Game machine

By implementing distinct waiting areas and varying waiting times for icons in gaming machines, the entertainment value is enhanced through diverse game states and presentations, increasing player engagement.

JP2025115320APending Publication Date: 2025-08-06NEWGIN KK
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Patent Information

Application Number
JP2024009807
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-25
Publication Date
2025-08-06

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value, necessitating improvements to enhance player engagement.

Method used

Incorporating a gaming machine design that includes distinct waiting areas for icons, varying waiting times before hiding, and different allowable changes in these areas to create diverse game states and presentations, enhancing player interaction and excitement.

Benefits of technology

This approach increases player interest and enjoyment by introducing varied game states and presentations, thereby improving the overall entertainment value of the gaming experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025115320000001_ABST
    Figure 2025115320000001_ABST
Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: In a game machine, an icon appearing in a first appearance region is made to wait in a first standby region as a first standby icon, and an icon appearing in a second appearance region is made to wait in a second standby region as a second standby icon. A first section up to the time when the first standby icon turns into a non-display state differs from a second section up to the time when the second standby icon turns into a non-display state. The second standby region is configured to include a prescribed second standby region and a specific second standby region. A prescribed standby frequency of the second standby icon waiting in the prescribed second standby region until it turns into the non-display state differs from a prescribed allowable frequency for allowing the second standby icon waiting in the prescribed second standby region to change, a specific standby frequency of the second standby icon waiting in the specific second standby region until it turns into the non-display state differs from a specific allowable frequency for allowing the second standby icon waiting in the specific second standby region to change, and the prescribed allowable frequency is the same as the specific allowable frequency.SELECTED DRAWING: Figure 10
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there exist gaming machines capable of displaying icons related to games on a display means (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-168466 Summary of the Invention [Problem to be solved by the invention]

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

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

[0006] In a representative embodiment of the present invention, in a gaming machine including a game control means capable of executing a game, and a presentation control means capable of executing display control to cause a display means to display an icon related to the game, the display means has a first appearance area as an area in which the icon can start to be displayed, and a second appearance area that is located at a position different from the first appearance area and in which the icon can start to be displayed, the icon displayed in the first appearance area is made to wait in a first waiting area as a first waiting icon, the icon displayed in the second appearance area is made to wait in a second waiting area as a second waiting icon, and a first section until the first waiting icon is hidden, and a second section until the second waiting icon is hidden, The second waiting area is configured to include a predetermined second waiting area and a specific second waiting area located at a different position from the predetermined second waiting area, the predetermined number of waiting times until the second waiting icon waiting in the predetermined second waiting area becomes hidden is different from the predetermined allowable number of times for allowing a change in the second waiting icon waiting in the predetermined second waiting area, the specific number of waiting times until the second waiting icon waiting in the specific second waiting area becomes hidden is different from the specific allowable number of times for allowing a change in the second waiting icon waiting in the specific second waiting area, and the predetermined allowable number and the specific allowable number are the same. [Effects of the Invention]

[0007] According to one aspect of the present invention, it is possible to increase the interest in the game. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5]This is a screen transition diagram showing the display screen of the display device in chronological order, and is an example of a screen transition diagram when a hold effect is performed. [Figure 6] 10 is a table showing an example of a hold effect on the display screen. [Figure 7] 10 is a table showing an example of a hold effect on a sub-display screen. [Figure 8] This is an example of a screen transition diagram when a special hold effect is performed. [Figure 9] This is a table showing examples of special hold effects on the display screen. [Figure 10] This is a table showing examples of special hold effects on the sub-display screen. [Figure 11] This is a table showing modified examples of special hold effects on the display screen. [Figure 12] This is a table showing modified examples of special hold effects on the sub-display screen. [Figure 13] This is a screen transition diagram when a special hold effect of a modified example is performed. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] A preferred embodiment of the present invention will be described below with reference to the accompanying drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are used as reference directions from the perspective of a player playing a game.

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

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

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

[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. Furthermore, by opening the front frame 12 without opening the glass frame 15, it is possible to access the game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.

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

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

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

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

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of switches (for example, four) arranged in the front, back, left, right, etc. For example, the directional key switch 450 adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speakers 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.

[0019] By operating the effect operation device (particularly the effect button 25), the player can perform effects that involve player operation in the special symbol variable display game, etc., displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or to execute a preview effect that predicts the outcome of the variable display game. Note that the variable display game includes a special symbol variable display game (a special symbol variable display game), and when simply referring to a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.

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

[0021] The game state when the variable display game is executed consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). Special game states are non-normal game states, including specific game states and special game states. For example, specific game states include a normal power support state (high base state) in which it is easier to win in the second start winning slot of the normal variable winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state). Special game states include a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the ball payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The special game state may also be included in the high base state because it involves a higher number of balls won. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0035] As shown in Figure 2, the gaming board 30 includes a flat gaming board body 30a that serves as a mounting base for various components. The gaming board body 30a is made of wood or synthetic resin, and a gaming area 32 surrounded by a guide rail 31 is provided on the front side of the gaming board body 30a. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launcher into the gaming area 32 surrounded by the guide rail 31. The launch passage 29 guides the gaming balls from the ball launcher into the gaming area 32. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.

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

[0037] A plurality of variable display areas are provided on the display screen (display section) of the display device 41, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.

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

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

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

[0041] In the game area 32 below the window 40, there is provided a start winning port 36 (first start winning port, start winning port 1, first start winning area) that sets the conditions for starting the special symbol variable display game. In the game area 32 to the right of the window 40, there is provided a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward, etc., to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, the special symbol variable display game is executed. In this embodiment, the game ball is more likely to enter the starting winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.

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

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

[0044] In the game area 32 below the normal variable prize winning device 37, a special variable prize winning device 39 is provided. The special variable prize winning device 39 has an opening / closing door 39c that opens the large prize winning port (large prize winning area) by operating a large prize winning port solenoid 39b (see Figure 3). The special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state based on the results of the special variable prize display game, facilitating the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). A large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection means for detecting game balls that enter the large prize winning port. The special variable prize winning device 39 is designed to facilitate the entry of game balls into the large prize winning port when the player hits the right side.

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

[0046] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win is won, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines.

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

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

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

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

[0051] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a variable display, alternating between them. The variable display game may also be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating (flashing) a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game) is also executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or normal pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the normal pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game.

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

[0053] In the gaming machine 10, games are played by launching gaming balls from a ball launcher (not shown) toward the gaming area 32. The launched gaming balls flow down the gaming area 32, changing their rolling direction due to obstacles and windmills placed throughout the gaming area 32. They either win or enter the normal start gate 34, the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, or they flow into the outlet 30b at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, the number of prize balls corresponding to the winning slot is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball count display 217 displays the number of balls held by the gaming machine after the addition.

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

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

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

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

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

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

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

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

[0062] The special chart 1 change display game (first special chart change display game, first pattern change game) and the special chart 2 change display game (second special chart change display game, second pattern change game) are played by displaying the identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52 in a changing manner, and then stopping and displaying a predetermined result pattern.

[0063] In addition, a decorative special symbol variable display game that variably displays multiple types of identification information corresponding to each special symbol variable display game is executed on the display device 41. The identification information on the display device 41 is composed of numbers, symbols, character designs, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

[0064] The decorative special symbol variation display game (decorative symbol variation game, presentation game) on the display device 41 is carried out by starting a display (scrolling or rotating display) of the identification information (decorative special symbol, decorative special symbol) consisting of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then sequentially stopping the varying symbols after a predetermined time to display the results of the special symbol variation display game. Multiple types of identification information are displayed in a rotating manner on the display device 41. Because the identification information (decorative special symbol) displayed on the display device 41 thus varies (including changes and movements) over time in the decorative special symbol variation display game, the decorative special symbol variation display game is also called a symbol variation game. Furthermore, the display device 41 also displays a variety of presentations, such as the appearance of character images, to enhance entertainment value. In addition, instead of or together with the decorative special pattern change display game, a decorative normal pattern change display game may be implemented on the display device 41 in which the identification information (decorative normal pattern, decorative normal pattern) changes over time in response to the normal pattern change display game (pattern change game) on the normal pattern display 53, and this may be implemented by scrolling display, rotating display, etc. in the same way as the decorative special pattern change display game.

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

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

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

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

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

[0070] A jackpot is a special result that accompanies the activation of a conditional device, while a minor jackpot is a special result that does not accompany the activation of the conditional device. The conditional device is activated when a jackpot occurs in a special variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variable prize-winning device 39, which is a special electric device. The "conditional device" may be a software means, such as a flag that is turned on and off by software as described above, or a hardware means, such as a switch that is turned on and off electrically.

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

[0072] In addition, the special chart 2 variable display game is set to be executed with priority over the special chart 1 variable display game, and when there is a start memory for the special chart 1 variable display game and the special chart 2 variable display game and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory for the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest started memory may be executed.

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

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

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

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

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

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

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

[0080] The gaming microcomputer 111 includes a CPU 111a (central processing unit: microprocessor), a read-only ROM 111b (read-only memory), and a random access memory (RAM 111c) that can be read and written at any time.

[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information), and serves as a storage means that can retain the stored information even if a power outage occurs.

[0082] The ROM 111b also stores a fluctuation pattern table for determining a fluctuation pattern (fluctuation mode and fluctuation time) that specifies, for example, the execution time of the special chart fluctuation display game, the presentation content, and whether or not a reach state occurs. The fluctuation pattern table is a table that the CPU 111a uses to determine a fluctuation pattern by referring to one or more fluctuation pattern random number values stored as start memory. The fluctuation pattern table also includes a miss fluctuation pattern table that is selected when the result is a miss, a jackpot fluctuation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a second-half fluctuation group table or a second-half fluctuation pattern selection table) for determining a second-half fluctuation pattern, which is a fluctuation pattern after a reach state has been reached, and a table (such as a first-half fluctuation group table or a first-half fluctuation pattern selection table) for determining a first-half fluctuation pattern, which is a fluctuation pattern before a reach state has been reached.

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

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

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

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

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

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

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

[0090] Data is transmitted from the game control device 100 to the presentation control device 300 via the output unit 130, for example, by serial communication. Note that communication between the game control device 100 and the presentation control device 300 is one-way communication that prevents signals from being input from the presentation control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.

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

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

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

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

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

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

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

[0098] The ball payout rate (base value) is the ratio (proportion) of the total number of prize balls to the number of dispensed balls (or the number of shot balls introduced into the game area 32), and is calculated as (number of acquired balls ÷ number of dispensed balls) × 100 (%). In other words, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 dispensed balls. The number of dispensed balls can be obtained by counting the signal of the out ball detection switch 74, etc. In enclosed gaming machines, the number of acquired balls (total number of prize balls) is the number of game value (amount of game value) that is assigned as numerical data.

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

[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (a game-prohibited state, a game-prohibited state) in which games such as the special game, the normal game, and round games (games played during big wins or small wins) cannot be played when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, new games with special game and new normal game cannot be started. The safety device can take appropriate countermeasures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to prevent players from becoming addicted to the game. Reducing addiction allows players to play with peace of mind.

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

[0102] In this embodiment, the activation conditions for the safety device are (1) the difference between the number of safe balls and the number of discharged balls during a specified period of time, reaching a ball difference reference value (predetermined value), and (2) neither a jackpot nor a small jackpot has occurred. The difference is calculated by subtracting the number of discharged balls from the number of safe balls during a specified period of time (difference = number of safe balls - number of discharged balls). Thus, the activation conditions for the safety device consist of two stages: (1) and (2). The difference in balls for condition (1) may be the difference in balls during a specified period from the lowest difference in balls to the present, i.e., the difference in balls based on the minimum value (the increase in the number of balls from the minimum value), or it may correspond to the maximum increase in the difference in balls during a single day of operation (the so-called MY). Other activation conditions may also be used. For example, condition (1) may be configured such that the number of safe balls reaches a predetermined value. Condition (2) may also be configured such that the special variable prize device is not activated, or the large prize opening is not open.

[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of dispensed balls) that are determined to be awarded during a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 during a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.

[0104] Note that the number of fired balls, which is the number of fired balls that have been fired into the play area 32 and introduced, may be used instead of the number of ejected balls, and the difference in the number of balls may be calculated as the number of safe balls minus the number of fired balls. The number of fired game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were fired by the ball launcher but did not reach the play area 32 are excluded from the number of fired balls, and the difference in the number of balls is decremented by -1 for each game ball fired by the ball launcher, and is incremented by +1 for each foul ball.

[0105] For example, when the difference in balls is less than 90,000, the safety device goes into a non-activated state (activation notice state, activation warning state, or normal state where the safety device is not activated). When the difference in balls is between 90,000 and 94,999, the safety device goes into an activation notice state that warns of the activation of the safety device. When the difference in balls reaches 95,000, the safety device goes into an activation warning state that warns of the activation of the safety device, or into an activated state where the safety device is activated (activated state).

[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if there is a big hit or a small hit, and it will be activated if there is neither a big hit nor a small hit. Therefore, if the safety device is activated before a big hit or a small hit occurs, a game stop state (a game-disabled state, a game-prohibited state) will occur immediately afterwards, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big hit or a small hit occurs in a time-saving state or a probability variable state.

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

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

[0109] When the safety device is in an activated state (not during a small win or a big win), i.e., when the game is stopped, the presentation control device 300 displays an activated display 513 (the words "play stopped") on the display device 41. When the safety device is activated, the game control device 100 sets a safety device activated flag (safety device activated flag) to on, which indicates that the safety device is activated. The safety device activated flag (safety device activated flag) is cleared to 0 (safety device activated flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.

[0110] In the game stop state, games such as the special chart variable display game, the normal chart variable display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game stop state, the detection of game balls by the prize opening switch is disabled, the prize opening (winning) is disabled, the solenoids stop so that the big prize opening, the specific area 86, the normal variable winning device 37, etc. are closed, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart variable display game and the normal chart variable display game not be continued, but new special chart variable display games and new normal chart variable display games cannot be started.

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

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

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

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

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

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

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

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

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

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

[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LED (light emitting diode) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable body 44 (for example, a movable role object that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

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

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

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

[0125] [Basic Control] Next, we will explain the basic control in the gaming machine 10. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit (normal game hit random number value) based on the input of a game ball detection signal from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss in the normal game variable display game.

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

[0127] In addition, the first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value (jackpot random number value) for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 1 variable display game is a hit or a miss.

[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value (jackpot random number value) for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 2 variable display game is a win or a loss.

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

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

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

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

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

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

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

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

[0137] In the time-saving mode, the time required for the normal variable winning device 37 to switch to the open state is extended by varying one or more of the normal symbol variation time, normal symbol stop time, normal symbol release count, normal symbol release time, and normal symbol probability. This makes it easier to win the normal variable winning device 37 in the time-saving mode than in the normal game mode where no special game is played. This increases the number of times the special symbol variation display game is executed per unit time compared to the normal game mode, and also shortens the execution interval of the special symbol variation display game. It is also possible to set multiple types of time-saving modes that vary differently. It is also possible to set the movable member 37b not to open in the normal operating mode (normal symbol probability is 0). When there are multiple types of normal symbol winning results (normal symbol winning patterns), the normal symbol release time (long release, short release) and the number of normal symbol releases may be changed depending on the type of normal symbol winning result (normal symbol win A, normal symbol win B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.

[0138] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, a low base state (a state in which left-handed hitting is recommended) in which the ball payout rate (base value) is low because the opening time of the normal variable winning device 37 is extremely short may be treated as a normal game state in which there is essentially no normal power support and no special game is played (slight time-saving).

[0139] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (a1, a2, a3, etc.) that correspond to the normal hit result (normal hit symbol) and the number of normal power-on times and normal power-on times. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, electric support number of times) in the time-saving state. Note that the time-saving state when the time-saving end condition is stipulated by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

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

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

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

[0143] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).

[0144] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

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

[0146] Furthermore, the timer interrupt processing can execute a safety device-related processing that performs processing related to the safety device (complete function), a difference ball counting processing that updates a counter that counts the difference ball number, etc. In the safety device-related processing, safety device-related information such as the operating status of the safety device is sent as a command to the performance control device 300, and a safety device operating flag that indicates that the safety device is operating is set.

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

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

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

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

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

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

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

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

[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.

[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may also notify the error by lighting up the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command includes information indicating the content of the error, the content of the error may be displayed on the display device 41.

[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, operation warning command, or operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command.

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

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

[0160] In the variation-related effect setting process, it is possible to set preview effects that appear during the special symbol variation display game and can predict the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. A pseudo-sequential effect is an effect in which a predetermined number of pseudo-variations are performed in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop on the display device 41. In addition, in the variation-related effect setting process, it is possible to set the light emission mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.

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

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

[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types), such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.

[0164] The expectation (reliability) of a presentation (preview) indicates the probability of a jackpot if that presentation is selected, and can be calculated based on the selection rate of that presentation when there is a jackpot and the selection rate of that presentation when there is no jackpot (when there is a miss). The higher the selection rate of that presentation when there is a jackpot, the higher the expectation, and the higher the selection rate of that presentation when there is a miss, the lower the expectation. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).

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

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

[0167] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye look-ahead performance related to a decorative stop pattern.

[0168] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.

[0169] In addition, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100 in addition to those mentioned above.

[0170] [Holding performance] Next, with reference to Figs. 5, 6 and 7, the mode of the hold effect performed as a pre-read notice will be described.

[0171] FIG. 5 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and is an example of the screen transition diagram when a hold effect is performed.

[0172] For example, as shown in (a), the display screen (main display) of the display device 41 is provided with a plurality of variable display areas 610 (left area 610A, right area 610B, middle area 610C), a variable display area 615, a start memory display area (reserved consumption area 640, first reserved display section 630a1), a special chart 1 reserved number display section 650, and a special chart 2 reserved number display section 660.

[0173] In (a), the variable game (variable display game) is not being executed, and the left pattern A, right pattern B, and middle pattern C of the decorative special patterns (identification information, large pattern (pattern)) in the variable display area 610, and the small pattern in the variable display area 615 are displayed as stopped ("452").

[0174] The special chart 1 reservation number display section 650 and the special chart 2 reservation number display section 660 respectively display the number "4" indicating the special chart 1 reservation number and the number "0" indicating the special chart 2 reservation number.

[0175] The gaming machine 10 also has a sub-display device 42 separate from the display device 41, and the sub-display screen (sub-display) of the sub-display device 42 is provided with a start memory display area (first hold display section 630a2) and a performance area. In the performance area, for example, a character 421 such as a main character or ally character representing the model of the gaming machine 10 is displayed. That is, the display device 41 and the sub-display device 42 display the first hold display sections 630a1 and 630a2, respectively. The sub-display device 42 may also be provided as part of a performance movable body 44 and moved to change the position of the display.

[0176] The first hold display units 630a1 and 630a2 display a hold display icon corresponding to the start memory of the main variable display game (the first start memory of the special chart 1 variable display game in FIG. 5) during normal game play. In addition, a hold display icon corresponding to the second start memory of the special chart 2 variable display game, which is subordinate during normal game play, may be displayed by providing a second hold display unit on the display device 41 and the sub-display device 42, respectively.

[0177] Next, four hold display icons (hold displays 633a-633d) corresponding to the four stored first start memories (first holds) are displayed in these first hold display areas 630a1, 630a2. The hold displays 633a-633d can be displayed in turn in either the first hold display area 630a1 of the display device 41 or the first hold display area 630a2 of the sub-display device 42. For example, as shown in FIG. 5(a), the first hold display 633a is displayed on the display device 41, the next hold display 633b is displayed on the sub-display device 42, and this process is repeated.

[0178] In this way, the performance control device 300 alternately uses the first hold display unit 630a1 of the display device 41 as display means and the first hold display unit 630a2 of the sub-display device 42 to display the first start memory in sequence. Note that instead of displaying the first start memory in sequence on the first hold display units 630a1 and 630a2, the performance control device 300 may determine by lottery which one to display and display it randomly.

[0179] Next, in (i), when the variable game 1 is executed, the reserved display 633a-633d displayed in the first reserved display section 630a1, 630a2 moves one by one to the left (reservation shift), and the reserved display 633a at the left end of the first reserved display section 630a1 of the display device 41 moves to the reserved consumption area 640 and is displayed as a variable reserved display. The variable reserved display is associated with the start memory (which may be erased at the start of this variable game) that was the execution right for the variable game currently being executed. In addition, when the variable game 1 is started after the reserve shift, the decorative special symbol in the variable display area 610 and the small symbol in the variable display area 615 are displayed in a variable manner ("↓↓↓").

[0180] Furthermore, when the reserve display 633a is shifted to the variable reserve display, a reserve change notice (reserve effect) is executed as a look-ahead effect (look-ahead notice effect, look-ahead notice), and the reserve display 633a can change from the normal (default) white reserve to a reserve of another color (for example, red, gold, rainbow, etc.) (displayed as a "●" in (i) of FIG. 5). The reserve change notice suggests that the expectation of a variable game based on the reserve winning is higher than when it does not change (normal), and the display form (shape, pattern, effect, etc.) other than color may change.

[0181] Whether or not the hold display 633a changes when it is shifted to a changing hold display is determined based on the look-ahead command received by the presentation control device 300 when the start memory corresponding to the hold display 633a occurs. On the other hand, whether or not the hold display 633a displayed as a changing hold display after the start of the variation game 1 changes is determined based on the look-ahead command received when the start memory related to the variation game 1 occurs, and the timing of the hold change is determined based on the variation command received by the presentation control device 300 at the start of the variation game 1. Whether or not the hold display 633a displayed as a changing hold display changes may be determined based on the variation command. Also, the timing of the hold change of the hold display 633a displayed as a changing hold display may be determined based on the look-ahead command.

[0182] In addition, as a result of the detection of the winning of the game ball, the standby hold (start memory) increases by +1 from 3 to 4 (hold +1), the number in the special chart 1 hold number display unit 650 becomes "4", and a new hold display 633e is displayed in the first hold display unit 630a1 of the display device 41. The hold display 633e is the next hold after the hold display 633d displayed on the sub-display device 42, so it is displayed on the display device 41.

[0183] (c) When the result of the variable game 1 is a losing result and the variation stops, the decorative special symbol in the variable display area 610 and the small symbol in the variable display area 615 are displayed as a losing stopping symbol ("514").

[0184] In addition, the pending display 633a of the pending display during fluctuation, which has changed due to the suspension of fluctuation in the variable game 1, will also be hidden.

[0185] Next, in (e), when variable game 2 is executed, the reserved displays 633c to 633e displayed in the first reserved display units 630a1 and 630a2 move one by one to the left (reservation shift). On the other hand, the reserved display 633b in the first reserved display unit 630a2 of the sub-display device 42 becomes invisible without being shifted to the reserved consumption area 640. In this way, when a variable game corresponding to the reserved display of the sub-display device 42 (variable game 2, variable game 4 described later in (f)) is executed, there is no reservation shift to the reserved consumption area 640 and the variable reserved display is not displayed. Therefore, when the reserved display of the sub-display device 42 is shifted to the reserved consumption area 640, the reserved display does not change. Furthermore, when a variable game corresponding to the reserved display of the sub-display device 42 (variable game 2, variable game 4 described later in (f)) is executed, the reserved display does not change.

[0186] In addition, when a hold is shifted, a pre-reading effect is executed, and the hold display 633c displayed on the left end of the first hold display section 630a1 can change to a hold of a different color ("●").

[0187] (O) When variable game 3 is executed after variable game 2, the pending displays 633c to 633e displayed in the first pending display section 630a1, 630a2 move one by one to the left (pending shift), and the pending display 633c at the left end of the first pending display section 630a1 of the display device 41 moves to the pending consumption area 640 and is displayed as a pending display during fluctuation.

[0188] Furthermore, when the hold display 633c is shifted to the changing hold display, a hold change notice of the pre-reading effect is executed as in (i), and the hold display 633a can be changed from the color in (e) (for example, blue) to a hold ("●") of another color (for example, red, gold, rainbow, or other colors other than white). In this way, while the hold display of the sub-display device 42 cannot be shifted to the hold digestion area 640, the hold display of the display device 41 can be shifted to the hold digestion area 640.

[0189] Furthermore, during a hold shift, the hold display 633d of the first hold display section 630a2 of the sub-display device 42 can change from the normal white hold to a hold ("●") of another color (for example, red, gold, rainbow, etc.) Note that if a hold icon that has changed in one of the hold displays is already displayed (for example, when 633c is in a hold changed state), subsequent hold changes in other hold displays (for example, hold display 633d) may be restricted.

[0190] Also, when a winning game ball is detected, the standby hold (start memory) increases by +1 from 2 to 3 (hold +1), the number in the special chart 1 hold number display unit 650 becomes "3", and a new hold display 633f is displayed in the first hold display unit 630a2 of the sub-display device 42. The hold display 633f is the next hold after the hold display 633e displayed on the display device 41, so it is displayed on the sub-display device 42.

[0191] Then, in (a), when variable game 4 is executed, the reserved displays 633e to 633f displayed in the first reserved display units 630a1 and 630a2 move one by one to the left (reservation shift). Meanwhile, the reserved display 633d in the first reserved display unit 630a2 of the sub-display device 42 becomes invisible without being shifted to the reserved consumption area 640.

[0192] In addition, when a hold is shifted, a pre-reading effect is executed, and the hold display 633e displayed in the first hold display section 630a1, i.e., in the leftmost area (position), can change to a hold of a different color ("●").

[0193] In addition, the rightmost or second-from-right reserved display of the first reserved display section 630a1, 630a2 of the display device 41 or sub-display device 42 cannot be changed during a reserved shift (reserved changes are restricted). In addition, it is also possible to configure the system so that new reserved displays that appear on the rightmost or second-from-right cannot be changed during a winning event other than a reserved shift.

[0194] In this way, unlike normal hold presentations which allow hold changes to hold displays (hold icons) displayed at any position (location), by only allowing hold changes to hold displays (hold icons) displayed at a specified position (location), it is possible to narrow down the hold displays that draw the player's attention, resulting in an easy-to-understand presentation.

[0195] Next, an example of the hold effect corresponding to the above-mentioned FIG. 5 will be described with reference to FIG. 6 and FIG.

[0196] FIG. 6 is a table showing examples of hold effects on the display screen (main display) of the display device 41, and FIG. 7 is a table showing examples of hold effects on the sub-display screen (sub-display) of the sub-display device .

[0197] The first hold display section 630a1 of the display device 41 can display hold display icons (hold display, hold icon) corresponding to the first start memory (first hold) of which up to four are stored (see also Figure 5). The first hold display section 630a1 has four icon appearance locations (Hold 1 to Hold 4) where the hold icon appears (occurs) when a prize is won and begins to be displayed. In addition, Hold 1 to Hold 4 also serve as display locations for hold icons after a prize is won (including after a hold shift).

[0198] The icon appearance location, Ho1, is located at the leftmost position (location) of the first hold display section 630a1 in Figure 5. Ho1 displays the hold display (first) immediately before it is moved to the hold digestion area 640 by the hold shift. If only one hold display is displayed in the first hold display section 630a1, it is displayed in Ho1.

[0199] The icon appearance location, Hold 2, is located to the right of Hold 1, and the second hold icon is displayed on Hold 2. Hold 3 is located to the right of Hold 2, and the third hold icon is displayed on Hold 3. Also, Hold 4 is located at the right end of the first hold display section 630a1, and the fourth hold icon is displayed on Hold 4.

[0200] The display location of the hold icon in the first hold display section 630a1 changes depending on the hold shift, from Hold 4 → Hold 3 → Hold 2 → Hold 1. Also, when the hold shift occurs, the hold icon for Hold 1 moves to the hold digestion area 640 and is displayed as a changing hold display (the relevant hold (the relevant)).

[0201] As shown in FIG. 6, the number of events for the reserved icon (reserved display) with icon appearance location 4 is 6. Specifically, when the reserved icon with icon appearance location 4 appears on the display screen (main display) of display device 41 upon winning, it is displayed in standby at Reserve 4 (first event). In subsequent reserved shifts, it moves to Reserve 3 (Reserved 4 → Reserve 3 (second event)), moves to Reserve 2 (Reserved 3 → Reserve 2 (third event)), moves to Reserve 1 (Reserved 2 → Reserve 1 (fourth event)), moves to reserved consumption area 640 and is displayed as the reserved (reserved) (Reserved 1 → reserved (fifth event)). In addition, an opportunity to change the reserved is given during the performance of the variable game (reserved (sixth event)).

[0202] Also, the number of events for the reserved icon whose icon appears at location 3 will be 5 (there is no event for Reserve 4 → Reserve 3 "-"). Similarly, the number of events for the reserved icon whose icon appears at location 2 will be 4, and the number of events for the reserved icon whose icon appears at location 1 will be 3.

[0203] In the hold effect of this embodiment, only the hold icon displayed at the time of winning, the hold icon displayed in Hold 1 as a predetermined position (location) after the hold shift, or the hold icon displayed in the hold digestion area 640 as a changing hold (the hold in question) are allowed to change (hold change from Hold 1 to the hold change at or after the hold shift) ("◯" in FIG. 6). On the other hand, hold icons displayed in positions other than the predetermined positions after the hold shift, i.e., Hold 3 and Hold 2, are not allowed to change ("×" in FIG. 6). Therefore, the hold icon whose icon appearance location is Hold 4 has four icon change opportunities. By making the icon change opportunity (4 times) for the hold icon in Hold 4 less than the number of events (6 times), the timing at which the hold icon may change can be narrowed down, making it easier for players to concentrate and enjoy the effect, thereby increasing the interest of the game.

[0204] In addition, there are four icon change opportunities for reserved icons whose icon appearance location is Protection 3 (reservation changes from Protection 3 to Protection 2 are not permitted (indicated by "x" in Figure 6). Similarly, there are four icon change opportunities for reserved icons whose icon appearance location is Protection 2, and three icon change opportunities for reserved icons whose icon appearance location is Protection 1.

[0205] The number of waits (icon wait count) until the reserved icon of Hold 4 is displayed in the reserve digestion area 640 as a variable reserve (the reserved icon in question), i.e., until the variable game corresponding to the reserved icon of Hold 4 is started, is four. Specifically, the reserved icon whose icon appearance location is Hold 4 will wait four times from Hold 4 to Hold 1 as a so-called standby icon until it is displayed as the reserved icon in question. Also, the number of waits for the reserved icon whose icon appearance location (location of occurrence, display start location) is Hold 3 will be three, the number of waits for the reserved icon of Hold 2 will be two, and the number of waits for the reserved icon of Hold 1 will be one.

[0206] 7, the first hold display section 630a2 of the sub-display device 42 can display hold display icons (hold displays, hold icons) corresponding to the first start-up memories (first holds) that store up to four items. The first hold display section 630a2 is provided with four icon appearance locations or display locations for displaying hold icons (hold 1 to hold 4), similar to the first hold display section 630a1 of the display device 41.

[0207] In the hold effect on the sub-display, the number of events for the hold icon (hold display) with icon appearance location 4 is 4. Specifically, when the hold icon with icon appearance location 4 appears on the sub-display screen (sub-display) of the sub-display device 42 when a win occurs, it is displayed in standby at Hold 4 (first event). After that, in the hold shift, it moves to Hold 3 (Hold 4 → Hold 3 (second event)), moves to Hold 2 (Hold 3 → Hold 2 (third event)), and moves to Hold 1 (Hold 2 → Hold 1 (fourth event)). Note that the hold icon on the sub-display does not shift to the hold digestion area 640 on the main display, so the hold (the relevant) is not displayed in the hold effect on the sub-display (Hold 1 → the relevant, hold effect (hold display) at the relevant is not possible (filled in gray in Figure 7)).

[0208] Also, in the hold effect on the sub-display, the number of events for the hold icon whose icon appears at location 3 will be 3 ("-" indicates no event from Hold 4 to Hold 3). Similarly, the number of events for the hold icon whose icon appears at location 2 will be 2, and the number of events for the hold icon whose icon appears at location 1 will be 1.

[0209] Here, in the hold effect on the sub-display, only the hold icon displayed at the time of winning and the hold icon displayed in Hold 1 as the specified position (location) after the hold shift are allowed to change ("◯" in Figure 7). On the other hand, hold icons displayed in positions other than the specified positions, i.e., Hold 3 and Hold 2, are not allowed to change ("X" in Figure 6). Also, since there is no hold shift to the hold digestion area 640, the hold icon displayed as the changing hold (the relevant hold) cannot change (Hold 1 → relevant, hold change not possible in relevant ("X" in Figure 6)). Therefore, in the hold effect on the sub-display, the hold icon whose icon appears in Hold 4 has two chances to change.

[0210] Also, in the hold effect on the sub-display, there will be two icon change opportunities for the hold icon whose icon appearance location is Hold 3. Similarly, there will be two icon change opportunities for the hold icon whose icon appearance location is Hold 2, and one icon change opportunity for the hold icon whose icon appearance location is Hold 1.

[0211] Also, in the hold effect on the sub-display, the number of waits (icon wait count) until the variable game corresponding to the hold icon of Hold 4 starts will be 4 times. Specifically, the hold icon whose icon appearance location is Hold 4 will wait as a so-called wait icon from Hold 4 to Hold 1 four times until it is displayed as the hold. Also, the number of waits for the hold icon of Hold 3 will be 3 times, the number of waits for the hold icon of Hold 2 will be 2 times, and the number of waits for the hold icon of Hold 1 will be 1 time.

[0212] In this way, in the hold effect of this embodiment, for example, the number of icon change opportunities for the hold icon of Hold 4 when displayed on the main display (4 times) differs from the number of icon change opportunities when displayed on the sub-display (2 times), so the variety of hold effects can be increased and the interest of the game can be enhanced. Also, since the icon change opportunities for the hold icon of Hold 4 on the sub-display (2 times) are fewer than the icon change opportunities for the main display (4 times), the effect can be easy to understand even if the screen size of the sub-display is small, and the interest of the game can be enhanced. Furthermore, since the hold icon on the sub-display does not shift to the hold consumption area 640, the effect of the effect can be enhanced without interfering with the effect performed on the main display.

[0213] [Special hold performance] Next, with reference to Figs. 8, 9 and 10, a description will be given of the mode of the special hold effect (mobile terminal hold effect) performed as a pre-read notice.

[0214] FIG. 8 is an example of a screen transition diagram when a special hold effect (mobile terminal hold effect) is performed.

[0215] (U2) is a diagram corresponding to (U) in Figure 5. In (U2), unlike (U), the hold display icon (hold displays 633b, 633d) corresponding to the first start memory (first hold) displayed in the first hold display section 630a2 of the sub-display device 42 is in a display mode imitating a mobile terminal (mobile terminal type icon). Note that the hold display icon (hold displays 633c, 633e) displayed in the first hold display section 630a1 of the display device 41 may also be a mobile terminal type icon.

[0216] Next, in (k), when the variable game 11 is executed, the reserved display 633c to 633e displayed in the first reserved display section 630a1, 630a2 moves one by one to the left (reservation shift). On the other hand, the reserved display 633b of the sub display device 42 becomes invisible without being shifted to the reserved digestion area 640.

[0217] In addition, a mobile terminal icon corresponding to the hold display 633d is also displayed in the hand of the character 421 displayed on the sub-display screen (sub-display) of the sub-display device 42. At this time, the hold display 633d displayed in the first hold display section 630a2 vibrates (shakes) slightly to remind the player of the vibration function of the mobile terminal. A ringtone or the like may be output from the speakers 19a, 19b in accordance with the change in the display mode of the hold display 633d. By displaying multiple hold displays 633d on the sub-display in this way, it is easier for the player to pay attention to the hold effects, increasing the player's interest in the game. Note that the hold display 633d may be vibrated or displayed in the hand of the character 421 when the variable game 12 is executed as described below (V), rather than during the execution of the variable game 11.

[0218] (K) When the variable game 12 is executed, the hold display 633d of the sub display device 42 is shifted to the leftmost position (hold 1) of the first hold display section 630a2, and the display mode of the mobile terminal receiving the call changes (hold change) and is enlarged (enlarged effect). Note that the hold display 633d of the first hold display section 630a2 may be enlarged and displayed, and may be superimposed on the hold display 633d displayed in the hand of the character 421.

[0219] In this way, enlarging the hold display 633d allows the player to easily see the display of the mobile device receiving the incoming call and also draws the player's attention to the special hold effect, enhancing the player's interest in the game. At this time, the display device 41 can display a line corresponding to the character of the other party (e.g., "I'll text you!") and a speech bubble surrounding the line. The audio of the line may be output from the speakers 19a and 19b in accordance with the display of the line. The enlarged effect is only performed when a win is won or when the hold icon (hold display icon, hold display) is located at the leftmost position (hold 1) of the first hold display section 630a2. The hold display icon displayed in the first hold display section 630a1 or the hold consumption area 640 of the display device 41 may be a mobile device-type icon to execute the enlarged effect.

[0220] (K) During the execution of the variable game 12, the reserved display 633d of the sub-display device 42 is further enlarged and displayed superimposed on the right foot and right hand (front layer) of the character 421. Also, the reserved display 633d changes to the display mode of the mobile terminal during message exchange.

[0221] In addition, as a result of the detection of a winning game ball, the waiting hold (start memory) increases by +1 from 2 to 3 (hold +1), the number in the special chart 1 hold number display section 650 becomes "3", and a new hold display 633f in the form of a mobile terminal-type icon is displayed in the first hold display section 630a2 of the sub-display device 42.

[0222] (Ko) is the display screen when the variable game 13 is being executed. The hold displays 633e, 633f of the display device 41 and the sub-display device 42 are shifted to the left one position from the (Ke) position. Also, although the variable hold display (hold icon) is not displayed in the hold digestion area 640, the variable game 13 is being executed. Note that a hold effect may be performed to change the hold display 633e at the hold 1 position ("●").

[0223] Furthermore, the display screen (main display) of the display device 41 displays the character 422 who was the other party in the call and the words of the character 422 (for example, "Chance!"). The content of the words (for example, "Super hot!") or the color of the speech bubble surrounding the words may suggest the likelihood of a special result (winning result) in the variable game 13.

[0224] After that, for example, as shown in (sa), a stopped symbol ("555") is displayed as a special symbol in the variable display area 610 or a small symbol in the variable display area 615, and the variable game 13 stops varying, resulting in a special result (a winning result (a big winning result, a small winning result)). When the variable game 13 stops varying, the reserved display 633d of the mobile terminal type icon held by the character 421 is hidden. This makes it easy for the player to recognize that the variable game 13 corresponding to the reserved display 633d has ended.

[0225] Next, with reference to FIGS. 9 and 10, an example of the special hold effect (mobile terminal hold effect) corresponding to the above-mentioned FIG. 8 will be described.

[0226] Figure 9 is a table showing examples of special hold effects on the display screen (main display) of display device 41, and Figure 10 is a table showing examples of special hold effects on the sub-display screen (sub-display) of sub-display device 42.

[0227] As shown in Figure 9, in the special hold effect on the main display, the number of events for the hold icon (hold display) where the icon appears at location 4 is 6. Also, the number of events for the hold icon where the icon appears at location 3 is 5. Similarly, the number of events for the hold icon where the icon appears at location 2 is 4, and the number of events for the hold icon where 1 is 3. In this way, the number of events for the special hold effect on the main display is the same as the number of events for the hold effect (see Figure 6) (for example, 6 for Hold 4).

[0228] Here, in the special hold effect (mobile device hold effect) on the main display, only the hold icon displayed at the time of winning or the hold icon displayed in Hold 1 as a predetermined position (location) after the hold shift is allowed to change ("◯" in Figure 9). On the other hand, hold icons displayed in positions other than the predetermined positions after the hold shift, i.e., Hold 3, Hold 2, and the corresponding hold icons, are not allowed to change ("X" in Figure 9). Therefore, the hold icon whose icon appearance location is Hold 4 has two icon change opportunities. Also, the icon change opportunities for the special hold effect on the main display (e.g., two times for Hold 4) are fewer than the icon change opportunities for the hold effect (e.g., four times for Hold 4, see Figure 6). In this way, by reducing the icon change opportunities (two times) for the hold icon in Hold 4 in the special hold effect on the main display, the timing at which the hold icon may change is narrowed, making it easier for the player to concentrate and enjoy the effect, thereby increasing the interest of the game.

[0229] In addition, there will be two icon change opportunities for reserved icons with icon appearance locations of Protection 3 and Protection 2. Similarly, there will be one icon change opportunity for reserved icons with icon appearance locations of Protection 1.

[0230] In the special hold effect on the main display, the number of waits (icon wait count) until the hold icon for Hold 4 is displayed in the hold digestion area 640 as a variable hold (the relevant hold), i.e., until the variable game corresponding to the hold icon for Hold 4 is started, is four. Specifically, the hold icon whose icon appearance location is Hold 4 will wait four times from Hold 4 to Hold 1 as a so-called wait icon until it is displayed as the relevant hold. Also, the number of waits for the hold icon for Hold 3 will be three, the number of waits for the hold icon for Hold 2 will be two, and the number of waits for the hold icon for Hold 1 will be one. In this way, the number of icon waits for the special hold effect on the main display will be the same number of times (for example, four times for Hold 4) as the icon wait count for the hold effect (see FIG. 6).

[0231] Next, as shown in FIG. 10, in the special hold effect on the sub-display, only the hold icon displayed at the time of winning or the hold icon displayed in Hold 1 as a predetermined position (location) after the hold shift is allowed to change ("◯" in FIG. 10). On the other hand, hold icons displayed in positions other than the predetermined position after the hold shift, i.e., Hold 3 and Hold 2, are not allowed to change ("×" in FIG. 10). Also, since the hold is not shifted to the hold digestion area 640, the hold icon is not displayed as a changing hold (the relevant hold) (Hold 1 → relevant, special hold effect (hold display) in relevant is not possible (filled in gray in FIG. 10)), and the relevant hold will not change (Hold 1 → relevant, hold change not possible in relevant ("×")). Note that in (ko) of FIG. 8, the hold display 633d does not need to be displayed. Therefore, in the special hold effect on the sub-display, the icon change opportunity for the hold icon whose icon appearance location is Hold 4 is two times.

[0232] Similarly, in the special hold effect on the sub-display, there will be two icon change opportunities for the hold icon whose icon appearance location is Hold 3, and two icon change opportunities for the hold icon whose icon appearance location is Hold 2. Also, there will be one icon change opportunity for the hold icon whose icon appearance location is Hold 1.

[0233] Also, in the special hold effect on the sub-display, the hold icon on the sub-display does not shift to the hold digestion area 640 on the main display, so the number of events for the hold icon (hold display) where the icon appears is Hold 4 is 4. Similarly, the number of events for the hold icon where the icon appears is Hold 3 is 3, the number of events for the hold icon where Hold 2 is 2, and the number of events for the hold icon where Hold 1 is 1. In this way, the number of events for the special hold effect on the sub-display is the same as the number of events for the hold effect (see Figure 7) (for example, 4 for Hold 4).

[0234] Also, in the special hold effect on the sub-display, the number of waits (icon wait count) until the variable game corresponding to the hold icon of Hold 4 starts will be four. Specifically, the hold icon whose icon appearance location is Hold 4 will wait four times from Hold 4 to Hold 1 as a so-called wait icon until it is displayed as the hold. Also, the number of waits for the hold icon of Hold 3 will be three, the number of waits for the hold icon of Hold 2 will be two, and the number of waits for the hold icon of Hold 1 will be one. In this way, the icon wait count for the special hold effect on the sub-display will be the same number of times (for example, four times for Hold 4) as the icon wait count for the hold effect (see Figure 7).

[0235] In this way, in the special hold effect of this embodiment, for example, the icon change opportunity for the hold icon of Hold 4 is the same number of times (2 times) when displayed on the main display (2 times) as when displayed on the sub-display (2 times), so the consistency of the special hold effect is maintained and the effect is easy to understand, which can increase the interest of the game. Also, by having the icon change opportunity (2 times) of the hold icon of Hold 4 on the sub-display the same number of times (2 times) as the icon change opportunity (2 times) on the main display, it is easier for the player to time their concentration on the special hold effect, making it easy to understand and increasing the interest of the game. Also, since the hold icon on the sub-display does not shift to the hold consumption area 640, it does not interfere with the effect performed on the main display and can increase the effect of the effect.

[0236] [Variation of special hold effect] It should be noted that a special hold effect (mobile terminal hold effect) may be executed as in the modified examples shown in FIGS.

[0237] Figure 11 is a table showing modified examples of special hold effects on the display screen (main display) of display device 41, and Figure 12 is a table showing modified examples of special hold effects on the sub-display screen (sub-display) of sub-display device 42.

[0238] As shown in Figure 11, in a modified example of the special reserve effect (mobile device reserve effect) on the main display, reserve changes for the reserve icon displayed when a prize is won can be prevented ("X"). Therefore, only the reserve icon displayed in Hold 1 as a predetermined position (location) after the reserve shift is allowed to change ("O" in Figure 11). On the other hand, reserve icons displayed when a prize is won and reserve icons displayed in positions other than the predetermined positions after the reserve shift, i.e., Hold 3, Hold 2, and the corresponding reserve icons, are not allowed to change ("X" in Figure 11). As a result, the reserve icon whose icon appearance location is Hold 4 has one chance to change icon. Note that instead of the reserve icon displayed when a prize is won, it is also possible not to allow reserve changes for the reserve icon displayed in Hold 1 after the reserve shift (the "O" from Hold 2 to Hold 1 can be changed to "X").

[0239] In addition, there will be one icon change opportunity for the reserved icon whose icon appearance location is Hold 3 and the reserved icon whose icon appearance location is Hold 2. Similarly, there will be zero icon change opportunities for the reserved icon whose icon appearance location is Hold 1. In this way, in a modified example of the special reserve effect on the main display, the icon change opportunity (for example, one time at Hold 4) is fewer than the icon change opportunity (for example, two times at Hold 4) of the special reserve effect described above in FIG. 9. In this way, by drastically reducing the icon change opportunity (one time) of the reserved icon in a modified example of the special reserve effect on the main display, the timing at which the reserved icon may change is narrowed down, making it easier for the player to concentrate and enjoy the effect, thereby increasing the interest in the game.

[0240] In addition, in the modified example of the special hold effect on the main display, as with the special hold effect described above in Figure 9, the number of events for the hold icon (hold display) whose icon appearance location is Hold 4 will be 6 times, and the number of events for the hold icon whose appearance location is Hold 3 will be 5 times. Also, the number of events for the hold icon whose icon appearance location is Hold 2 will be 4 times, and the number of events for the hold icon whose appearance location is Hold 1 will be 3 times. In this way, the number of events in the modified example will be the same as the number of events in the special hold effect described above in Figure 9 (for example, 6 times for Hold 4).

[0241] Also, in a modified example of the special hold effect on the main display, the number of waits (icon wait count) until the variable game corresponding to the hold icon of Hold 4 starts is 4 times, and the number of waits for the hold icon of Hold 3 is 3 times. Similarly, the number of waits for the hold icon of Hold 2 is 2 times, and the number of waits for the hold icon of Hold 1 is 1 time. In this way, the icon wait count of the modified example is the same number as the icon wait count of the special hold effect described above in FIG. 9 (for example, 4 times for Hold 4).

[0242] Next, as shown in FIG. 12, even in a modified example of the special hold effect (mobile terminal hold effect) on the sub-display, it is possible to not allow the hold icon displayed at the time of winning to change ("x"). Therefore, only the hold icon displayed in Hold 1 as a predetermined position (location) after the hold shift is allowed to change ("◯" in FIG. 12). On the other hand, the hold icon displayed at the time of winning and the hold icon displayed in a position other than the predetermined position after the hold shift, i.e., Hold 3 and Hold 2, are not allowed to change ("x" in FIG. 12). Also, since there is no hold shift to the hold digestion area 640, the hold icon is not displayed as a changing hold (the relevant hold) (Hold 1 → relevant, special hold effect (hold display) at relevant is not possible (filled in gray in FIG. 12)), and the relevant hold does not change (Hold 1 → relevant, hold change not possible at relevant ("x")). Therefore, in a modified example of the special hold effect on the sub-display, the hold icon whose icon appearance location is Hold 4 has one icon change opportunity. In addition, instead of the hold icon displayed when a prize is won, the hold icon displayed in Hold 1 after the hold shift may not be allowed to change (the ``〇'' from Hold 2 to Hold 1 may be changed to ``×'').

[0243] In addition, there will be one icon change opportunity for the reserved icon whose icon appearance location is Hold 3 and the reserved icon whose icon appearance location is Hold 2. Similarly, there will be zero icon change opportunities for the reserved icon whose icon appearance location is Hold 1. In this way, in a modified example of the special reserve effect on the sub-display, the icon change opportunity (for example, one time for Hold 4) is fewer than the icon change opportunity (for example, two times for Hold 4) of the special reserve effect described above in FIG. 10. In this way, by drastically reducing the icon change opportunity (one time) of the reserved icon in a modified example of the special reserve effect on the sub-display, the timing at which the reserved icon may change is narrowed down, making it easier for the player to concentrate and enjoy the effect, thereby increasing the interest in the game.

[0244] In addition, in the modified example of the special hold effect on the sub-display, as with the special hold effect described above in FIG. 10, the number of events for the hold icon (hold display) whose icon appearance location is Hold 4 will be 4, and the number of events for the hold icon whose appearance location is Hold 3 will be 3. Also, the number of events for the hold icon whose icon appearance location is Hold 2 will be 2, and the number of events for the hold icon whose appearance location is Hold 1 will be 1. In this way, the number of events in the modified example will be the same as the number of events in the special hold effect described above in FIG. 10 (for example, 4 times for Hold 4).

[0245] Also, in a modified example of the special hold effect on the sub-display, the number of waits (icon wait count) until the variable game corresponding to the hold icon of Hold 4 starts is 4 times, and the number of waits for the hold icon of Hold 3 is 3 times. Similarly, the number of waits for the hold icon of Hold 2 is 2 times, and the number of waits for the hold icon of Hold 1 is 1 time. In this way, the icon wait count of the modified example is the same number as the icon wait count of the special hold effect described above in FIG. 10 (for example, 4 times for Hold 4).

[0246] FIG. 13 is a modified example of a screen transition diagram when a special hold effect (mobile terminal hold effect) of the modified example is performed.

[0247] (K) is a diagram corresponding to (K) in Fig. 8, and when the variable game 12 is executed, the hold display 633d shifted to the left end position (hold 1) of the sub-display device 42 is enlarged and displayed as an icon of the display mode of the mobile terminal receiving an incoming call (enlarged effect). At that time, the display device 41 displays a line corresponding to the character of the other party on the call (for example, "I'll email you!") and a speech bubble surrounding the line.

[0248] Next, in (ke2), as a winning game ball is detected during the execution of the variable game 12, the standby hold (start memory) increases by +1 from 2 to 3 (hold +1), and the number in the special chart 1 hold number display unit 650 becomes "3." Also, a new hold display 633f in the form of a mobile terminal icon is displayed in the first hold display unit 630a2 of the sub-display device 42. Note that in a modified example, since the hold display of the sub-display device 42 can be shifted to the hold consumption area 640 as described below, the hold display of the display device 41 (here, hold display 633c) may not be shifted to the hold consumption area 640.

[0249] (Ko2) is the display screen when the variable game 23 is being executed. The reserved displays 633e and 633f of the display device 41 and the sub-display device 42 are reserved shifted one position to the left from the position of (Ke2).

[0250] Furthermore, the hold display 633d is enlarged on the main screen (main display) of the display device 41, and changes to the display mode of the mobile terminal during message exchange (hold change). In this way, in the special hold display of the modified example, an enlargement effect can be executed in which the hold display 633d is enlarged and displayed as a changing hold display (hold icon). Furthermore, the hold display 633d enlarged and displayed on the main display corresponds to the hold display 633d displayed in the hand of the character 421.

[0251] The hold display of the mobile terminal-type icon on the sub-display device 42, which does not change as a pre-read notice, is not displayed as a changing hold display (see (k) of FIG. 8). However, when the hold changes to the leftmost position (hold 1) of the first hold display section 630a2 as in the hold display 633d of this modified example, the hold display of the sub-display device 42 may be shifted to the hold consumption area 640 and displayed as a changing hold display. By adopting such an embodiment, the hold display of the mobile terminal-type icon on the sub-display device 42, which is not normally displayed, is displayed in the hold consumption area 640 of the display device 41, which can create an unexpected effect and increase the interest in the game. In addition, by shifting the hold display of the sub-display device 42 to the display device 41 and displaying it as a changing hold display only when the expectation of a winning variable game is high, a sharp effect is created, which makes it easier for the player to notice the special hold effect and enhances the effect of the effect.

[0252] In addition, the display mode of the hold display (for example, hold display 633e (Ko2)) at the leftmost position (Hold 1) of the first hold display section 630a1 of the display device 41 may be changed (hold change) by a special hold effect, and then the hold may be shifted to the hold digestion area 640 and enlarged and displayed as a changing hold display.

[0253] After that, as shown in (sa), the stopped symbol ("555") is displayed on the special symbol in the variable display area 610 and the small symbol in the variable display area 615, and the variable game 13 stops varying and a special result (win result (big win result, small win result)) is obtained (similar to (sa) in Figure 8). When the variable game 13 stops varying, the hold display 633d that was displayed as a hold display during variation and the hold display 633d of the mobile terminal type icon held by the character 421 are hidden.

[0254] [Effects of the embodiment] In this embodiment, the gaming machine 10 is equipped with a gaming control means (gaming control device 100) capable of executing games (pattern changing games, changing games, changing display games, special pattern changing display games), and a presentation control means (presentation control device 300) capable of executing display control to display icons related to the games (hold display, hold icon) on a display means (display device 41, sub-display device 42). In the gaming machine 10, the display means has a first appearance area (display screen (main display) of the display device 41) as an area where an icon can be started to be displayed, and a second appearance area (sub-display screen (sub-display) of the sub-display device 42) which is located at a position different from the first appearance area and can start to display an icon, and causes the icon displayed in the first appearance area to wait in the first waiting area (first hold display unit 630a1) as a first waiting icon (first start memory (first hold), hold display, hold icon), and causes the icon displayed in the second appearance area to wait in the second waiting area (first hold display unit 630a2) as a second waiting icon (first start memory (first hold), hold display, hold icon). The first standby icon is made to wait as an icon (mobile terminal type icon), and the first section (Protection 4 → Protection 3 → Protection 2 → Protection 1 → the icon) until the first standby icon is hidden is different from the second section (Protection 4 → Protection 3 → Protection 2 → Protection 1) until the second standby icon is hidden. The number of times the first standby icon is hidden (icon standby number of times (e.g., 4 times at Protection 4 in Figure 9)) is allowed to change (hold change) the first standby icon is made different from the first allowable number of times (icon change opportunity (e.g., 2 times at Protection 4 in Figure 9)) for allowing a change (hold change) of the first standby icon, and the first allowable number of times and the second allowable number of times (icon change opportunity (e.g., 2 times at Protection 4 in Figure 10)) for allowing a change (hold change) of the second standby icon are the same.

[0255] According to such a gaming machine 10, the first allowable number of times and the second allowable number of times are different from the number of times of waiting, so the variation in the timing of the hold change can be increased compared to an effect in which the icon simply changes according to the amount of waiting (hold effect, special hold effect), thereby increasing the interest in the game.

[0256] Furthermore, in the gaming machine 10, the first allowable number of times is set to be less than the number of standby times. According to such a gaming machine 10, the first allowable number of times is set to be less than the number of standby times, thereby narrowing down the opportunities for reserve changes, making it easier for the player to time their concentration on the presentation of the icon change (reserve change), resulting in an easy-to-understand presentation and increasing the enjoyment of the game.

[0257] When a winning game ball is detected, a hold icon may be displayed in a predetermined location (for example, a corner of the area displaying the effect) on the display screen (main display) of the display device 41 or the sub-display screen (sub-display) of the sub-display device 42, thereby generating an effect (hold generation effect) of the hold icon. After that, the generated hold icon can be moved to the first hold display section 630a1, 630a2 and put on standby.

[0258] That is, in the gaming machine 10, the icon displayed in the first appearance area (main display) and the first standby icon are start memory icons corresponding to start memories that cause the same game to be executed, and the icon displayed in the second appearance area and the second standby icon are start memory icons corresponding to start memories that cause the same game to be executed. According to such a gaming machine 10, the hold occurrence effect that generates a hold icon makes it easier for the player to recognize that a start memory (hold) has occurred, thereby increasing the player's interest in the game.

[0259] Furthermore, in the gaming machine 10, the second standby icon can be displayed in a first area (e.g., near the hand of the character 421 on the sub-display screen (sub-display) of the sub-display device 42) that is different from the second standby area (see FIG. 8(k) and FIG. 13(k2)), and the second standby icon displayed in the first area can be further displayed in a second area (e.g., the reserved consumption area 640 on the display screen (main display) of the display device 41) that is different from the second standby area or the first area (see FIG. 13(k2)). According to such a gaming machine 10, displaying the second standby icon in the first area or second area that is different from the second standby area that is usually displayed can create an unexpected effect, thereby increasing the interest in the game. Furthermore, since it is easier for the player to notice the second standby icon that appears in the first area or second area, the effect of the presentation can be enhanced and the interest in the game can be increased.

[0260] The gaming machine 10 also includes a game control means capable of executing a game, and a presentation control means capable of executing display control to display icons (hold display, hold icon) related to the game on the display means (display device 41, sub-display device 42). In the gaming machine 10, the display means has a first appearance area (display screen (main display) of the display device 41) as an area where icons can start to be displayed, and a second appearance area (sub-display screen (sub-display) of the sub-display device 42) which is located in a position different from the first appearance area and can start to display icons, and causes the icon displayed in the first appearance area to wait in the first waiting area (first hold display unit 630a1) as a first waiting icon (first start memory (first hold), hold display, hold icon), and causes the icon displayed in the second appearance area to wait in the second waiting area (first hold display unit 630a2) as a second waiting icon (first start memory (first hold), hold display, hold icon (mobile terminal type icon)). The first standby icon is made to wait in a predetermined area (e.g., "Safety 4" → "Safety 3" → "Safety 2" → "Safety 1" → the same) until the first standby icon is hidden and the second standby icon is made to wait in a predetermined area (e.g., "Safety 4" → "Safety 3" → "Safety 2" → "Safety 1") until the second standby icon is hidden are made to wait differently. The first standby area has a predetermined first standby area (e.g., "Safety 4") and a specific first standby area (e.g., "Safety 3") located in a position different from the predetermined first standby area. The predetermined allowable number of times (icon change opportunities (e.g., two times at "Safety 4" in Figure 9)) for allowing the first standby icon waiting in the predetermined first standby area to change and the specific allowable number of times (icon change opportunities (e.g., two times at "Safety 3" in Figure 9)) for allowing the first standby icon waiting in the specific first standby area to change are set to the same predetermined number of times (e.g., two times).

[0261] According to such a gaming machine 10, the allowable number of times that the first standby icons are allowed to change (predetermined allowable number of times, specific allowable number of times) is the same even for first standby icons waiting in different areas such as a predetermined first standby area or a specific first standby area, so that an unexpected effect can be produced and the interest in the game can be increased. Also, since the timing of the effect in which the icon changes (hold effect, special hold effect) is narrowed down, it becomes easier for the player to pay attention to the effect, so that the effect of the effect can be increased and the interest in the game can be increased.

[0262] Furthermore, in the gaming machine 10, the predetermined same number of times (for example, 2 times) is a different number from the predetermined number of times the first standby icon waiting in the predetermined first standby area waits until it is hidden (icon standby number (for example, 4 times at Hold 4 in FIG. 10)) and the specific number of times the first standby icon waiting in the specific first standby area waits until it is hidden (icon standby number (for example, 3 times at Hold 3 in FIG. 10)). According to such a gaming machine 10, the allowable number of times (predetermined allowable number, specific allowable number) for the predetermined first standby area or the specific first standby area is a different number from the predetermined number of times the icon waits or the specific number of times the icon waits, so that the variation in the timing of the hold change can be increased compared to an effect (hold effect, special hold effect) in which the icon changes simply according to the amount of waiting, and the excitement of the game can be enhanced.

[0263] In addition, the predetermined same number of times may be, for example, in Fig. 10, allowing a change of icon (reservation change) only when the game ball wins, while not allowing a reserve change when the reserve shifts to reserve 1 (reservation 2 → reserve 1) (changing "reservation 2 → reserve 1" in Fig. 10 from "○" to "×"). Also, it may be possible not to allow a reserve change when the game ball wins or when the reserve shifts to reserve 1.

[0264] That is, in the gaming machine 10, the predetermined number of times of occurrence includes 0. According to such a gaming machine 10, pending changes of icons during a pending state are not permitted, and pending changes occur only when a gaming ball wins, or do not occur at all. As a result, a simple and easy-to-understand presentation can be achieved, which can increase the interest in the game. Furthermore, if pending changes occur only when a winning ball is won, the player only needs to pay attention to the pending icon that has occurred, which makes it easier for the player to time their concentration, thereby increasing the interest in the game.

[0265] The gaming machine 10 also includes a game control means capable of executing a game, and a presentation control means capable of executing display control to display icons related to the game (hold display, hold icon) on a display means (display device 41, sub-display device 42). In the gaming machine 10, the display means has a first appearance area (display screen (main display) of the display device 41) as an area where an icon can start to be displayed, and a second appearance area (sub-display screen (sub-display) of the sub-display device 42) which is located at a position different from the first appearance area and can start to display an icon, and causes the icon displayed in the first appearance area to wait in the first waiting area (first hold display unit 630a1) as a first waiting icon (first start memory (first hold), hold display, hold icon), and causes the icon displayed in the second appearance area to wait in the second waiting area (first hold display unit 630a2) as a second waiting icon (first start memory (first hold), hold display, hold icon (mobile terminal type icon)), and a first interval (hold 4 → hold 3 → hold 2 → hold 1 → relevant) until the first waiting icon is hidden, and a second interval (hold 4 → hold 3 → hold 10)) is different from the predetermined number of times the second standby icon waits in the predetermined second standby area until it is hidden (icon standby number of times (e.g., 4 times at Hold 4 in FIG. 10)) and the predetermined allowable number of times the second standby icon waits in the predetermined second standby area is allowed to change (icon change opportunity (e.g., 2 times at Hold 4 in FIG. 10)) are different from the predetermined number of times the second standby icon waits in the specific second standby area until it is hidden (icon standby number of times (e.g., 3 times at Hold 3 in FIG. 10)) and the specific allowable number of times the second standby icon waits in the specific second standby area is allowed to change (e.g., 2 times at Hold 3 in FIG. 10) are different from the predetermined allowable number of times the second standby icon waits in the specific second standby area until it is hidden (icon standby number of times (e.g., 3 times at Hold 3 in FIG. 10)) and the specific allowable number of times the second standby icon waits in the specific second standby area is allowed to change, and the predetermined allowable number and the specific allowable number are the same (2 times).

[0266] According to such a gaming machine 10, the predetermined waiting area and the predetermined allowable number of times are different, and the specific waiting number and the specific allowable number of times are different, so compared to an effect in which the icon changes simply according to the amount of waiting (hold effect, special hold effect), the variation in the timing of the hold change can be increased, and the interest in the game can be enhanced. Also, since the allowable number of times (predetermined allowable number of times, specific allowable number of times) that allow the change of the second waiting icon waiting in a different area in the second waiting area is the same, an unexpected effect can be produced, and the interest in the game can be enhanced.

[0267] Furthermore, in the gaming machine 10, the number of times the second standby icon is permitted to change (icon change opportunities, for example, two times at Hold 4 in FIG. 10) is set to be less than the number of times the player waits before the second standby icon is hidden (icon standby times, for example, four times at Hold 4 in FIG. 10). With such a gaming machine 10, the number of opportunities for the hold to change is narrowed, making it easier for the player to time their focus on the icon change (hold change) effect, resulting in an easy-to-understand effect and increasing the player's interest in the game. Furthermore, narrowing the timing of the icon change effect (hold effect, special hold effect) makes it easier for the player to focus on the effect, thereby enhancing the effect and increasing the player's interest in the game.

[0268] Furthermore, in the gaming machine 10, the second standby icon waiting in a predetermined second standby area (for example, the hold display 633f in FIG. 8) is a start memory icon corresponding to a start memory that executes a game different from the second standby icon waiting in a specific second standby area (for example, the hold display 633d in FIG. 8). According to such a gaming machine 10, even though the start memory icon (second standby icon) corresponds to a start memory that executes a different game, the allowable number of times (predetermined allowable number of times, specific allowable number of times) that the hold change is allowed is the same, which can create an unexpected effect and increase the interest in the game.

[0269] Furthermore, in the gaming machine 10, the icon (hold display, hold icon) can change to a plurality of predetermined modes (for example, a mobile terminal-type icon, the display mode of a mobile terminal receiving an incoming call or a vibration mode indicating an incoming call, the display mode of a mobile terminal exchanging messages, an enlarged display), and the timing at which the icon change (hold change) is restricted for each of the plurality of predetermined modes differs (for example, enlarged display is possible in Hold 1 and Hold 2 ((k) and (ko2) in Figure 13), and vibration mode is possible in Hold 1 or Hold 2 ((ki) in Figure 8)). According to such a gaming machine 10, even when the icon changes in a plurality of modes, the timing at which the icon changes is restricted and narrowed down for each predetermined mode, resulting in an easy-to-understand presentation, and also making it easier for the player to focus on the icon change, enhancing the presentation effect and increasing the enjoyment of the game.

[0270] The present invention is not limited to the above-described embodiments. Various modifications and variations are possible within the scope of its technical concept, and it is clear that these are also included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability variable state. For example, the presentation control device can execute part of the processing executed by the game control device, or conversely, the game control device can execute part of the processing executed by the presentation control device. For example, multiple embodiments and multiple modified examples can be combined in various ways. Furthermore, for example, the present invention can be applied not only to enclosed gaming machines (smart pachinko machines) but also to non-enclosed gaming machines (traditional pachinko machines). For example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is defined by the claims, and it is intended to include all modifications within the scope of meaning and content equivalent to the claims.

[0271] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of the insertion of medals (gaming media) in a slot machine. The number of gaming media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the number of medals paid out in a specified period. [Explanation of symbols]

[0272] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

[Claim 1] A gaming machine including a game control means capable of executing a game, and a presentation control means capable of executing display control to display an icon related to the game on a display means, the display means has a first appearance area as an area in which the icon can be displayed, and a second appearance area that is located at a position different from the first appearance area and in which the icon can be displayed, making the icon displayed in the first appearance area wait in a first waiting area as a first waiting icon; making the icon displayed in the second appearance area wait in a second waiting area as a second waiting icon; a first interval until the first standby icon is hidden and a second interval until the second standby icon is hidden are made different from each other; The second waiting area is configured to include a predetermined second waiting area and a specific second waiting area that is located at a position different from the predetermined second waiting area, a predetermined number of times that the second standby icon waiting in the predetermined second standby area waits until it is hidden is made different from a predetermined allowable number of times that the second standby icon waiting in the predetermined second standby area is allowed to change; a specific number of times that the second standby icon waiting in the specific second standby area waits until it is hidden is made different from a specific allowable number of times that a change in the second standby icon waiting in the specific second standby area is allowed; A gaming machine characterized in that the predetermined allowable number of times and the specific allowable number of times are the same.

Citation Information

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