rate of a pre-announcement effect with a higher winning expectation (such as an SP reach) is higher when the number of pseudo-variations is 2 times rather than 1 time. Therefore, when the current in-variation effect is composed of an effect scenario including a reach effect, the "pseudo-link" mainly occurs in the stage immediately before the reach state is formed (the stage before the reach effect). After one or more pseudo-variations are performed, the reach effect is executed in this variation, and the final game result is derived and displayed. In this specification, when referred to as "pseudo-N," it means the total number of pseudo-variation M times and this variation. For example, when denoted as "pseudo-2," it means "pseudo-variation 1 time + this variation," and when denoted as "pseudo-3," it means "pseudo-variation 2 times + this variation" (for example, "pseudo-2 + SP reach" or "pseudo-3 + SP reach" in FIG. 26, etc.). Also, when there is no "pseudo-2 to 3" attached, it means "no pseudo-link," and the pseudo-link does not occur.

[0253] (5-2-3. Player Participation-Type Effect) In this embodiment, as one of the pre-announcement effects, there is a pre-announcement effect belonging to the "player participation type effect". The "player participation type effect" is a pre-announcement effect mode in which when a predetermined operation (such as a single press, a long press, continuous pressing, etc.) is performed on the operation means (the effect button 13 and / or the direction keys 75), the content of the effect can change based on the operation content (operation result). The player participation type effect is also referred to as the "button pre-announcement effect" or the "button operation effect" in terms of using the operation means.

[0254] In the player participation type effect, when a predetermined button valid period arrives, a predetermined effect (pre-operation effect) including an "operation instruction effect" that prompts the player to perform a predetermined operation on the operation means occurs. During the button valid period, when the player operates the operation means or when the button valid period elapses, the currently presented effect changes to another effect (post-operation effect) based on the operation content. Depending on the effect modes (effect contents) before and after this operation, information regarding the winning expectation level, the big win lottery result (winning / losing result, symbol lottery result), or setting suggestions can be notified. The effect control unit 24 includes an operation valid period setting means that sets an operation reception valid period during which the operation of the operation means is valid based on predetermined conditions (for example, a predetermined timing during the player participation type effect), a pre-operation effect control means that controls a predetermined pre-operation effect during the button valid period, and a post-operation effect control means that controls a predetermined post-operation effect based on the fact that the effect button has been operated during the operation valid period.

[0255] Note that the player participation type effect is basically executed as part of the pre-announcement effect (a part of the pre-announcement effect scenario). Typically, there are the "reach effect", "pseudo chain", "step-up pre-announcement", "forecast pre-announcement", etc. in which the player participation type effect is incorporated. In the case of the player participation type reach effect, for example, a button pre-announcement effect is generated at a predetermined timing before or after the reach, and the development expectation level for a specific reach, the winning expectation level, etc. are notified according to the result of the player participation type effect.

[0256] (5-2-4. Step-up pre-announcement) Also, in this embodiment, as one of the preview effects, there is a "step-up preview (SU preview)" in which the effect can develop step by step. In the "step-up preview", an effect corresponding to the number of steps (stages) is executed, and the winning expectation level increases when it develops to a larger number of steps. Therefore, when the effect ends at the first step, the winning expectation level is the lowest, and when it develops to the final step, the winning expectation level is the highest. For example, in the case of a step-up preview that can develop in three steps consisting of steps 1 to 3, the relationship of the winning expectation levels is "step 1 < step 2 < step 3". When stepping up, not only a "normal step preview (N-step preview)" that develops sequentially like "step 1 → step 2 → step 3", but also a "super step-up preview (SP step-up preview)" that jumps to a plurality of steps ahead like "step 1 → step 3" exists. The relationship of the winning expectation levels is "N-step preview < SP step preview".

[0257] (5-2-5. Stage change effect) Also, in this embodiment, as one of the preview effects, there is a "stage change effect". The "stage change effect" is a preview effect mode in which, during the symbol variation display game (triggered by the arrival of a predetermined timing during the symbol variation display game), the current effect stage is shifted to another effect stage (for example, by changing the background display), and the winning expectation level and the like can be suggested. Note that the stage change effect is an effect mode in which the effect stage changes as a preview effect, and just because the stage change effect has occurred, it does not mean that the game state (YJ, Tcode) has shifted (changed) and the effect mode such as the background display has changed. The "stage change effect" has the following preview modes.

[0258] (C1) A preview mode that suggests the winning expectation level and the like according to the destination effect stage. For example, when shifting to effect stage A, it suggests a low expectation level, and when shifting to effect stage B, it suggests a high expectation level. (C2) A preview mode that suggests the winning expectation level, etc. based on the difference in the cut-in performance that occurs when the performance stage is shifted. For example, when character A appears and the performance stage is shifted, it suggests a low expectation level, and when character B appears and the performance stage is shifted, it suggests a high expectation level.

[0259] Note that the stage change performance may be an performance mode that simply changes the stage without suggesting the winning expectation level in particular. In this case, it is used solely to prevent the performance from becoming monotonous.

[0260] (5-2-6. Interrupt Preview Performance)

[0261] (5-2-6. Interrupt Preview Performance) Also, in this embodiment, as one of the preview performances, there is an "interrupt preview performance" (hereinafter abbreviated as "interrupt preview"). This "interrupt preview" is a performance mode that occurs in an interrupting manner during the execution of a specific preview performance, and after the interrupt preview, it shifts to a preview performance different from that specific preview performance. The interrupt preview is mainly executed as part of the reach performance scenario.

[0262] The performance scenario including this interrupt preview is different from other reach performances in the following points. Here, as a reach performance, a reach performance in which an performance such as "first reach performance (N reach) → second reach performance (SP reach)" is developed like the above-mentioned "SP reach" will be taken as a representative example for explanation. For the sake of convenience of explanation, the reach performance with an interrupt preview will be referred to as a "reach performance with interrupt", and the reach performance without an interrupt preview (here, SP reach) will be referred to as a "reach performance without interrupt" for explanation.

[0263] In the "non-interrupt reach effect", the "first reach effect (N reach)" and the "second reach effect (SP reach)" are sequentially executed. Regarding the game result this time, it is notified by the second reach effect that is finally executed. Specifically, for example, if the game result this time is a big win, in the non-interrupt reach effect, as the result of the first reach effect, a loss is notified (a loss is notified once), and then it develops into the second reach effect. As the result of the second reach effect, the big win which is the game result this time is notified (the game result this time is notified as the final result of the non-interrupt reach effect). Such an effect scenario is developed.

[0264] On the other hand, in the "interrupt reach effect", a special effect scenario is adopted where "a specific notice (interrupt notice) occurs at a predetermined timing during the execution of the first reach effect and develops into the second reach effect". That is, it develops into the first reach effect after normal variation, but an interrupt notice occurs before seeing the result of the first reach effect (the interrupt notice is executed in a form that also interrupts the first reach effect), and the second reach effect is executed after the interrupt notice. Therefore, from the perspective of the player, the reach effect is developed in a form that catches them by surprise, and a notice effect with a high effect is realized.

[0265] When such an interrupt notice occurs, basically, similar to the development notice effect, it shifts to another effect (here, the second reach effect) with a higher winning expectation than the reach effect (here, the first reach effect) where the interrupt notice occurred.

[0266] In the above, "SP reach + SPSP reach" was taken as a representative example for explanation, but during the execution of various notice effects, an interrupt notice can be configured to be executable.

[0267] The occurrence timing of the interruption notice is determined for each reach effect. For example, it can occur at predetermined timings in the "before reach (before tempai, during tempai incitement)", "during reach (during tempai, during correct / incorrect incitement)", and "after reach" stages of the first reach effect. Note that there may be multiple occurrence timings, and which timing to occur at is determined by a predetermined effect lottery. When generating an interruption notice, it can be generated at the following timings.

[0268] (Pre-1) During the execution of a voice effect such as a line of dialogue (hereinafter referred to as "voice effect A") (during the execution of a predetermined voice part). (Pre-1α) The timing when more than half of the execution time of voice effect A has elapsed. (Pre-1β) The timing when more than half of the number of lines of the voice effect has elapsed (for example, when the number of lines is 30 characters, the timing when 15 characters or more have elapsed).

[0269] (Pre-2) When a predetermined light effect is executed during a certain notice effect (during the execution of a predetermined light effect part), and when the light effect can execute an effect with a plurality of emission colors, a predetermined timing after switching from one specific emission color (for example, white light emission) to another specific emission color (for example, blue light emission).

[0270] (Pre-3) When a predetermined effect related to a certain notice effect is composed of a plurality of cut-ins (for example, when there are multiple video scene switches), the timing when more than half of the execution time of a specific cut-in during which the interruption notice can be executed has elapsed.

[0271] (Pre-4) When a predetermined effect related to a certain notice effect is composed of a plurality of cut-ins (for example, when there are multiple video scene switches), the timing when more than half of the number of lines of the voice effect (voice effect) executed in a specific cut-in during which the interruption notice can be executed has elapsed.

[0272] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are a plurality of video scene switches), the timing when more than half of the execution time of the light performance of a specific cut where an interrupt preview can be executed has elapsed.

[0273] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are a plurality of video scene switches), the timing before switching from a certain cut where an interrupt preview cannot be executed to another cut where an interrupt preview can be executed and before half of the execution time of the other cut has elapsed.

[0274] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are a plurality of video scene switches), the timing before switching from a certain cut where an interrupt preview cannot be executed to another cut where an interrupt preview can be executed and before half of the execution time of the sound performance related to the other cut has elapsed.

[0275] When a predetermined performance related to a certain preview performance is composed of a plurality of cut divisions (for example, when there are a plurality of video scene switches), the timing before switching from a certain cut where an interrupt preview cannot be executed to another cut where an interrupt preview can be executed and before half of the execution time of the light performance related to the other cut has elapsed.

[0276] As for the production modes of interruption notifications, for example, blackout production (fade-out production), light-off production, silent production, explosive sound production, small sound production, flash production, etc. can be adopted. When generating an interruption notification, the execution of the predetermined production that has been executed until then is terminated (interrupted midway), and the process is shifted to another production. By executing the production modes as described above, it is possible to attract the attention of the player or surprise the player. In order to maximize the effect of the interruption notification, it is preferable that the predetermined production being executed at the timing when the interruption notification occurs is a "flashy production" or a "plain production". If, during the execution of a "flashy production", suddenly all lights go out, there is silence, or there is a fade-out (in the case of adopting a light-off production, silent production, or blackout production as an interruption notification), the impact on the player will be extremely large. Also, in the case where a sudden explosive sound or flash occurs during the execution of a "plain production" (in the case of adopting an explosive sound production or flash production as an interruption notification), the impact on the player will also be extremely large. The predetermined production being executed at the time of generating the interruption notification is preferably in the following production mode.

[0277] (Interrupt 1) There are multiple production types being executed at the time of generating the interruption notification. The production types are at least two of light production, sound production, image display production, and movable body production. (Interrupt 2) The number of production types being executed in one cut where an interruption notification can occur is greater than the number of production types being executed in one cut where an interruption notification cannot occur. (Interrupt 3) The brightness of the light production (light production by at least one light production means) being executed in one cut where an interruption notification can occur is greater than the brightness of the light production being executed in one cut where an interruption notification cannot occur. (Interrupt 4) The volume of the sound production (which may be a specific sound production or the overall sound production) being executed in one cut where an interruption notification can occur is greater than the volume of the sound production being executed in one cut where an interruption notification cannot occur (in the form of generating an interruption notification during the execution of a relatively flashy sound production). (Cut 5) The volume of the sound effect being executed in one cut where an interrupt notice can occur is smaller than the volume of the sound effect being executed in one cut where an interrupt notice cannot occur (a form in which an interrupt notice is generated during the execution of a relatively quiet effect).

[0278] In the above, when an interrupt notice occurs, it was explained that the preview effect being executed before the interrupt notice shifts to another preview effect. However, it does not necessarily shift to another preview effect. Even if an interrupt notice occurs, it may include a case where the preview effect being executed before the interrupt notice continues to be executed as it is. For example, an interrupt notice may be generated at a predetermined timing of a specific reach effect (which may be a specific normal variation) (interrupting the reach effect in progress to generate the interrupt notice), and after the interrupt notice, the interrupted reach effect may be resumed. In this case, it may be configured such that the effect with an interrupt notice has a higher winning expectation than the effect without an interrupt notice.

[0279] (5-2-7. Preview Notice Effect: FIGS. 5A and 5B) The "preview notice effect (preview notice)" is an effect mode that can notify in advance the winning expectation regarding an operation hold ball (undigested operation hold ball) that has not yet been used for the execution of the symbol variation display game (special symbol variation display operation), by using the hold display mode or the effects during the symbol variation display game that are executed earlier in time series.

[0280] Using FIG. 5A, the outline of the screen display of the liquid crystal display device according to the present embodiment including the above preview notice will be described. FIG. 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to the present embodiment.

[0281] In a part within the screen of the liquid crystal display device 36 (in the drawing, below the display area of the decorative pattern), a holding display area 76 for displaying the number of operation holding balls in Special Drawing 1 and a holding display area 77 for displaying the number of operation holding balls in Special Drawing 2 are provided. Regarding the presence or absence of operation holding balls, information regarding the current number of operation holding balls is notified in a lit state (operation holding balls present: "○ (white circle)" shown in the drawing) or an unlit state (no operation holding balls: broken-line circle shown in the drawing).

[0282] The display regarding the presence or absence of these operation holding balls (hereinafter referred to as "holding display") is sequentially displayed in the order of their occurrence (winning order). In each of the holding display areas 76 and 77, the leftmost operation holding ball is displayed as the operation holding ball that occurred first (i.e., the oldest) on the time axis among all the operation holding balls in the corresponding holding display. In the present embodiment, as shown in the drawing, holding display parts a1 to d1 (corresponding to Special Pattern 1 side) and a2 to d2 (corresponding to Special Pattern 2 side) each consisting of the same number (4) of holding icons (icon images) as the maximum holding memory number are provided in a part within the screen of the liquid crystal display device 36. Normally, these holding display parts a1 to d1 and a2 to d2 have only the same number as the number of operation holding balls present when performing the pre-reading determination, for example, 3, and their display modes are switched to the operating state (lit state). Therefore, these holding display parts function as holding display means for displaying the number of operation holding balls. However, when performing the pre-reading notice described later, the holding display mode of the corresponding one of the holding display parts a1 to d1 and a2 to d2 is changed to a predetermined pre-reading notice display mode (special holding display mode), and thereby it functions as means for generating a pre-reading notice.

[0283] Also, on the left side of the hold display areas 76 and 77, a display area 78 during variation is provided to show the active hold balls currently used in the special symbol variation display game. In the case of this embodiment, the display area 78 during variation is configured such that an image in which the icon of the game execution hold K currently used in the game appears on the icon of the receiving seat J. That is, when the variation display of the special symbol 1 or the special symbol 2 is started, the icon (icon image) of the oldest hold a1 or a2 displayed in the hold display areas 76 and 77 moves as the icon of the game execution hold K onto the icon of the receiving seat J in the display area 78 during variation, and that state is maintained for a predetermined display time.

[0284] Also, in the lower right corner of the liquid crystal screen shown in FIG. 5A, as a display area for sub-performances (sub-performances) different from the main performances such as decorative symbols and preview effects, the active hold balls of FIGS. 1 and 2 of the special drawing, the number of active hold balls in the general drawing, information regarding the variation display operations of FIGS. 1 and 2 of the special drawing (mini decorative symbols), and information regarding the variation display operation of the general drawing (mini ordinary symbols) can be displayed, and a sub-display area 79 is provided. The information in this sub-display area 79 continues to be displayed even when the decorative symbol and / or the hold display part becomes non-displayed in displaying the preview effect. Therefore, it is possible to identify whether the symbol variation display game is currently in progress and how many active hold balls there are based on the information in the sub-display area 79. For example, even when an effect occurs in which the entire screen goes into a blackout state and the decorative symbols (left, middle, and right symbols) are once non-displayed from the screen, the mini decorative symbols continue to be displayed in the sub-display area 79. The sub-display area 79 is provided in an area that does not interfere with the main performance because of its role of displaying sub-performances.

[0285] Note that, according to the game state (game mode or internal game state), the display area of the hold display area 76 can be displayed more prominently than the hold display area 77 (for example, preferentially displayed or displayed larger), and conversely, the display area of the hold display area 77 can be displayed more prominently than the hold display area 76. For example, during the first game state (for example, a game state advantageous for left hitting: normal state or short time state), the hold display area 76 is highlighted, and during the second game state (for example, a game state advantageous for right hitting: time shortening state), the hold display area 76 can be highlighted. Also, during the first game state, both the hold display areas 76 and 77 can be displayed, and during the second game state, the hold display area 77 can be preferentially displayed (for example, only the hold display area 77 is displayed).

[0286] (Regarding the advance notice) Next, the advance notice will be explained. Regarding the appearance control related to this advance notice, first, in the main control unit 20, when an operative hold ball is generated (when the start condition is satisfied), before the operative hold ball is used for the execution of the symbol variation display game (the variation display operation of the special symbol), a "advance win determination (advance win / loss determination, advance symbol determination)" for pre-determining the big win lottery result (win / loss lottery result, symbol lottery result) related to the operative hold ball is performed (refer to steps S318 to S319 (random number determination process to special stop symbol data creation process) in FIG. 11 and steps S410 to S411 (random number determination process for special electric accessory operation determination to special stop symbol creation process) in FIG. 12).

[0287] Furthermore, using the result of the above "advance win determination", a "advance variation pattern determination" for pre-determining the variation pattern of the special symbol (the variation pattern at the start of variation) when the operative hold ball is used for the execution of the symbol variation display game in the future is performed (refer to step S320 (start port winning random number determination process) in FIG. 11). The variation pattern of the special symbol pre-determined in this way is referred to as the "advance variation pattern". In this advance variation pattern determination, for example, the variation pattern at the start of variation, such as what reach state will be passed through to form a reach variation pattern or whether it will be a normal variation pattern that does not pass through the reach state, is pre-determined.

[0288] Since the above-mentioned preliminary reading variation pattern is determined using at least the winning / losing lottery result (in this embodiment, the preliminary determination result of the winning / losing lottery and the symbol lottery), the preliminary reading variation pattern information includes not only information on whether it is a "winning variation pattern" at the time of winning or a "losing variation pattern" at the time of losing (information regarding the winning / losing lottery result), but also information regarding the presence or absence of a reach (if there is a reach, its type) and the presence or absence of a pseudo-chain (if there is a pseudo-chain, the number of times), and information on the actual performance of specific preview effects can also be included. In this way, the series of processes for determining the preliminary reading variation pattern through the preliminary reading winning determination is referred to as "preliminary reading determination."

[0289] When the information on the read-ahead variation pattern is transmitted from the main control unit 20 to the effect control unit 24, the effect control unit 24 performs effect control processing related to the read-ahead preview. Specifically, when the read-ahead determination is executed, a "hold addition command" capable of specifying the number of balls on hold at the time of the read-ahead determination (the number of existing balls on hold including the balls on hold generated this time) and a "winning command" capable of specifying the above read-ahead variation pattern information (information obtained by predicting the winning or losing lottery result at least at the start of the variation) are transmitted from the main control unit 20 to the effect control unit 24. When the effect control unit 24 receives these commands, based on the information contained in the commands, effect control processing related to the hold display and the read-ahead preview is performed. Specifically, when the effect control unit 24 receives the hold addition command and the winning command, based on the read-ahead variation pattern information, a "read-ahead preview lottery (winning lottery process)" is performed to determine whether to execute (reveal) the read-ahead preview. When the read-ahead preview is to be executed, an effect scenario related to the read-ahead preview is determined, and the read-ahead preview is revealed according to the effect scenario (see FIGS. 5A and 5B described later). The execution probability of the above read-ahead preview is higher for "big win" than for "loss", and also higher for the read-ahead variation pattern types with relatively high winning expectation. Therefore, the winning expectation is indicated by whether the read-ahead preview occurs or not. Note that the read-ahead preview can be revealed for the balls on hold this time at the timing when the balls on hold are generated, or simultaneously with the start of the symbol variation display game performed earlier in time series, or at a predetermined timing during the game.

[0290] Note that the hold addition command is composed of two bytes: data on the upper byte side capable of specifying the special figure type information (the difference between special figures 1 and 2) and data on the lower byte side capable of specifying the number of balls on hold at the time of the read-ahead determination (winning). Also, the winning command is composed of two bytes: data on the upper byte side specifying the winning or losing result and data on the lower byte side capable of specifying the content of the read-ahead variation pattern as the read-ahead determination information (see, for example, FIGS. 26 and 27).

[0291] The execution probability of the above-mentioned preview lottery is higher for "big win" than for "loss", and also higher for the preview variation pattern types with relatively high winning expectation. Therefore, the winning expectation is indicated by whether a preview notice occurs or not. Note that the preview notice can be executed for the current held ball at the timing when the held ball is generated, or simultaneously with the start of the symbol variation display game performed earlier in time series, or at a predetermined timing during the game.

[0292] (Prize-winning time series preview notice: Notice of change in hold) In this embodiment, when the preview notice is executed (when winning the preview lottery), among the hold icons of the hold display units a1~d1, a2~d2, the hold icon targeted by the preview notice changes, for example, from the white color of the normal hold display (normal hold display mode) to a hold display with a special hold color or color such as white blinking, blue, yellow, green, red, gold, or rainbow color of the preview display (special hold display mode). Since this hold change notice can appear triggered by the prize-winning time (hold display of a new held ball), it is also referred to as the "prize-winning time series preview notice".

[0293] As this hold change notice, Fig. 5A shows an example where the held ball of the hatched hold display unit b1 changes to a special hold display. Here, the white blinking, blue, yellow, green, red, and rainbow color displays of the hold icon mean that the winning expectation is high in this order. In particular, the display of the rainbow-colored hold icon is a premium hold icon (certain big win hold notice) that becomes a certain big win (certain win) display. The white blinking icon display is a hold icon that suggests the possibility of the occurrence of the "step-up type hold change notice" described later, and makes people expect what color the final hold color will be (there may be a case where the hold color does not change and remains white blinking). In the case of white blinking, if the hold display remains as it is, the winning expectation is the lowest among the special hold displays, but if it changes to another hold color, the winning expectation according to that hold color increases.

[0294] In this embodiment, regarding the preview effect, when the jackpot lottery result is a loss, it is selected with a relatively low probability (low appearance rate), and when it is a jackpot, it is selected with a relatively high probability (high appearance rate). As a preview effect with a high winning expectation, those with a winning expectation of a predetermined expected value or more (in this embodiment, a preview effect with a winning expectation of 20% or more) are regarded as "high expectation (high winning expectation)" preview effects, and the others are regarded as low expectation preview effects. In the case of the aforementioned pending change preview, if the winning expectations of white blinking, blue, yellow, green, red, gold, and rainbow colors are 1%, 5%, 9%, 20%, 30%, 50%, and 100% (almost 100%) respectively, then "green, red, gold, and rainbow colors" belong to the high expectation preview effects, and the others (white blinking, blue, yellow) belong to the low expectation preview effects (yellow and green may be classified as medium expectation previews). When a preview occurs, if a high expectation preview (such as a high number of pseudo - consecutive wins or an SP reach) with a relatively high winning expectation occurs during the symbol variation display game for the pending operation balls, then combined with the content of the preview effect of the preview, the sense of expectation of winning will be further enhanced.

[0295] The existing pending operation balls are sequentially consumed when the symbol variation display game is executed. At this time, in order to express that one pending operation ball has been consumed, the display position of the pending display part corresponding to the existing pending operation balls is shifted upward (shifted to the left side sequentially), and display control (shift display) is performed such that the display number is reduced. However, the above - mentioned special pending display continues to be continuously displayed while changing the display position of the pending display. In this regard, the preview is different from the preview effect performed during one symbol variation operation such as a pseudo - consecutive win in that a dedicated preview effect can appear across multiple symbol variation display games (multiple symbol variation display operations).

[0296] In this embodiment, it is possible to configure to execute the pending change preview as described in the following (A) to (C). (A) A case where a special pending display appears upon winning (the above - mentioned winning - time - based pending change preview). For example, a case where it appears at the timing of executing the pending display of a new pending operation ball. (B) The case of changing from the normal hold display to the special hold display at a predetermined timing. For example, the normal hold display (white) is shown at the time of winning, but it changes from the normal hold display to the special hold display (such as white → blue, white → red, etc.) at a predetermined timing. (C) The case of changing to a special hold display with a relatively higher winning expectation than the current hold display (normal hold display or special hold display) at a predetermined timing. For example, the case of changing from a white blinking or a hold color from blue to a hold color of yellow or higher in a step-up manner (a hold color with an expectation one or more steps higher).

[0297] Note that the "predetermined timing" in the above cases (B) or (C) includes, for example, the time of hold subtraction (during the execution of the shift display) or a predetermined timing during the symbol variation display game related to other active hold balls (during the variation performance), such as a predetermined timing during a specific preview performance. It refers to the case where, after the hold display related to a new active hold ball is made, a hold change notice related to the active hold ball is executed at a predetermined timing. Also, as in the above cases (B) or (C), a hold change notice that changes from one hold display to another at a predetermined timing after the hold display is also referred to as a "step-up type hold change notice". This step-up type hold change notice can be treated as one aspect of the "symbol variation in-system preview notice" described later.

[0298] Also, when the in-game hold K lands on the receiving seat J, basically, the same display mode as the hold display mode in the hold display areas 76 and 77 is maintained, and a preview notice (special hold display) for the active hold ball related to the current symbol variation display game can be notified to the player during the game. However, when the in-game hold K lands on the receiving seat J and at a predetermined timing after landing on the receiving seat J, the display of the in-game hold K may change to another display mode (such as a hold color with a high winning expectation or an item image). From this point, the display change of the in-game hold K can also be treated as belonging to the above "step-up type hold change notice".

[0299] In principle, there is no "downgrade of special hold display" that changes from the current hold color to a hold color with relatively low winning expectation. However, if a downgrade occurs exceptionally, it is suggested that the operating hold balls are winning (even with high expectation), which serves as a premium hold change notice. Examples of downgrade cases include when the hold color changes to a hold display with a lower winning expectation than the current hold display, such as "blue → white" or "red → blue". Also, the hold display mode is not limited to the hold icon display by still images (static display mode), but may also be the hold icon display by videos (animations) (dynamic display mode: for example, the hold icon is displayed by rotating, vibrating, swaying, or blinking (rapid blinking or slow blinking)).

[0300] (Symbol Variation Middle Prediction Notice (Middle Prediction Notice during Variation)) In this embodiment, a "prediction notice" made at the start of the symbol variation display game or at a predetermined timing during the game execution can be executed. Since this prediction notice can appear during the symbol variation, it is a prediction notice for the change system at the start of variation or the middle of symbol variation, and is referred to as the "middle prediction notice" in this specification.

[0301] This "middle prediction notice" includes, for example, the above-mentioned "step-up hold change notice" and "continuous notice". The "continuous notice" is, for example, a prediction notice that displays a prediction image dedicated to prediction and shows it singly or continuously in one or more symbol variation display games. That is, for the middle prediction notice, when a game ball wins in the start port and the start condition is satisfied during a certain symbol variation display game, the right to execute the symbol variation display game related to the satisfaction of the start condition is temporarily held and stored, and a prediction notice lottery is conducted regarding whether to execute the prediction notice performance. When winning the prediction notice lottery and executing the prediction notice, if there are multiple existing operating hold balls (hold storage) at that time, all or some of these hold storages can be expressed in a certain related manner for their symbol variation display games.

[0302] For example, during all or part of the symbol change display games related to the existing operation retention balls from the oldest operation retention ball in the order of memory to the operation retention ball targeted for preview, a preview image (for example, the lightning image in FIG. 5B) is displayed on the screen of the liquid crystal display device 36. When performing a preview during symbol change display games over a plurality of times, it may be configured such that different previews can appear in at least one symbol change display game. For example, when causing a preview image to appear over three symbol change display games, the same "lightning image" may be displayed in the first to third symbol change display games, or a preview image different from the "lightning image" (for example, a thundercloud image) may be displayed in at least one symbol change display game among the first to third symbol change display games.

[0303] Also, the winning expectation level may be made different according to the type of the preview image. For example, when three types of preview images, namely, a "thundercloud image", a "rain image (image display representing rain falling from a thundercloud)", and a "lightning image", are provided as the preview images, the thundercloud image may have a low expectation level, the rain image may have a medium expectation level, and the lightning image may have a high expectation level. In this case, when the preview image ends with only the thundercloud image, the winning expectation level is low, but when the lightning image is displayed, an effect such as a dramatic increase in the winning expectation feeling can be exhibited. Also, it may be configured to be able to execute a stepped-up type of preview. For example, a stepped-up type of preview in which the expectation level develops (the expectation level increases) step by step (in this example, three steps of SU1 to SU3) such that the first symbol change display game displays a "thundercloud image", the second symbol change display game displays a "rain image (image display representing rain falling from a thundercloud)", and the third symbol change display game displays a "lightning image" may be used. In this case, when it ends at only the first step of the thundercloud image (SU1), the winning expectation feeling is low, but when it develops to the lightning image (SU3), an effect such as a dramatic increase in the winning expectation level can be exhibited.

[0304] In this embodiment, the mid-variation preview and the pending change preview can each appear independently. Specifically, the executability of the pending change preview and the executability of the mid-variation preview are determined by independent lotteries. Therefore, there are cases where the pending change preview occurs alone, cases where the mid-variation preview occurs alone, and cases where the pending change preview and the mid-variation preview occur simultaneously (redundantly). Note that the preview is not limited to the image display means, and various effect means such as a movable accessory, a light effect means, and a sound effect means can be used.

[0305] (Example of preview effect mode: Figure 5B) Next, with reference to Figure 5B, an example of the preview effect created by the gaming machine 1 of this embodiment will be described.

[0306] In the figure (1), during the symbol variation display game (the "↓" in the figure indicates that the decorative symbol is in the process of being variably displayed), it is assumed that a winning has occurred in the upper start port 34 and the number of pending operation balls on the special symbol 1 side has become 3. Among these 3 balls, the second operation pending ball for which the variation start operation is executed is the target of the preview effect. Here, a case where the pending change preview and the mid-variation preview occur redundantly is shown. Also, here, it is assumed that the first and third operation pending balls that were previously pending are non-preview (non-winning in the preview lottery) operation pending balls.

[0307] As shown in figure (1) of the same figure, the effect control unit 24 changes the pending display of the second operation pending ball that is the target of the preview to a special pending display. At this time, the pending displays corresponding to the first and third operation pending balls that are not the targets of the preview are maintained as normal pending displays (white). In the figure, the case where the pending display of the second operation pending ball that is the target of the preview changes from a normal pending display (white circle (○) mark) to a special pending display (hatched circle mark) is shown. Thereby, the player is notified that the preview effect has started. Note that figure (1) of the same figure shows that the symbol variation display game that was being executed has ended and the decorative symbol has stopped and is displayed as "246" corresponding to a loss.

[0308] The game progress shifts to FIG. (2), and the main control unit 20 starts a special symbol variation display game based on the operation hold ball on the special symbol 1 side, which was the first (oldest operation hold ball), and consumes (consumes one) that operation hold ball. The effect control unit 24, along with the start of the special symbol variation display game, shifts the hold display modes corresponding to each operation hold ball to the left, sets the hold display mode indicating the state where one operation hold ball has been consumed, and starts a decorative symbol variation display game based on the operation hold ball that was the first. At this time, as a variation preview in advance, a dedicated background effect (lightning effect by displaying a lightning image) is displayed within the screen of the liquid crystal display device 36. As a result, the screen of the liquid crystal display device 36 assumes the display mode as shown in FIG. (2).

[0309] Then the game progress shifts to FIG. (3), and it is assumed that the symbol variation display game that was being executed has ended and the decorative symbol has stopped and is displayed as "351" corresponding to a loss.

[0310] Next, the game progresses to (4) in the same figure, where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, i.e., the reserved activation ball that was the target of the pre-reading preview effect, and consumes that reserved activation ball. The effect control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left as the special symbol change display game starts, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display for the reserved change notification disappears from the screen upon the shift and ends with the start of the current symbol change display game (when the reserved activation ball is consumed), and is then displayed as a game-in-progress reserved display K. The pre-reading preview during change (here, the lightning bolt effect) also ends with the occurrence of the current symbol change display game. This (4) in the same figure illustrates the screen display of the LCD display 36 immediately after the start of the symbol change display game. In the same figure (4), it was explained that the lightning effect of the in-change pre-reading notice (in-change pre-reading notice) ends with the occurrence in the current pattern change display game (pattern change display game related to the activated reserved ball (second) that is the target of the pre-reading notice), but this is not limited to this, and it may end in the previous pattern change display game. Also, although the above describes pre-reading notices that target special patterns, it may be configured to be able to execute pre-reading notices that target normal patterns depending on the gameplay.

[0311] (5-2-8. Setting suggestion) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information about the "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion effect" that suggests a low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4 to 6, 4 to 5, 5 to 6, etc.). (k) "Even number setting suggestion effect" that suggests an even number setting (settings 2, 4, 6). (Yu) "Odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5). (Me) A "specific setting confirmation effect" that definitely notifies a specific set value (any of settings 1 to 6). For example, a "Setting N confirmation effect" that definitely notifies "Setting N". However, it is not preferable to definitely notify internal set values arbitrarily. The reason is that indicating the low setting range definitely, such as the confirmation of Setting 1 or Setting 2, will reduce the player's gaming motivation. Therefore, it is preferable to definitely notify any of settings 4 to 6 in the high setting range. In particular, if a specific setting confirmation effect where a high setting such as the confirmation of Setting 5 or Setting 6 appears, the player's gaming motivation can be improved. (Mi) A "specific setting negation effect" that definitely notifies that it is not a specific set value (any of settings 1 to 6). (Shi) A "specific range suggestion effect" that suggests set values within a specific range. For example, it may suggest settings 3 to 5 (α ≤ set value ≤ β), suggest set values of 4 or more (α ≤ set value), or suggest a plurality of specific values such as "Settings 1, 3, 5, 6". Also, it is possible to vary the appearance rate according to the set value, for example, it is difficult to appear for Setting 1, appears moderately for Setting 4, and easily appears for Setting 6, etc., to suggest that the possibility of a certain set value is high / low.

[0312] Note that the appearance rate (execution probability) of the setting suggestion effect can be appropriately determined according to the set value. For example, it may be determined such that the appearance rate of the setting suggestion effect becomes lower as the set value is relatively lower. Also, there are no particular restrictions on the effect mode of the setting suggestion effect, and one or more of sound effects, light effects, image display effects, and movable body effects can be used.

[0313] In addition, the setting suggestion effect can be made to appear in a composite or single manner at a predetermined timing during the symbol variation display game, for example, during the preview effect. Also, it can be made to appear not only during the game but also during the jackpot game or during the waiting period for customers (non-game period).

[0314] Also, by defining the appearance rate of a specific preview effect according to the set value, the preview effect itself can also function as a "setting suggestion effect". For example, for one or more specific preview effects, by varying the appearance rate of the effect according to the set value, the preview effect itself can function as a "setting suggestion effect". For example, if a specific SP reach is likely to appear when losing, it is "high setting density", if a pseudo-consecutive 3 times (pseudo-variation 3 times + actual variation) is likely to appear when losing, it is "high setting density", and if a specific button operation effect appears, it is a "setting 6 confirmed" suggestion, etc. Also, by using the preview effect of the advance notice, a preview mode dedicated to the setting suggestion effect can be presented. For example, if the hold icon blinks rapidly, it is high setting density, and if one or all of the hold icons change to a dedicated hold icon (dedicated character or item image), it is a "high setting density" suggestion, etc.

[0315] (Decoration symbol effect) Note that the decoration symbol effect (the effect of changing the display of the decoration symbol) is used as part of the effect during the symbol variation display game. However, the decoration symbol effect functions not only as a means to notify the reach effect (reach state), the occurrence of pseudo-consecutive, or the final game result (big win lottery result), or to enhance the preview effect (preview during variation), but also as important identification information for notifying the start and end of the game. It can be said to be the core of the decoration symbol variation display game.

[0316] The variable display effect of the decorative symbol (decorative symbol effect) basically performs the following variable display operations. With the start of the special symbol variable display game, a plurality of decorative symbols (in this embodiment, three left, middle, and right symbols) start variable display simultaneously or separately from the stop display state (determined display state), and each decorative symbol starts the high-speed variable state. During this high-speed variable state, each decorative symbol is in a display state that is difficult or impossible to identify, and the transmittance of the decorative symbol becomes higher than when it is stopped. For example, the background image can be identified through the decorative symbol in the high-speed variable state. Then, when a predetermined time has elapsed since the start of the variation, each decorative symbol starts the stop operation separately or simultaneously, starts decelerating from the high-speed variable state, and starts the "low-speed variable state". During this low-speed variable state, each decorative symbol enters the "slow-down display period (deceleration period)" where it stops while gradually reducing its speed, and the transmittance is reduced immediately after the start of the stop operation (the timing of the start of the stop operation), and the decorative symbol is redisplayed in a state where it can be identified. In addition, when an effect using a decorative symbol, such as a reach effect or a pseudo-consecutive effect, is executed during the high-speed variable state, at least one decorative symbol enters the low-speed variable state or is temporarily stopped, and the reach effect or the pseudo-consecutive effect is executed.

[0317] <5-7. Effect means> Various effects in the gaming machine 1 are presented by effect means arranged in the gaming machine. Such effect means may be any means of transmitting stimuli that can exert an effect by appealing to human perception such as vision, hearing, and touch, and examples thereof include light generation means (light effect means) such as a decorative lamp 45 and an LED device, an acoustic generation device (sound effect means) such as a speaker 46, an effect display device (display means) such as a liquid crystal display device 36, a pressurizing device that transmits a contact pressure to the body of the operator, a vibration device that gives vibration to the player (vibration means), a wind pressure device that gives wind pressure to the body of the player, or a movable object accessory that exerts a visual effect by its operation. Here, the effect display device is a display device that appeals to vision like the image display device (image display means), but is different from the image display device in that it includes those that do not rely on images (for example, a 7-segment display). When referring to an image display device, it mainly refers to a type that presents an effect (image display effect) by image display, and those that present an effect by means other than an image like a 7-segment display are included in the concept of the above effect display device.

[0318] <6. Basic Game Forms: Figure 6> To facilitate understanding of the present invention, first, with reference to FIG. 6, the basic game forms (game playability, characteristics of each game state, transition forms between each game state, and effect modes related to the game state) in the pachinko gaming machine 1 will be described. FIG. 6 is a game flow showing an outline of the game form.

[0319] Note that how the player should play to get an advantageous situation changes according to the game state. Basically, the game states where hitting left is advantageous are those related to the state without electric support (including game states treated substantially as the state without electric support. For example, the normal state, the short-time micro state, and the latent probability state), and the game states where hitting right is advantageous are those related to the state with electric support (for example, the time-shortening state and the probability-variable state). In the case of this embodiment, if it is the normal state or the short-time micro state, "hitting left" (receiving the lottery on the side of Special Figure 1) aiming for the game ball to pass through the left downward flow path 3b is advantageous, and if it is the time-shortening state, "hitting right" (receiving the lottery on the side of Special Figure 2) aiming for the game ball to pass through the right downward flow path 3c is advantageous. In this specification, unless otherwise specified, it is described that the player follows an advantageous playing method according to the game state (and does not play in a way that is disadvantageous to the player himself / herself). When hitting left is advantageous, it is described that "the symbol variation display game 1 on the side of Special Figure 1" is executed, and when hitting right is advantageous, it is described that "the symbol variation display game 2 on the side of Special Figure 2" is executed.

[0320] (Internal game state type (YJ type), game mode type (Tcode type)) First, the game state types according to this embodiment will be described.

[0321] In this embodiment, the game is mainly controlled under a plurality of states such as "winning game (special game state)", "normal state (YJ = 00H)", "short-time micro state (YJ = 01H)", and "time-shortening state (YJ = 02H)". These game states (excluding the winning game) are provided with a plurality of game modes and related production modes classified using the variation pattern distribution designation number Tcode as shown in FIGS. 6 and 25. The specific content is shown in "Game 1" to "Game 3" below.

[0322] <Game 1: "Heaven Mode (Tcode = 00H)"> The Heavenly Mode is a game mode in which the internal game state is in the "normal state". This Heavenly Mode is the initial game mode (default game mode) that starts when the gaming machine is shipped or when the RAM clear operation is executed. The RAM clear operation includes RAM clear by the RAM clear switch 98, and in the case of a gaming machine having a setting function (in the case of the type with a setting function or the one-step setting type), RAM clear by a setting change operation (refer to the processing route where step S030 in FIG. 8 described later is executed).

[0323] In this embodiment, when a special short time is won during the normal state (Heavenly Mode), the win is treated as valid (special short time activation permitted state) (refer to Remarks 1 in FIG. 4C).

[0324] The winning probability of the special short time in the Heavenly Mode (normal state) is as high as "about 1 / 10". However, if the special short time A or the special short time B is won among the special short time types, the game state will shift to the later-described Hell Mode A (very short time A) or Hell Mode B (very short time B), and the win of the special short time will be treated as invalid (special short time activation prohibited state) (refer to line L1 in FIG. 6 and FIG. 4C).

[0325] On the other hand, if the special short time C is won, the game state will shift to the later-described consecutive win mode C (short time C), and the player will shift to a profitable state advantageous to the player (refer to line L4 in FIG. 6 and FIG. 4C). Note that when a big win A - C is won during the Heavenly Mode, after the big win game, the game state will shift back to the Heavenly Mode again (refer to lines L8 and L9 in FIG. 6, the "win" surrounding frame, and FIG. 4A).

[0326] <Game 2: "Hell Modes A and B (Tcode = 01H)"> The Hell Mode is a game mode in which the internal game state is in the "very short time state". This Hell Mode includes a plurality of game modes, and in this embodiment, there are the following two types of Hell Modes. (A) "Hell Mode A" related to very short time A (the number of very short times is 150 times), (B) "Hell Mode B" related to very short time B (the number of very short times is 250 times).

[0327] However, in this embodiment, although "Hell Mode A" and "Hell Mode B" differ in the number of short times, they are managed by the common variation pattern allocation designation number Tcode "01H", and a common variation pattern allocation table is selected (see the surrounding frame of the hell mode in Fig. 6 and Remarks 3 in Fig. 27). Therefore, for example, even if a variation performance is observed during the stay in Hell Mode A, it is currently in a state where it is impossible to determine whether it is in Hell Mode A or Hell Mode B. Note that different variation pattern allocation designation numbers Tcode may be adopted for "Hell Mode A" and "Hell Mode B". In this case, it is preferable to configure it so that at least partially different variation pattern allocation tables can be selected (see Remarks 5 in Fig. 27). The variation pattern allocation tables to be made different can be the "winning variation pattern allocation table" and / or the "losing variation pattern allocation table". Preferably, at least partially different losing variation pattern allocation tables for the "losing" that the player frequently encounters are configured to be selectable between "Hell Mode A" and "Hell Mode B".

[0328] The Hell Mode (short time) mainly shifts to the Heaven Mode (normal) when winning the special short time A or special short time B (see line L1 in Fig. 6 and Fig. 4C). This Hell Mode has the following characteristics (Ground 1) to (Ground 5).

[0329] (Ground 1) It is in a special short time activation prohibited state where the special short time winning is treated as invalid (see the surrounding frame of "Hell Mode" in Fig. 6 and Fig. 4C). 【033...

Claims

【Claim 1】 Symbol display means capable of executing a symbol game with variable display of symbols based on predetermined start conditions; Main control means for comprehensively controlling game processing related to the game including the symbol game; Effect control means for controlling an effect related to the symbol game; A gaming machine comprising: In a specific state where the main control means and the effect control means are in a disconnected state, the symbol game by the main control means can be executed; When a predetermined condition is satisfied during the specific state, it is provided with restriction means capable of executing a restriction process for restricting the execution of the planned symbol game; The restriction means is configured to be able to continue executing the restriction process even when the main control means and the effect control means return to a normal state where they are in a connected state after executing the restriction process; A gaming machine characterized by the above.

Citation Information

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