Game machine

By introducing multiple game states and interactive controls, the gaming machine enhances entertainment value by providing dynamic gameplay transitions and increased player engagement.

JP2025125443APending Publication Date: 2025-08-27NEWGIN KK
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Patent Information

Application Number
JP2024021502
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-15
Publication Date
2025-08-27

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates multiple game states, including a first and second advantageous state that can be transitioned based on predetermined gaming results, with state transitions influenced by the type and outcome of these results, featuring dynamic lighting, sound effects, and interactive player controls to increase engagement.

Benefits of technology

The implementation increases the enjoyment of the gaming experience through varied and engaging gameplay dynamics, enhancing player interaction and excitement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025125443000001_ABST
    Figure 2025125443000001_ABST
Patent Text Reader

Abstract

To improve the amusement of a game.SOLUTION: In a first state after a satisfaction of a predetermined condition in a first advantageous state, when a predetermined game result turns out, the first advantageous state can be gotten, and when the predetermined game result does not turn out, the first advantageous state cannot be gotten. In a second state after a satisfaction of the predetermined condition in a second advantageous state, when the predetermined game result turns out, the second advantageous state can be gotten, and when the predetermined game result does not turn out, the second advantageous state cannot be gotten. In the first state, the first advantageous state is gotten on the basis of at least one of a game state when the predetermined game result turns out, and the type of the predetermined game result. In the second state, the second advantageous state is gotten on the basis of at least one of a game state when the predetermined game result turns out, and the type of the predetermined game result.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] Conventionally, there have been gaming machines that allow players to play in multiple gaming states, such as a time-saving state and a probability-changing state (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-221239 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 that can assume a first advantageous state and a second advantageous state that are more advantageous to the player than the normal gaming state, in a first situation after a predetermined condition is met in the first advantageous state, the first advantageous state can be assumed if a predetermined gaming result is achieved, and there is a possibility that the first advantageous state will not be assumed if the predetermined gaming result is not achieved, and in a second situation after a predetermined condition is met in the second advantageous state, the second advantageous state can be assumed if a predetermined gaming result is achieved, and there is a possibility that the second advantageous state will not be assumed if the predetermined gaming result is not achieved, and in the first situation, the first advantageous state is assumed based on at least one of the gaming state when the predetermined gaming result is achieved and the type of the predetermined gaming result, and in the second situation, the second advantageous state is assumed based on at least one of the gaming state when the predetermined gaming result is achieved and the type of the predetermined gaming result. [Effects of the Invention]

[0007] According to one aspect of the present invention, the enjoyment of the game can be increased. [Brief explanation of the drawings]

[0008] [Figure 1] FIG. 2 is a 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] 1 is a game state transition diagram (game flow) illustrating transitions (shifts) of game states. [Figure 6] This is a table showing examples of the types of winning symbols (types of winning results) in the special symbol variation display game, and the corresponding winning contents and distribution. [Figure 7] This is a table showing the characteristics of the normal map change display game and normal power operation. [Figure 8]6 is a screen transition diagram (part 1) showing the display screen of the display device in chronological order, illustrating screen transitions corresponding to a part of the game state transition diagram of FIG. 5. [Figure 9] 6 is a screen transition diagram (part 2) showing the display screen of the display device in chronological order, illustrating screen transitions corresponding to a part of the game state transition diagram of FIG. 5. FIG. [Figure 10] This is a screen transition diagram showing the display screen of the display device in chronological order, and illustrates screen transitions related to winning effects. 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 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 payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the multiple 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] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and in each variable display area, identification information (special symbols) and images that produce a variable display game are displayed. If there is another display capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other display may function as a sub-display (auxiliary display). For example, the sub-display may be smaller in size than the display device 41, and may be movable from near the periphery of the display device 41 to near the center in front of it as part of the production, and may also function as a production movable body 44 (movable gadget, see Figure 4).

[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 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 ​​are extracted, such as a jackpot random number value, a jackpot symbol random number value (special symbol symbol random number value), a variation pattern random number value, etc. 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 symbol 1 variable display game (first special symbol variable display game, first symbol variable display game) and the special symbol 2 variable display game (second special symbol variable display game, second symbol variable display game) are played by displaying a predetermined result pattern in a stopped state after displaying a changing state of identification information (special symbol, special symbol) on the special symbol 1 display 51 and the special symbol 2 display 52. ​​The stopping symbols as the predetermined result pattern that are stopped and displayed on the special symbol 1 display 51 and the special symbol 2 display 52 include a big win symbol (a stopping symbol for a big win), a small win symbol (a stopping symbol for a small win), a time-saving symbol (a stopping symbol for a support win), a losing symbol (a losing stopping symbol), etc.

[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 open 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 LED on / off data for the performance display device 152 as data to be displayed on 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 state transitions to a normal power recovery state (normal power recovery mode), and the state is one in which 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 for controlling 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 a small win symbol or a big win symbol (a small win stop symbol or a big win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a, 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] 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. This is continued (repeated) a predetermined number of rounds (for example, 15, 11, or 2 times) (cycle play). Also, if the result of the special symbol variable display game is a loss, control is performed to stop and display a loss symbol (loss stop symbol) on the special symbol 1 display 51 or the special symbol 2 display 52 as the loss result mode.

[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-shortening flag indicating the time-shortening state in the time-shortening state. However, even if the time-shortening flag is set, the low base state in which the ball payout rate (base value) is as low as the normal game state because the opening time of the normal variable winning device 37 is extremely short may be treated as the normal game state in which no special game is played (of course, it may also be treated as the time-shortening state).

[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 (time-saving A1, time-saving A2, time-saving A3, etc.) that correspond to the normal hit result (normal hit symbol) with different normal power release times and normal power release counts. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. 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 (remaining reserve 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. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display changes from the normal one, and the expectation of winning the variable display game based on the hold is higher than when the hold does not change (normal).

[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] [Game state transition diagram (game flow)] FIG. 5 is a game state transition diagram (game flow) illustrating transitions (shifts) of game states.

[0171] In normal game mode, the probability of winning a normal symbol is low (0 in this embodiment), and the normal variable winning device 37 is difficult to open, so there is no normal power support. For this reason, in normal game mode, left-handed hitting, which makes it easier for the game ball to enter the first starting winning hole 36, is more suitable for the player than right-handed hitting, and is the recommended game ball launch mode. In normal game mode, the main starting area where the game ball is likely to enter with the recommended launch mode is the starting winning hole 36, and the main variable display game (main variable display game) is the special symbol 1 variable display game (the main variable is special symbol 1). The secondary starting area where the game ball is difficult to enter with the recommended launch mode is the normal variable winning device 37, and the secondary variable display game (secondary variable display game) is the special symbol 2 variable display game (the secondary variable is special symbol 2). In this embodiment, in the normal game state, the probability of winning the normal symbol is 0, and the normal variable winning device 37 is not opened, so no balls are won and the special symbol 2 variable display game is not executed.

[0172] When the result of the special chart 1 variable display game in normal game mode is a jackpot, the game transitions (transitions) to the jackpot state. There are two types of jackpots: direct hit jackpots (pattern jackpots, special chart jackpots), which are jackpots that do not go through a V entry, and V entry jackpots, which are jackpots that go through a V entry during a small win. A direct hit jackpot is a jackpot that is determined solely by lottery using a jackpot random number value, without requiring a V entry. In this embodiment, there are no small hits in the special chart 1 variable display game, and there are no V entry jackpots in normal game mode.

[0173] The probability of a jackpot occurring in one special chart variable display game is the sum of the probability of a direct hit jackpot and the probability of a V entry jackpot (i.e., the probability of a small hit (the probability of a small hit)). In this embodiment, there are no small hits in the special chart 1 variable display game, and the small hit probability (the probability of a small hit) is 0, while there are small hits in the special chart 2 variable display game, and the small hit probability is high (for example, 1 / 27). Therefore, in the normal game state, the jackpot probability is low (for example, 1 / 200), while in advantageous states A and B, there is normal power support, so the jackpot probability is high (for example, 1 / 24 = 1 / 27 + 1 / 200).

[0174] After a jackpot state (initial jackpot, direct jackpot) that occurs from normal game mode, depending on the type of jackpot pattern that results from the jackpot, there is a 75% chance of transitioning to advantageous state A (lower-level rush state, time-saving state A, specific game state A), and a 25% chance of transitioning to normal game mode. There is also a possibility of transitioning (promoting) from advantageous state A to advantageous state B (higher-level rush state, time-saving state B, specific game state B) after another jackpot state.

[0175] In the advantageous states A and B shown in Figure 5, the probability of winning a normal symbol is high (1 in this embodiment), there is normal power support, and the time-saving state is more advantageous than the normal game state. In the advantageous state, right-handed hitting, which makes it easier for the game ball to enter the normal variable winning device 37, is more suitable for the player than left-handed hitting, and is recommended as the game ball launch mode. In advantageous states A and B, the main starting area where the game ball is likely to enter with the recommended launch mode is the normal variable winning device 37, and the main variable display game (main variable display game) is the special symbol 2 variable display game (the main variable is special symbol 2). The secondary starting area where the game ball is less likely to enter with the recommended launch mode is the start winning slot 36, and the secondary variable display game (secondary variable display game) is the special symbol 1 variable display game.

[0176] In advantageous state A, if the result of the special chart 2 variable display game is a small hit or a big hit, after entering the small hit and / or big hit state (including the V-winning big hit state), depending on the type of winning symbol (type of winning result, type of game result), the state will either transition to advantageous state B and be promoted, transition to remaining reserve state A (remaining reserve consumption state) and fall, or return to advantageous state A. After the fall condition (predetermined condition, transition condition) of winning with winning symbols a, e, f (predetermined winning symbol, fall pattern) is met in advantageous state A (first advantageous state), the state will fall (transition) to remaining reserve state A (first situation). After the transition condition of winning with winning symbol b is met in advantageous state A, the state will be promoted (transitioned) to advantageous state B. After the stay condition of winning with winning symbols c, d is met in advantageous state A, the state will again enter advantageous state A.

[0177] In this way, the winning symbols c and d that result in advantageous state A can be different from the winning symbol b that results in advantageous state B. Therefore, when the types of winning symbols are different, even if the game state at the time of winning is the same advantageous state A, different advantageous states can be achieved, which can surprise the player and increase their interest in the game.

[0178] In advantageous state B, if the result of the special chart 2 variable display game is a small hit or a big hit, after entering the small hit and / or big hit state (including the V-winning big hit state), depending on the type of winning symbol, the state will either transition to remaining reserve state B (remaining reserve consumption state) and fall, or will return to advantageous state B. Advantageous state A does not transition to remaining reserve state B, and advantageous state B does not transition to remaining reserve state A. After the fall condition (predetermined condition, transition condition) of winning with winning symbols a, f (predetermined winning symbol, fall pattern) is met in advantageous state B (second advantageous state), the state will fall (transition) to remaining reserve state B (second situation). After the stay condition of winning with winning symbols b, c, d, e is met in advantageous state B, the state will return to advantageous state B.

[0179] In advantageous state B, winning symbols c and d that cause advantageous state B to be achieved again can overlap with winning symbols c and d that cause advantageous state A to be achieved again in advantageous state A. Therefore, when the game state at the time of a winning result is different, such as advantageous state A and advantageous state B, different game states can be achieved even with the same winning symbol, which can surprise the player and increase the enjoyment of the game.

[0180] In advantageous states A and B as time-saving states (normal power support states), if the number of times the special chart variable display game is executed reaches the time-saving count (predetermined number of times) without a small win or a big win occurring (or the number of times the normal chart variable display game is executed reaches the time-saving count (predetermined number of times)), the time-saving end condition is met, and advantageous state A ends and transitions to remaining reserve state A, and advantageous state B ends and transitions to remaining reserve state B. For example, the number of times the special chart variable display game is executed is the total number of changes (number of executions) of the special chart 1 variable display game and the special chart 2 variable display game, or the number of changes (number of executions) of the special chart 2 variable display game. Note that when the time-saving end condition related to the number of executions of the special chart variable display game (or normal chart variable display game) is met, whether in advantageous state A or advantageous state B, the game may transition to only remaining reserve state A. In this case, the game state to which the game transitions differs from when a small win or a big win occurs and the time-saving ends, increasing the variety in the transition of the game state and improving the enjoyment of the game.

[0181] The number of time-saving times for advantageous states A and B may be different to increase the interest in the game, or may be the same to simplify game control. For example, the number of time-saving times for advantageous state B (e.g., 10,000 times, 1,000 times, 200 times, etc.) may be greater than the number of time-saving times for advantageous state A (e.g., 70 times, 50 times, etc.), making advantageous state B more advantageous (higher) for the player than advantageous state A. In this case, advantageous state A and advantageous state B become two game states that are different in the advantage in terms of the number of time-saving times and are easy for the player to distinguish. This increases the gameplay and gameplay variety, thereby increasing the interest in the game.

[0182] Also, for example, the number of time-saving times may be set to an extremely large value (for example, 10,000 times, several tens of times the reciprocal of the probability of winning in the time-saving state) in both advantageous states A and B. In this case, the number of time-saving times will never be reached, and a game state transition from advantageous states A and B is possible only when a small win or a big win occurs.

[0183] Furthermore, even if the number of time reductions is the same in both advantageous states A and B, the probability of falling from advantageous state B to remaining reserved state B (transition probability) is smaller than the probability of falling from advantageous state A to remaining reserved state A, making advantageous state B more advantageous (higher) for the player than advantageous state A. Therefore, advantageous state A and advantageous state B are two types of game states that are easy for the player to distinguish because they differ in their advantages in terms of the probability of falling to another game state (transition probability). This increases the variety of gameplay and play, and can improve the enjoyment of the game.

[0184] The remaining reserve states A and B are states that can occur after the end of the advantageous states A and B. In the remaining reserve states A and B, as a remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the remaining reserve (second start memory) generated by winning the normal variable winning device 37, which is opened by the normal power support during the advantageous states A and B, is consumed, and the special chart 2 variable display game is executed as the main variable display game (the main variable is special chart 2). In the game flow of FIG. 5, the remaining reserve will be consumed after the small hit and / or big hit state.

[0185] Remaining reserve state A is a state without time reduction, and the normal variable winning device 37 (normal power) is not released, while remaining reserve state B is a state with a slight time reduction, and the normal variable winning device 37 is released for only a short time (for example, 28 msec). Therefore, with respect to time reduction, remaining reserve state A and remaining reserve state B are two distinct game states, which increases the gameplay and gameplay variety and improves the enjoyment of the game. In remaining reserve state B, there is a slight time reduction (normal power support), so hitting to the right may be recommended, but hitting to the left may be recommended because the game ball is difficult to enter the normal variable winning device 37 even when hitting to the right due to the short normal power release.

[0186] In the remaining reserved state A, if the result of the special chart 2 variable display game is a small hit or a big hit, after the small hit and / or big hit state (including the V winning big hit state) is reached, depending on the type of winning symbol (type of winning result, type of game result), it will transition to advantageous state A (pulled back) or return to the remaining reserved state A. In FIG. 5, in the remaining reserved state A, if the winning result (predetermined game result) is achieved with the winning symbols b, c, d (promotion symbols), advantageous state A can be taken, and if the winning result is not achieved with the winning symbols b, c, d (in the case of winning symbols a, e, f), advantageous state A may not be taken.

[0187] In the remaining reserve state B, if the result of the special chart 2 variable display game is a small hit or a big hit, after the small hit and / or big hit state (including the V winning jackpot state) is reached, depending on the type of winning symbol, the game will either transition to advantageous state B (be pulled back) or return to the remaining reserve state B. Basically, there is no transition from the remaining reserve state A to advantageous state B. There is no transition from the remaining reserve state B to advantageous state A. In Figure 5, in the remaining reserve state B, if a winning result (predetermined game result) occurs with the winning symbols b, c, d, e, it is possible to enter advantageous state B, and if a winning result does not occur with the winning symbols b, c, d, e (promotion symbols) (in the case of winning symbols a, f), there is a possibility that advantageous state B will not be entered.

[0188] In this way, there is a possibility that the player will be pulled back from the remaining reserved state A to the previously held advantageous state A (possibility of advantageous state A being revived), and there is a possibility that the player will be pulled back from the remaining reserved state B to the previously held advantageous state B (possibility of advantageous state B being revived), which can increase the interest in the game. Note that the remaining reserved state A and the remaining reserved state B may be collectively referred to as the pull-back mode and the revival mode.

[0189] In the remaining reserved state B, the winning symbols b, c, and d that result in advantageous state B can overlap with the winning symbols b, c, and d that result in advantageous state A in the remaining reserved state A. Therefore, if the game state at the time of a winning result is different between the remaining reserved state A and the remaining reserved state B, even the same overlapping winning symbols can result in different game states, which can surprise the player and increase the interest of the game. Note that such overlaps can be eliminated and all winning symbols that result in advantageous states can be different between the remaining reserved state A (first state) and the remaining reserved state B (second state). In this case, if the winning symbols are different, the advantageous states to which the player transitions from the remaining reserved states can also be different, which may simplify the control of the transition.

[0190] Furthermore, with regard to winning symbol e, the winning symbols b, c, d, and e that put you in advantageous state B in remaining reserved state B are different from the winning symbols b, c, and d that put you in advantageous state A in remaining reserved state A. Because the probability of promotion (transition probability) from remaining reserved state B to an advantageous state is greater than the probability of promotion from remaining reserved state A to an advantageous state by the amount of winning symbol e, remaining reserved state B becomes more advantageous (higher) for the player than remaining reserved state A. Therefore, in this respect as well, remaining reserved state A and remaining reserved state B become two distinct game states, which increases the gameplay and gameplay variation and improves the enjoyment of the game.

[0191] As a modified example, the remaining reserved state A may transition to advantageous state B, as shown by the dotted line in FIG. 5. In this case, the transition to advantageous state B, which is more advantageous than advantageous state A, occurs unexpectedly, delighting the player and increasing the interest of the game. For example, if a winning result occurs with winning symbol b in the remaining reserved state A, advantageous state B may be achieved instead of advantageous state A. As in this modified example, the winning symbols c and d that result in advantageous state A may be different from the winning symbol b that results in advantageous state B. Therefore, when the types of winning symbols are different, even if the game state at the time of the winning result is the same remaining reserved state A, different advantageous states may be achieved, which may surprise the player and increase the interest of the game.

[0192] When all the special chart 2 variable display games based on the remaining reserves, which are the second start memory, are completed and all the remaining reserves are consumed, the remaining reserve states A and B end and transition to the normal game state. Therefore, after the special chart 2 variable display games are executed the number of remaining reserves (number of remaining reserves, a predetermined number of times) just before (at the time of) the start of the remaining reserve states A and B, the remaining reserve states A and B end. Note that when the special chart 2 variable display games are completed the number of times corresponding to the maximum number of remaining reserves, the remaining reserve states A and B will necessarily end. In this embodiment, the maximum number of remaining reserves is the upper limit number of the second start memory (here, 4).

[0193] Furthermore, when the number of times the special chart variable display game is executed in the remaining reserved state B (the total number of changes of the special chart 1 variable display game and the special chart 2 variable display game) reaches a first predetermined number, or when the number of times the special chart 1 variable display game is executed (the number of special chart 1 changes) reaches a second predetermined number, the time-saving end condition for the small time-saving is met, and the remaining reserved state B ends and transitions to the normal game state. For example, the first predetermined number is four times, and the second predetermined number is one time. Furthermore, if there are remaining reserves even after the end of the remaining reserved state B, the state will first enter the remaining reserved state A, and then transition to the normal game state once all the remaining reserves have been consumed.

[0194] Corresponding to the normal game state, advantageous state A, advantageous state B, remaining hold state A, and remaining hold state B in Figure 5, the presentation modes (presentation styles) of the presentation control device 300 are normal mode, rush mode A, rush mode B, remaining hold mode A, and remaining hold mode B.

[0195] As explained above, in FIG. 5, the transition (transition) between each game state occurs when the result of the special chart variation display game is a small hit or a big hit, but as a variant, it may occur without going through the small hit state or the big hit state. For example, in FIG. 5, the fall (transition) from the advantageous state A, B to the remaining reserved state A, B occurs when the result of the special chart variation display game is a small hit or a big hit, but if the fall lottery is won for each special chart variation display game, the fall may occur without going through the small hit and the big hit. Also, for example, in FIG. 5, the pullback (transition, revival) from the remaining reserved state A, B to the advantageous state A, B occurs when the result of the special chart variation display game is a small hit or a big hit, but it may occur without going through the small hit and the big hit when the result of the special chart variation display game is a hit on the time-saving pattern (a hit on the c time-saving pattern, a support hit).

[0196] [Winning design] 6 is a table illustrating the types of winning symbols (types of winning results) of the special symbol variable display game and the corresponding winning contents and allocations, etc., in relation to FIG. 5. In this embodiment, the big win symbol and the small win symbol are distinguished, and the big win symbol is the stopping symbol of a direct hit big win (symbol big win, special symbol big win) that is not caused by a V winning, and the small win symbol is the stopping symbol that causes a V winning big win caused by a V winning. In addition, the small win symbol can also be configured to be a big win symbol related to a V winning big win without being distinguished from the big win symbol.

[0197] Also, in Figure 6, when the number of time reductions is made different between advantageous state A and advantageous state B, the number of time reductions in advantageous state A is set to 70 times and the number of time reductions in advantageous state B is set to 10,000 times, which is more than the number of time reductions in advantageous state A, but of course other numbers are also possible. Note that when the number of time reductions is made the same in both advantageous state A and advantageous state B, the number of time reductions in both is set to 10,000 times (or other numbers are possible as long as they are the same in both).

[0198] As shown in the upper diagram of Figure 6, for the special chart 1 variable display game, if the game state at the time of winning is not during time reduction, that is, during the normal game state and the remaining reserved state A, there are jackpot symbols A and jackpot symbols B. In this embodiment, the time of winning is when the winning symbol is displayed as a stopped symbol as a result of the variable display game, or while it is displayed as a stopped symbol, or just before that (when the variable display game ends). In addition, if the game control device 100 determines the winning symbol at the start of the variable display game, the time of winning may also be when the winning symbol is determined.

[0199] By allocation (lottery) according to the jackpot symbol random number value (special symbol random number value), the jackpot symbol during non-time-saving mode will be jackpot symbol A with a 75% allocation rate and jackpot symbol B with a 25% allocation rate. The number of rounds is the number of times the special variable prize winning device 39 (large prize winning port) is opened, that is, the number of rounds played as a game while the large prize winning port is open, and is 5 rounds (5R) common to jackpot symbols A and B. The number of rounds here is the number of times the large prize winning port is opened and closed in one direct hit jackpot.

[0200] For a 75% chance of winning the A jackpot, the number of time-saving cycles after the jackpot state ends will be 70, which is the lower-level rush state (advantageous state A). On the other hand, for a 25% chance of winning the B jackpot, the number of time-saving cycles after the jackpot state ends will be 0, and the game will return to normal play after the jackpot state ends.

[0201] On the other hand, if you are in a time-saving state such as a lower-level rush state (advantageous state A), a higher-level rush state (advantageous state B), or a slight time-saving state (remaining hold state B), the allocation rate is 100%, and the jackpot pattern A will be a 5R jackpot and 70 time-saving times. After the jackpot state due to jackpot pattern A ends, the lower-level rush state will begin.

[0202] In addition, since it is rare for the special chart 1 variable display game to be executed during the rush state or the remaining reserved state, Figure 5 does not show the state transition due to the jackpot patterns A and B from the rush state or the remaining reserved state, but shows the state transition due to the jackpot pattern A in 75% of cases and the jackpot pattern B in 25% of cases when there is a direct jackpot (first hit) from the normal game state.

[0203] In addition, without being limited to the above, if the special chart 1 variable display game jackpots from a higher-level rush state or a slight time-saving state, the jackpot symbol A may be a jackpot symbol with a time-saving count of 10,000. In this way, if the special chart 1 variable display game jackpots from a higher-level rush state (advantageous state B) or a slight time-saving state (remaining reserve state B), the higher-level rush state (advantageous state B) will always be entered after the jackpot state ends. In particular, if the special chart 1 variable display game jackpots from remaining reserve state B, the game will always be returned to the original advantageous state B and will not transition to advantageous state A. Also, if the special chart 1 variable display game jackpots from a lower-level rush state, since the jackpot symbol A is a jackpot symbol with a time-saving count of 70, the game will always be returned to the original advantageous state A from remaining reserve state A and will not transition to advantageous state B. Therefore, the gameplay of falling into the remaining reserve state and then returning to the original rush state before the fall is made clear even with regard to the jackpot symbol, which can increase the excitement of the game.

[0204] As shown in the lower diagram of Figure 6, for the special chart 2 variable display game, if the game state at the time of winning is not during time reduction or during a lower rush state, there is a big win symbol a and a small win symbol bf. In this embodiment, since the special chart 2 variable display game is not executed in the normal game state, the remaining reserved state A is in the non-time reduction state when the special chart 2 variable display game becomes a win.

[0205] The jackpot symbol A is a direct hit jackpot, and when the special 2 variable display game hits with a predetermined jackpot probability (for example, 1 / 200), it becomes the jackpot symbol A with a 100% allocation rate, and there are no other jackpot symbols for the special 2 variable display game. Also, when the special 2 variable display game hits with a predetermined small hit probability (for example, 1 / 27), the small hit symbol BF is allocated (lottery) according to the small hit symbol random number (special symbol random number) with allocation rates of 3%, 72%, 7%, 17%, and 1%, respectively. For example, considering a jackpot probability of 1 / 200 and a small hit probability of 1 / 27, the allocation rate of the overall winning symbols for a single hit is 12%, 3%, 63%, 6%, 15%, and 1% for the symbols A, B, and C. The allocation rate may vary depending on the game state at the time of winning. In gaming machines other than the 1-type / 2-type mixed machine, the small win may be eliminated and the small win symbol may be replaced with the big win symbol (in this case, the allocation rate of the big win symbol a will not be 100% as shown in Figure 6).

[0206] If the game state at the time of a win is not in time-saving mode (remaining reserve state A) or in a lower-level rush mode (advantageous state A), the number of rounds in the winning state is 2 rounds (2R) for symbols a, e, and f, and the number of time-saving rounds after the end of the jackpot state is 0. As shown in Figure 5, after the end of the jackpot state, the game enters remaining reserve state A as a non-time-saving state. Note that with jackpot symbol a, there are 2 rounds with no V winning round, while with small win symbols e and f, the first round is a small win round (a V winning round where a V winning may occur), and the second round is a jackpot round resulting from a V winning jackpot. In this way, even with the same number of rounds (2 rounds), whether or not a V winning occurs varies depending on the symbol, which adds variety to the game and improves the enjoyment of the game. Furthermore, since the pattern a is a pattern that always falls from the advantageous states A and B and transitions to the remaining reserved state, the fact that the specific area 86, which is the V winning port, is not opened can notify the player that it will fall, increasing the interest in the game.

[0207] Also, if the game state at the time of winning is not during time reduction (remaining reserved state A) or during a lower rush state (advantageous state A), the small win patterns are b, c, and d, and the number of rounds is 10 rounds (10R). With the small win pattern, the first round is a small win round (V winning round), and the second round and onwards are big win rounds due to V winning big wins.

[0208] In addition, in the case of winning symbols a, e, and f (falling symbols) that fall from a lower-level rush state to the remaining reserved state A, the number of rounds in the winning state is 2, which is less than the 10 rounds in the case of winning symbols b, c, and d, in which the rush state is maintained even after the winning state. Therefore, when falling from a lower-level rush state to the remaining reserved state A, the fall occurs quickly, giving the player the feeling of a sudden fall, which can increase the player's interest in the game.

[0209] In addition, for small win pattern b, if the game state at the time of the hit is in a lower-level rush state, the number of time-saving times after the V-winning jackpot state ends will be 10,000 times for the higher-level rush state, and if it is not in a time-saving state (remaining reserved state A), it will be 70 times for the lower-level rush state. Therefore, as shown in Figure 5, for small win pattern b, after the jackpot state ends, the game transitions from the lower-level rush state (advantageous state A) to the higher-level rush state (advantageous state B), and from the non-time-saving state (remaining reserved state A) to the lower-level rush state (advantageous state A). In addition, as a modified example (dotted arrow in Figure 5), the number of time-saving times for small win pattern b in Figure 6 may be changed from 70 times for the lower-level rush state to 10,000 times for the higher-level rush state, and a transition from the non-time-saving state (remaining reserved state A) to the higher-level rush state may occur.

[0210] On the other hand, for small win patterns c and d, the number of time reductions after the V winning jackpot state ends is 70 times for the lower rush state, and the lower rush state begins after the jackpot state ends, as shown in Figure 5. If the number of time reductions is the same for both the lower rush state and the upper rush state, it will be 10,000 times instead of 70 times.

[0211] Next, if the game state at the time of the hit is in a slight time-saving state (remaining reserve state B) or in a higher-level rush state (advantageous state B), the patterns are a and f, the number of rounds is 2 rounds (2R), the number of time-saving times after the end of the jackpot state is 4, and as shown in Figure 5, after the end of the jackpot state, the game enters a slight time-saving state, remaining reserve state B.

[0212] Also, if the game state at the time of winning is during a slight time reduction or a higher-level rush state (advantageous state B), the small winning patterns are b, c, d, and e, and the number of rounds is 10 rounds (10R) or 2 rounds (2R).

[0213] For small win symbols b, c, d, and e, if the game state at the time of the win is a micro-time-saving or high-level rush state, the number of time-saving cycles after the V-winning jackpot state ends will be 10,000 cycles of the high-level rush state. Therefore, as shown in Figure 5, for small win symbols b, c, d, and e, the game transitions from the micro-time-saving state (remaining reserve state B) to the high-level rush state (advantageous state B), and from the high-level rush state (advantageous state B), it returns to the high-level rush state (advantageous state B) after the jackpot state ends. In the high-level rush state, the number of time-saving cycles is extremely large at 10,000 cycles, and the time-saving state essentially continues until the next jackpot. Note that while most games that advance to the rush state result in a 10-round (10R) win, even a 2-round (2R) win with small win symbol e can also advance to the rush state, surprising players and increasing their interest in the game.

[0214] In addition, in the lower diagram of Figure 6, regardless of the game state at the time of winning, the small winning patterns b, c, and d always result in a rush state (advantageous state), so the opening of specific area 86, which is the V winning port, suggests the possibility of a rush state (advantageous state), which increases the interest in the game.

[0215] Furthermore, the probability of falling (transitioning) from a higher-rank rush state (advantageous state B) to the remaining reserved state B due to the small win symbols a and f is smaller than the probability of falling from a lower-rank rush state to the remaining reserved state A due to the small win symbols a, e, and f, because there are fewer types of symbols to fall (falling symbols). Therefore, the higher-rank rush state is more advantageous (higher) for the player than the lower-rank rush state. In this way, by varying the number of types of falling symbols, two types of rush states (higher-rank rush state, lower-rank rush state) with different falling probabilities can be created. Note that these two types of rush states can be created by different falling probabilities even if the number of time-saving cycles is the same (for example, 10,000 cycles).

[0216] In addition, in the case of winning symbols a and f that fall from the higher-ranking rush state to the remaining reserved state B, the number of rounds in the winning state is 2, which is less than the 10 rounds in the case of winning symbols b, c, d, and e that maintain the higher-ranking rush state even after the winning state. Therefore, when falling from the higher-ranking rush state to the remaining reserved state B, the fall occurs quickly, giving the player the feeling of a sudden fall, which increases the player's interest in the game.

[0217] In Figures 5 and 6, the lower-level rush state (advantageous state A) and the higher-level rush state (advantageous state B) are distinguished by differences in the drop probability and the number of time-saving cycles. However, they may be distinguished by differences in only one of the drop probability and the number of time-saving cycles. Furthermore, instead of differences in the drop probability and the number of time-saving cycles, they may be distinguished by differences in other game elements, such as the presence or absence of probability fluctuations, the number of chance variations, the presence or absence of time-saving cycles, and the probability of winning. In this case, advantageous state A and advantageous state B are easier for players to distinguish because they differ in their advantages with respect to the differences in the other game elements. This increases the variety of gameplay and gameplay, enhancing the enjoyment of the game. Here, the number of chance variations refers to the number of times a high-probability state continues in a game with a special symbol variation. The winning probability refers to the probability of a jackpot, the probability of a direct hit, the probability of a small hit (probability of a V-winning jackpot), the probability of winning a time-saving symbol, the probability of winning a normal symbol, etc.

[0218] For example, the upper rush state may be a high-probability state (probability variable state, probability variable state) with a high jackpot probability, and the lower rush state may be a state with a lower jackpot probability than the high-probability state. Here, the high or low jackpot probability may be created by setting high or low in one or both of the probability of a direct hit jackpot and the probability of a V-entry jackpot (probability of a small hit). Also, for example, the upper rush state may be a high-probability state (probability variable state, probability variable state) with a high probability of a hit with a time-saving symbol (c time-saving hit probability, support hit probability) or a normal symbol, and the lower rush state may be a state with a lower probability of a hit with a time-saving symbol or a normal symbol than the high-probability state.

[0219] For example, one of the higher-level rush state and the lower-level rush state may be an advantageous state (such as a latent probability variation state) without time reduction (normal power support), and the other may be an advantageous state with time reduction. Furthermore, one of the higher-level rush state and the lower-level rush state may be an advantageous state with strong normal power support, and the other may be an advantageous state with weak normal power support. Note that if the normal power support is overwhelmingly stronger in the higher-level rush state than in the lower-level rush state, the number of time reductions in the higher-level rush state can be made fewer than in the lower-level rush state, within the range where the higher-level rush state is more advantageous than the lower-level rush state (the opposite of what was described above).

[0220] [Performance of regular maps and regular electric trains] FIG. 7 is a table showing the characteristics of the normal map change display game and normal power operation.

[0221] There is only one type of winning symbol (normal symbol winning stop symbol, normal symbol winning symbol) in the normal symbol variation display game. The normal symbol winning probability is 0 (0%) in the low probability state (normal game state, remaining reserved state A) as a non-time-saving state, and 1 (100%) in the high probability state of the time-saving state (rush state, slight time-saving state). The normal symbol variation display game wins in the high probability state (time-saving state) and loses in the low probability state (non-time-saving state), so randomness is eliminated. As a variant, the normal symbol winning probability may be a value slightly greater than 0% (e.g., 0.5%) in the low probability state, or a value slightly less than 100% (e.g., 90%) in the high probability state. In addition, the starting memory number (normal symbol reserved number) of the normal symbol variation display game is 4.

[0222] The normal map fluctuation time, which is the fluctuation time of the normal map fluctuation display game, is 304 msec in the non-time-saving state and 300 msec in the time-saving state. In the time-saving state, the normal map fluctuation time may be shorter than 300 msec to increase the difference from the non-time-saving state. The normal map stop time (normal map display time) is a short 8 msec so that the normal power is released quickly in the case of a normal map hit (only in the time-saving state in this case), and a long 500 msec so that the normal power is released slowly in the case of a miss of the normal map (only in the non-time-saving state in this case).

[0223] The normal power release time is a long 3400 msec in rush state (advantageous states A and B), 28 msec in slight time-saving state (remaining reserved state B), which is significantly shorter than the rush state, and 0 msec (not set) in non-time-saving state (normal game state, remaining reserved state A), which is shorter than the slight time-saving state. In rush state, the normal power release time is significantly longer than the slight time-saving state and non-time-saving state, so the proportion of time that the normal variable winning device 37 is open per unit time increases, and game balls frequently enter the normal power.

[0224] The interval time after the normal power release is 188 msec in rush state, 464 msec in slight time-saving state, longer than in rush state, and 0 msec (unset) in non-time-saving state. The interval time corresponds to the normal power closing time between normal power releases when the number of normal power releases per hit in the normal power fluctuation display game is two or more. Also, if there is a normal power reserve, the interval time is the time from when the normal power is closed (after the release ends) until the next normal power fluctuation display game starts. In rush state, the interval time is shorter than in slight time-saving state, and because the interval time is shorter than the normal power release time, the proportion of time that the normal power winning device 37 is open per unit time increases, and game balls will frequently enter the normal power.

[0225] [Screen transition] 8 and 9 are screen transition diagrams showing the display screens of the display device 41 in chronological order, and illustrate screen transitions corresponding to a part of the game state transition diagram in Fig. 5. Fig. 9 is a diagram following Fig. 8.

[0226] In Figures 8 and 9, (a1) shows the display screen in advantageous state A (lower-order rush state), and (a2)-(a6) show the display screen in remaining reserved state A. (b1) shows the display screen in advantageous state B (higher-order rush state), and (b2)-(b6) show the display screen in remaining reserved state B. (c) shows the power outage recovery screen that is displayed when power is restored (power restoration, recovery, power on) after a power outage (power outage, power cut) to the gaming machine 10 in remaining reserved states A and B, i.e., when power is restored. (d) shows the display screen in the normal gaming state. Note that in (a5), (a6), (b5), and (b6), the variable display game based on the remaining reserved has already ended, so they can also be classified as display screens in the normal gaming state.

[0227] In (a1) of Figure 8, after a jackpot state (initial win) occurs from a normal mode corresponding to a normal gaming state, a transition occurs to a rush mode A corresponding to an advantageous state A. The mode display 501 indicating the presentation mode indicates in text the rush mode A, which is the presentation mode of the advantageous state A (lower-level rush state).

[0228] Also, on the display screen, a background image 505 corresponding to Rush Mode A is displayed. The background image 505 includes an image that resembles a Japanese-style building. Since advantageous state A is a time-saving state (normal power support state) in which right-hitting is recommended, right-hitting instruction display 503 is displayed.

[0229] In (a1), the special symbol 2 variable display game is being executed as the main variable display game, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and middle symbol are fluctuating as three decorative special symbols. Simultaneously or instead, the decorative reduced symbol (small symbol) may be fluctuated in the variable display area in the corner of the display screen. Note that the special symbol is also fluctuating in the special symbol 2 display 52. ​​In addition, a normal symbol fluctuating display game may be executed together with or instead of the special symbol fluctuating display game, and a normal symbol may be fluctuating as a symbol on the normal symbol display 53 or display device 41.

[0230] In the second hold display section 635 (waiting area) that displays the second start memory (special chart 2 start memory) before the execution of the variable display game as the second hold display, several hold displays 631a (here, four) are displayed. Also, in the hold digestion area 640, a variable hold display 631b indicating the variable hold related to the currently executed special chart 2 variable display game (the start memory that was the execution right of this special chart variable display game) is displayed.

[0231] In rush mode A (advantageous state A, lower rush state), when the special symbol 2 variable display game hits with winning symbols c and d, after the winning performance 1A is executed, the game returns to rush mode A of (a1). The winning symbols c and d are displayed as stopped symbols on the special symbol 2 display 52 by the game control device 100. In addition, the decorative special symbols (for example, odd number symbol "333") corresponding to the winning symbols c and d are displayed as stopped decorative symbols on the display screen of the display device 41 by the performance control device 300.

[0232] When the special symbol 2 variable display game hits with the winning symbols a, e, or f in rush mode A, a winning effect 2A is executed, followed by a transition (fall) to remaining reserve mode A from (a2) onward, which corresponds to the remaining reserve state A. The winning symbols a, e, and f are displayed as stopped symbols on the special symbol 2 display 52 by the game control device 100. In addition, decorative special symbols corresponding to the winning symbols a, e, and f (for example, even number symbols "666" and "222") are displayed as stopped decorative symbols on the display screen of the display device 41 by the effect control device 300. During or immediately before the winning effect 2A (for example, when the stopped symbol is displayed), a falling effect indicating a fall may be executed to give the player a gloomy impression.

[0233] When the special symbol 2 variable display game wins with winning symbol b in Rush Mode A, after winning effect 5 is executed, the game transitions (promotion) to Rush Mode B of (b1) corresponding to advantageous state B. Winning symbol b is displayed as a stopped symbol on the special symbol 2 display 52 by the game control device 100. In addition, a decorative special symbol corresponding to winning symbol b (for example, an odd number symbol "777") is displayed as a stopped decorative symbol on the display screen of the display device 41 by the effect control device 300. During or immediately before winning effect 5 (for example, when the stopped symbol is displayed), a promotion effect indicating that the game will be promoted may be executed, giving the player a bright impression.

[0234] In this way, by the winning symbol b, it is possible to directly transition (promote) from Rush Mode A to Rush Mode B without passing through the remaining reserved mode. Therefore, it is possible to give the player joy by promoting to Rush Mode B without causing anxiety by falling into the remaining reserved mode (remaining reserved state), and it is possible to increase the enjoyment of the game.

[0235] In addition, decorative stop patterns on the display screen may be provided for each winning pattern, or one decorative stop pattern may be provided for all winning patterns that have the same game state (presentation mode) or number of rounds to transition to after a jackpot state.

[0236] In addition, the winning performance consists of a small win performance and a big win performance due to a V winning in the case of a small win pattern, and an opening performance indicating the start of a small win, and round performances corresponding to the subsequent small win round and big win round, etc. In the case of a big win pattern, the winning performance consists of only a big win performance, and an opening performance indicating the start of a big win, and round performances corresponding to the subsequent big win round, etc.

[0237] Next, in (a2), the mode display 501 indicates the remaining hold mode A, which is the presentation mode of the remaining hold state A, in text. Instead of remaining hold mode A, pullback mode A, pullback possible mode A, or revival mode A may be displayed. On the display screen, a background image 508 is displayed corresponding to the remaining hold mode A. The background image 508 includes a frame-shaped image at the four corners of the display screen. The background image 508 differs from the background images 505, 506 of Rush modes A and B, making the remaining hold mode A easier to distinguish from Rush modes A and B, thereby enhancing the enjoyment of the game. The remaining hold state A is a non-time-saving state in which left-hitting is recommended, and therefore the left-hit instruction display 504 is displayed. Alternatively, in remaining hold mode A, right-hitting is not recommended, but a win in the special chart 2 variable display game related to the remaining hold allows for transition back to the right-hit state, Rush mode A. Therefore, the left-hit instruction display 504 may be displayed after the remaining hold mode A (remaining hold state A) ends. That is, in the remaining reserved mode A, the hitting instruction display such as the right hit instruction display 503 and the left hit instruction display 504 may be hidden. In the remaining reserved mode A, in response to the execution of the special chart 2 variable display game, the right hit instruction display 503 may be displayed continuously from the rush mode A instead of the left hit instruction display 504.

[0238] In (a2), a special chart 2 variable display game based on the first of the four remaining reserves accumulated in rush mode A is being executed, and a variable reserve display 631b corresponding to the remaining reserve (second start memory) that started the currently executing special chart 2 variable display game is displayed. In the second reserve display unit 635 (standby area), three reserve displays 631a are displayed corresponding to the three remaining reserves that are not consumed and are waiting. As an effect in the special chart 2 variable display game based on the first remaining reserve, a battle effect is executed in which the ally character 530 competes against the enemy character 533a. The ally character 530 is displayed corresponding to rush mode A. Then, following (a2), a special chart 2 variable display game based on the second remaining reserve is similarly executed.

[0239] Then, in (a3), in remaining reserve mode A, a special chart 2 variable display game based on the third of the four remaining reserves accumulated in rush mode A is being executed, and a variable reserve display 631b corresponding to the remaining reserve that started the executing special chart 2 variable display game is displayed. In the second reserve display unit 635, one reserve display 631a is displayed corresponding to one remaining reserve that is waiting without being consumed. As an effect in the special chart 2 variable display game based on the third remaining reserve, a battle effect is executed in which the ally character 530 corresponding to rush mode A competes against the enemy character 533b.

[0240] Next, in (a4), in remaining reserve mode A, a special chart 2 variable display game is being executed based on the fourth of the four remaining reserves accumulated in rush mode A. That is, the final variation (final game) based on the remaining reserve is being executed. Then, a variable reserve display 631b corresponding to the remaining reserve that started the currently executing special chart 2 variable display game is displayed. Since there are no waiting remaining reserves, the reserve display 631a is not displayed in the second reserve display unit 635. As an effect in the special chart 2 variable display game based on the fourth remaining reserve, a battle effect is executed in which the ally character 530 corresponding to remaining reserve mode A competes against the enemy character 533c.

[0241] As described above, the content of the presentation of the remaining hold mode A differs from the content of the presentation of the rush mode A or the winning presentation 2A before the remaining hold mode A due to a predetermined image that is displayed in the remaining hold mode A but not in the rush mode A or the winning presentation 2A. In this embodiment, the predetermined image includes the ally character 530, the enemy characters 533a-533c, the background image 508, etc. In this way, the presentation of the remaining hold mode A can be clearly distinguished from the previous presentation, and by visually checking the display screen of the display device 41, the player can easily understand that the remaining hold state A is in which the remaining holds are consumed.

[0242] In remaining reserve mode A (for example, (a3)), when the special chart 2 variable display game hits with winning symbols b, c, and d, after winning performance 3A is executed, the game transitions (promotes) to rush mode A of (a1), and when the game hits with winning symbols a, e, and f, after winning performance 4A is executed, if there are remaining reserves, the game will return to remaining reserve mode A (here, (a4)). Note that if there are no remaining reserves after winning performance 4A is executed, the game will transition to the display screen of (a5). The decorative special symbols corresponding to the winning symbols b, c, and d (for example, odd number symbol "333") and the decorative special symbols corresponding to the winning symbols a, e, and f (for example, even number symbols "666" and "222") are displayed as decorative stop symbols on the display screen of display device 41 by performance control device 300.

[0243] During or immediately before the winning effect 3A (for example, when the stop display appears), a promotion effect indicating that the game will be promoted may be executed, giving the player a cheerful impression. The winning effect 3A when promoting to Rush Mode A and the winning effect 5 when promoting to the more advantageous Rush Mode B may be different in at least one of the image on the display device 41, the sound from the speakers 19a and 19b, and the light of the LED effect 46, or may be the same. For example, the winning effect 3A may be a less flashy and modest effect than the winning effect 5.

[0244] As a variant example, when the special symbol 2 variable display game wins with winning symbol b in remaining reserved mode A (for example, (a3)), after winning effect 6 is executed, the game may transition (promote) to rush mode B of (b1) corresponding to advantageous state B. A decorative special symbol (for example, odd number symbol "777") corresponding to winning symbol b is displayed as a decorative stop symbol on the display screen of display device 41 by effect control device 300. During winning effect 6 or immediately before it (for example, when the stop display is displayed), a promotion effect indicating that the game will be promoted may be executed, giving the player a bright impression.

[0245] As described above, in the remaining reserve mode A (first situation) of (a2) to (a4), if a losing result (a game result other than a winning result) occurs, it is possible to return to the remaining reserve mode A without taking the rush mode A. Also, in the remaining reserve mode A, depending on the type of winning result (winning pattern) (in the case of winning patterns a, e, f), it is possible to return to the remaining reserve mode A without taking the rush mode A. Therefore, the remaining reserve mode A, which is unstable as to whether or not there will be a transition to an advantageous state (a pullback), continues over several variable display games and several winning results, increasing the player's sense of impatience, and if there is a transition to an advantageous state, it gives the player great joy and increases the player's interest in the game.

[0246] In (b1), the mode display 501 indicates in text Rush Mode B, which is the presentation mode for Advantageous State B (higher Rush State). Note that after the winning presentation 5 corresponding to the winning state generated from Rush Mode A by winning symbol b, there is a transition (promotion) to Rush Mode B in (b1), which corresponds to Advantageous State B. On the display screen, a background image 506 corresponding to Rush Mode B is displayed. The background image 506 includes an image imitating an orchard or forest with multiple trees. Since Advantageous State B is a time-saving state (normal power support state) in which right-hitting is recommended, a right-hit instruction display 503 is displayed. In (b1), the features of the variable display game and the hold display 631a and the variable hold display 631b are the same as in (a1).

[0247] In rush mode B (advantageous state B, higher rush state), when the special symbol 2 variable display game hits with the winning symbols b, c, d, and e, the game returns to rush mode B of (b1) after the winning effect 1B is executed. The winning symbols b, c, d, and e are displayed as stopped symbols on the special symbol 2 display 52 by the game control device 100. In addition, the decorative special symbols (for example, odd number symbol "555") corresponding to the winning symbols b, c, d, and e are displayed as stopped decorative symbols on the display screen of the display device 41 by the effect control device 300.

[0248] When the special symbol 2 variable display game hits with winning symbols a and f in rush mode B, after the execution of winning effect 2B, the game transitions (falls) to remaining reserve mode B from (b2) onwards, which corresponds to remaining reserve state B. The winning symbols a and f are displayed as stopped symbols on the special symbol 2 display 52 by the game control device 100. In addition, the decorative special symbol corresponding to the winning symbols a and f (for example, the even number symbol "222") is displayed as a stopped decorative symbol on the display screen of the display device 41 by the effect control device 300. During or just before winning effect 2B (for example, when the stopped symbol is displayed), a falling effect indicating a fall may be executed to give the player a gloomy impression.

[0249] The fall effect related to the fall from Rush Mode B may be common to the fall effect related to the fall from Rush Mode A by making at least one of the image on the display device 41, the sound from the speakers 19a and 19b, and the light of the effect LED 46 the same. This makes it easier for the player to understand that they will fall.

[0250] Next, in (b2), mode display 501 indicates in text remaining hold mode B, which is the presentation mode for remaining hold state B. Note that instead of remaining hold mode B, pullback mode B, pullback possible mode B, or revival mode B may be displayed. On the display screen, background image 509 is displayed corresponding to remaining hold mode B. Background image 509 is different from background image 508 of remaining hold mode A and background images 505, 506 of rush modes A and B, making remaining hold mode B easier to distinguish from remaining hold mode A and rush modes A and B, thereby increasing the enjoyment of the game. Background image 509 includes frame-shaped images in the four corners of the display screen, but these frame-shaped images are different from background image 508.

[0251] Remaining reserve state B is a slight time-saving state, and if a left hit is recommended due to a short normal power release (if a left hit is advantageous to the player), a left hit instruction display 504 is displayed as in (b2), but if a right hit is recommended due to a relatively long normal power release (if a right hit is advantageous to the player), a right hit instruction display 503 is displayed as in (a1) and (b1). Alternatively, in remaining reserve mode B, even if a right hit is not recommended, it is possible to transition to rush mode B, which is in a right hit state, again by winning the special chart 2 variable display game related to the remaining reserve, so the left hit instruction display 504 may be displayed after remaining reserve mode B (remaining reserve state B) ends. In other words, in remaining reserve mode B, playing instruction displays such as the right hit instruction display 503 and the left hit instruction display 504 may be hidden.

[0252] In (b2), a special chart 2 variable display game based on the first of the four remaining reserves accumulated in Rush Mode B is being executed, and a variable reserve display 631b corresponding to the remaining reserve (second start memory) that started the currently executing special chart 2 variable display game is displayed. In the second reserve display section 635 (standby area), three reserve displays 631a are displayed corresponding to the three remaining reserves that are not consumed and are waiting. As an effect in the special chart 2 variable display game based on the first remaining reserve, a battle effect is executed in which the ally character 531 competes against the enemy character 533a. The ally character 531 is different from the character 530 corresponding to Rush Mode A and is displayed corresponding to Rush Mode B. Then, following (b2), a special chart 2 variable display game based on the second remaining reserve is executed in a similar manner.

[0253] Then, in (b3), in remaining hold mode B, a special chart 2 variable display game based on the third of the four remaining holds accumulated in rush mode B is being executed, and a variable hold display 631b corresponding to the remaining hold that started the executing special chart 2 variable display game is displayed. In the second hold display unit 635, one hold display 631a is displayed corresponding to one remaining hold that is waiting without being consumed. As an effect in the special chart 2 variable display game based on the third remaining hold, a battle effect is executed in which the ally character 531 corresponding to remaining hold mode B competes against the enemy character 533b.

[0254] Next, in (b4), in remaining hold mode B, a special chart 2 variable display game (final change related to the remaining hold) based on the fourth of the four remaining holds accumulated in rush mode B is being executed, and a variable hold display 631b corresponding to the remaining hold that started the running special chart 2 variable display game is displayed. Since there are no waiting remaining holds, the hold display 631a is not displayed in the second hold display unit 635. As an effect in the special chart 2 variable display game based on the fourth remaining hold, a battle effect is executed in which the ally character 530 corresponding to remaining hold mode B competes against the enemy character 533c.

[0255] As described above, the content of the presentation of the remaining hold mode B differs from the content of the presentation of the rush mode B or the winning presentation 2B before the remaining hold mode B due to a predetermined image that is displayed in the remaining hold mode B but not in the rush mode B or the winning presentation 2B. In this embodiment, the predetermined image includes the ally character 531, the enemy characters 533a-533c, the background image 509, etc. In this way, the presentation of the remaining hold mode A can be clearly distinguished from the previous presentation, and by visually checking the display screen of the display device 41, the player can easily understand that the remaining hold state A is in which the remaining holds are consumed.

[0256] Note that enemy characters 533a-533c are displayed in both remaining hold mode A and remaining hold mode B, and are set according to which remaining hold the special chart 2 variable display game is based on or the number of remaining holds that have not been consumed. Therefore, in the remaining hold mode (remaining hold state), some of the effects after the variable display game results in a loss (a game result different from the predetermined game result) are the same between remaining hold mode A and remaining hold mode B. Therefore, it is easier to recognize the commonality between remaining hold mode A and remaining hold mode B, that is, a situation in which the player has fallen from an advantageous state, which can increase the interest in the game. Note that, although not shown in FIG. 8, when a special chart 2 variable display game based on a second remaining hold is executed, an enemy character different from characters 533a-533c is displayed. In addition, in remaining reserve modes A and B, displays and images other than characters 533a-533c (character displays, character images, character objects) may be displayed on the display screen depending on which remaining reserve the special chart 2 variable display game is based on or depending on the number of remaining reserves that have not been consumed.

[0257] In remaining reserve mode B (for example, (b3)), when the special chart 2 variable display game hits with winning symbols b, c, d, and e, after winning performance 3B is executed, the game transitions (promotes) to rush mode B of (b1), and when the game hits with winning symbols a and f, after winning performance 4B is executed, if there are remaining reserves, the game will return to remaining reserve mode B (here, (b4)). Note that if there are no remaining reserves after winning performance 4B is executed, the game will transition to the display screen of (b5). The decorative special symbols corresponding to the winning symbols b, c, d, and e (for example, odd number symbol "555") and the decorative special symbols corresponding to the winning symbols a and f (for example, even number symbol "222") are displayed as stopped decorative symbols on the display screen of display device 41 by performance control device 300. During the winning effect 3B or immediately before it (for example, when the stop display appears), a promotion effect indicating that the player will be promoted may be executed to give the player a positive impression.

[0258] As described above, in remaining reserve mode B (second situation) of (b2) to (b4), if a losing result (a game result other than a winning result) occurs, it is possible to return to remaining reserve mode B without taking rush mode B. Also, in remaining reserve mode B, depending on the type of winning result (pattern) (in the case of winning patterns a and f), it is possible to return to remaining reserve mode B without taking rush mode B. Therefore, remaining reserve mode B, which is unstable as to whether or not there will be a transition to an advantageous state (a pullback), continues over several variable display games and several winning results, increasing the player's sense of impatience, and if there is a transition to an advantageous state, it gives the player great joy and increases the player's interest in the game.

[0259] Meanwhile, while in remaining hold mode A (e.g., (a3)) or remaining hold mode B (e.g., (b3)), the gaming machine 10 may occasionally experience a power outage (power outage, power cut) due to a lightning strike or other cause. When the gaming machine 10 is restored (power restored, recovered, powered on) after a power outage or immediately thereafter, i.e., at the time of or immediately thereafter power recovery, a power outage recovery screen is displayed as shown in (c). On the power outage recovery screen, a power outage recovery effect is performed, and a power outage recovery display 540 and a left-hit instruction display 504 are displayed decoratively. The power outage recovery display 540 consists of a character display 540a (e.g., "Restoring" or "Power outage recovery") displayed decoratively using decorative characters or the like, and an effect image 540b around the character display 540a, and notifies the user that power has been restored from the power outage.

[0260] The display content of the power outage recovery screen in (c) (i.e., the content of the presentation or notification) is the same regardless of whether the presentation mode in use when the power outage is restored is remaining hold mode A or remaining hold mode B, and also regardless of whether the game state in use when the power outage is restored is remaining hold state A or remaining hold state B. This makes it easier for players to recognize the power outage and its restoration, increasing their interest in the game. Note that if the power outage recovery screen differs depending on the type of remaining hold mode, it may be difficult for players to recognize that power has been restored. In addition, if a sound is generated by speakers 19a, 19b when power is restored, this sound may be the same regardless of whether the presentation mode in use is remaining hold mode A or remaining hold mode B.

[0261] In remaining hold mode B (remaining hold state B), there may be cases where right-hitting is recommended and right-hitting instruction display 503 is displayed, but in this case, the hitting instruction display (right-hitting instruction display 503 or left-hitting instruction display 504) can be removed from the power outage recovery screen, and the display content of the power outage recovery screen can be the same regardless of whether you are in remaining hold mode A (remaining hold state A) or remaining hold mode B (remaining hold state B) when the power outage is restored.

[0262] The power outage recovery screen may be displayed for a first period after power is restored, and then the power outage recovery screen may return to the original display screen at the time of or immediately before the power outage, such as (a3) ​​or (b3). When the power outage is restored, the presentation mode (or game state) also returns to the original presentation mode (or game state) at the time of or immediately before the power outage. The first period may be the same length regardless of whether the player is in remaining hold mode A (remaining hold state A) or remaining hold mode B (remaining hold state B) when the power outage is restored.

[0263] In the second period after the first period has elapsed, the display content (content of the presentation or notification) on the display screen while in the remaining hold mode differs at least in part between remaining hold mode A and remaining hold mode B. Also, in the second period, the display content on the display screen differs at least in part between winning presentation 3A before transitioning from remaining hold mode A to rush mode A and winning presentation 3B before transitioning from remaining hold mode B to rush mode B (see Figure 10). In the second period, the freedom of presentation increases, making the game more enjoyable.

[0264] Furthermore, when transitioning from Remaining Hold Mode A, B to Rush Mode A, B, the number of acquired game balls and the number of consecutive wins (number of consecutive wins, number of consecutive jackpots) described below are not reset to zero, and the previous records (i.e., the records before falling into Remaining Hold Mode A, B) are carried over and used. This makes it clear that the player has been pulled back from Remaining Hold Mode A, B (remaining hold state A, B) to Rush Mode A, B (advantageous state A, B), which can increase the enjoyment of the game. However, when transitioning from Remaining Hold Mode A, B to Rush Mode A, B after a power outage is restored in Remaining Hold Mode A, B, if the number of acquired balls and the number of consecutive wins were reset to zero when the power outage was restored, the previous records (previously recorded information) will not be carried over, and new updates and recording will begin after transitioning to Rush Mode A, B.

[0265] When power is restored in remaining hold modes A and B, until the same effects or notifications as before the power outage are restored on the display device 41, a means other than the display device 41 (effect display means) capable of displaying images may start to notify the player of the playing method or the number of reserved balls before the effects or notifications are restored. This allows the player to check the playing method and the number of reserved balls quickly after the power outage is restored, improving the player's enjoyment of the game. For example, notifications (displays) that are restored on the display device 41 when power is restored include a right-hit instruction display 503 or a left-hit instruction display 504 as a play method notification, and a notification of the number of reserved balls (a reserved number display not shown). In addition, means different from the display device 41 are those that do not display images and are not used for performance purposes, such as the LED lamps of the collective display device 50 (first game status display unit 57 that notifies right-hand or left-hand hit, special chart 1 hold indicator 54, special chart 2 hold indicator 55, and regular chart hold indicator 56 that notify the number of holds), and LED lamps for notifying the playing method and LEDs for notifying the number of holds that are provided as performance LEDs 46.

[0266] 8 described above, winning effect 1A and winning effect 1B may be different from each other or may be the same in terms of at least one of the image on display device 41, the sound from speakers 19a and 19b, and the light of LED effect 46. Similarly, winning effect 2A and winning effect 2B, and winning effect 4A and winning effect 4B may be different from each other or may be the same in terms of at least one of these.

[0267] In (a5) of Figure 9, following (a4), a result screen is displayed when remaining reserve mode A ends. Here, the game result (game history) is displayed on the result screen during or immediately before the stop display of the losing symbol (not shown) when the final variation based on the remaining reserve (final special symbol variation display game) ends. In order to display the game result, the stop display period (display period of the stopped symbol) and variation time for the final variation may be set longer than in cases other than the final variation (special symbol 2 variation display game based on the first to third remaining reserves before the final variation).

[0268] On the result screen (a5), the character 530 is displayed following on from (a4), and a background image 511, a failure result display 542, a jackpot count display 545 (here, the text displays "2 jackpots"), and a ball count display 547 (here, the text displays "2998 in total") are displayed. The game result is displayed (reported) by the failure result display 542, the jackpot count display 545, and the ball count display 547.

[0269] Background image 511 includes a plurality of ring-shaped patterns. Failure result display 542 notifies the failure result by displaying, for example, the text "Battle Failed" or "Failed," and indicates that transition (promotion, withdrawal) from Remaining Hold Mode A to Rush Mode A was not possible.

[0270] The jackpot count display 545 indicates the number of consecutive wins (here, 2), which is the number of jackpots (including V-winning jackpots) during the consecutive wins. Here, consecutive wins refers to the continuation of a game state other than the normal game state (such as a jackpot state, a small win state, a time-saving state, a special probability state, or a remaining hold state) without going through the normal game state (normal mode). The number of consecutive wins is the number of consecutive jackpots that continue without going through the normal game state (normal mode). The number of balls acquired display 547 indicates the number of balls acquired by the player during the consecutive wins (here, 2998).

[0271] The result screen is displayed when all the special symbol change display games in Remaining Hold Mode A result in a loss. However, this is not limited to this. If the result of the final change based on the remaining holds in Remaining Hold Mode A (the final special symbol change display game) is a winning symbol a, e, or f that does not advance, the result screen may be displayed at the end of Winning Performance 4A. The result screen may also be displayed not when Remaining Hold Mode A ends, but when Rush Mode A ends, i.e., during or immediately before the display of a losing symbol when the final change (final time-saving change) in Rush Mode A ends (in this case, the remaining hold state is not included in the winning streak). Furthermore, if the result of the final change in Rush Mode A results in a winning symbol a, e, or f (a falling symbol), the result screen may be displayed at the end of Winning Performance 2A.

[0272] Next, in (a6), following the result screen, a mode transition screen is displayed and a mode transition effect is performed. In the mode transition effect, following (a5), the character 530 and background image 511 are displayed, and a mode transition display 549 (for example, "Transitioning to normal mode") indicating that there is a mode transition from the remaining reserved mode A to the normal mode is displayed. The mode transition screen is displayed before the special chart variable display game (basically the special chart 1 variable display game) is started in the normal mode.

[0273] Next, in (d), the special chart 1 variable display game is being executed in normal mode. The mode display 501 indicates in text the normal mode, which is the presentation mode for the normal game state. On the display screen, a background image 515 corresponding to the normal mode is displayed. The background image 515 includes an image that resembles a cityscape including multiple buildings. In the normal game state, left-handed play is recommended, so a left-handed play instruction display 504 may be displayed (not shown here).

[0274] In (d), the special symbol 1 variable display game is being executed as the main variable display game, and the variation (↓↓↓) of the decorative special symbol (large symbol) is being executed in the variable display area 610 in the center of the display screen. In the first pending display section 645 (standby area), which displays the first start memory (special symbol 1 start memory) before the variable display game is executed as the first pending display, one pending display 641a is displayed. In addition, in the pending consumption area 640, a pending variable display 641b is displayed, which indicates the pending variable related to the currently executed special symbol 1 variable display game (the start memory that was the execution right for this special symbol variable display game).

[0275] (b5) and (b6) in Fig. 9 are similar to (a5) and (a6), respectively, but follow (b4), and show the result screen when remaining reserve mode B ends and the subsequent mode transition screen. In the result screen of (b5), character 531 is displayed following (b4), and background image 511, failure result display 542, number of jackpots display 545 (here, the text display "3 jackpots"), and number of balls acquired display 547 (here, the text display "4470 in total") are displayed. Failure result display 542 displays, for example, "battle failed" or "failed" in text to notify of the failure result, and indicates that transition (promotion, withdrawal) from remaining reserve mode B to rush mode B was not possible.

[0276] The result screen is displayed when all of the special symbol change display games in Remaining Hold Mode B result in a loss. However, this is not limited to this. If the result of the final change (final special symbol change display game) based on the remaining holds in Remaining Hold Mode B is a winning symbol a or f that does not advance, the result screen may be displayed at the end of Winning Performance 4B. Also, the result screen may be displayed not when Remaining Hold Mode B ends, but when Rush Mode B ends, that is, during or immediately before the display of a losing symbol when the final change (final time-saving change) in Rush Mode B ends (in this case, the remaining hold state is not included in the winning streak). Furthermore, if the result of the final change in Rush Mode B results in a winning symbol a or f (a falling symbol), the result screen may be displayed at the end of Winning Performance 2B.

[0277] In (b6), following the result screen of (b5), a mode transition screen is displayed and a mode transition effect is performed. In the mode transition effect, in addition to displaying the character 531 and background image 511, a mode transition display 549 is displayed, indicating that there will be a mode transition from remaining reserved mode B to normal mode. The mode transition screen is displayed before the special chart variation display game (basically the special chart 1 variation display game) starts in normal mode. After that, the result screen of (b6) transitions to the normal mode display screen of (d).

[0278] As in (a5), (b5), and (a6), (b6), the background image 511, failure result display 542, and mode transition display 549, which are some of the effects, are the same between the effects executed after a failure result occurs in remaining hold mode A as a game result different from a successful result, and the effects executed after a failure result occurs in remaining hold mode B as a game result different from a successful result. Note that in (a6) and (b6), the displayed characters can be the same or the characters can be hidden to create identical mode transition screens (mode transition effects). In this way, when a failure result does not result in a transition from remaining hold mode A and remaining hold mode B to an advantageous state (pullback, revival), or when the advantageous state does not continue, at least some of the mode transition effects are the same. This makes it easier to recognize that the normal game state (normal mode) is entered in common after remaining hold mode A and remaining hold mode B, enhancing the enjoyment of the game.

[0279] In this embodiment, a successful result is a winning result (predetermined game result) that allows a transition to an advantageous state in the remaining reservation mode. On the other hand, a failure result is a losing result (a game result different from the predetermined game result) or a winning result that does not transition to an advantageous state occurring one or more times (a number of times equivalent to the number of remaining reservations (here, four) immediately before or at the start of the remaining reservation mode), and a failure result does not result in a transition to an advantageous state. In the remaining reservation mode, the possibility of a failure result occurring without transitioning to an advantageous state increases each time a losing result occurs (each time the predetermined game result is not achieved).

[0280] As mentioned above, winning results that can transition to an advantageous state (can be promoted) are winning results with symbols b, c, and d in remaining hold mode A, and winning results with symbols b, c, d, and e in remaining hold mode B. Winning results that do not transition to an advantageous state (cannot be promoted) are winning results with symbols a, e, and f in remaining hold mode A, and winning results with symbols a and f in remaining hold mode B. As a variant, there may be winning results with time-saving symbols that do not generate a jackpot state (jackpot game), in which case winning results that can transition to an advantageous state (can be promoted) include winning results with time-saving symbols.

[0281] 8 and 9, the background images 505, 506, 508, 509, 511, and 515 corresponding to each presentation mode and each situation are different and distinguishable from one another, making it easier for the player to grasp each game state and situation, thereby increasing the enjoyment of the game. Also, displays such as the mode display 501, right-hit instruction display 503, left-hit instruction display 504, power outage recovery display 540, failure result display 542, number of jackpots display 545, number of balls acquired display 547, and mode transition display 549 may not simply display information in characters (text), but may be displayed decoratively by adding decorative characters or ornaments as part of the presentation.

[0282] FIG. 10 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and illustrates screen transitions related to the winning effect 3A, winning effect 3B, and winning effect 6.

[0283] After (f1), the winning effect 3A is executed as shown in the display screens (f2) and (f3).

[0284] In the remaining reserve mode A ((a3) of FIG. 8), when the special chart 2 variable display game results in a winning result with winning symbols b, c, and d, as shown in (f1), a decorative stop symbol (here, odd symbol "333") corresponding to each winning symbol is displayed on the display screen for a predetermined display period. In (f1), in response to a winning result (winning symbols b, c, and d) that can transition to an advantageous state in the remaining reserve mode, a successful result display 550 (for example, a text display "Battle successful") indicating a successful result is displayed.

[0285] In (f2), following (f1), the display screen becomes the opening screen, and the opening effect of the small win state or the big win state is executed as part of the winning effect 3A. In the opening effect, a predetermined type of image 551 (here, the mark ☆) is displayed as a background image, and a character display 553a indicating a win (here, "pullback bonus") and a right-hit instruction display 503 are displayed. The character display 553a also indicates that after the winning state, the game will be pulled back from the remaining hold mode (remaining hold state) to the rush mode (advantageous state).

[0286] Next, in (f3), during a small win round or a big win round in which round play is performed, a round effect is executed as part of the winning effect 3A. In the round effect, a background image 518 including an image imitating a mountainous region, an image object 556 (display object) imitating a tank, the same character 530 as in the remaining reserve mode A, and a right-hit instruction display 503 are displayed. The background image 518 for the round effect is different from the background image for the opening effect (including the mark ☆), making it easier to understand that it is a round effect. For example, in the round effect, a battle effect is executed in which a tank and a character 530 battle each other. After the winning effect 3A ends, the display screen changes to rush mode A as shown in (a1), and the player is pulled back from the remaining reserve mode A.

[0287] After (g1), the winning effect 3B is executed as shown in the display screens of (g2) and (g3).

[0288] In the remaining reserve mode B ((b3) of FIG. 8), when the special chart 2 variable display game results in a winning result with winning symbols b, c, d, and e, as shown in (g1), a decorative stop symbol (here, odd symbol "555") corresponding to each winning symbol is displayed for a predetermined display period on the display screen. In (g1), in response to a winning result (winning symbols b, c, d, and e) that can transition to an advantageous state in the remaining reserve mode, a successful result display 550 (for example, a text display "Battle Success") indicating a successful result is displayed.

[0289] In (g2), following (g1), the display screen changes to the opening screen, and the opening effect for a small win or big win state is executed as part of the winning effect 3B. Like (f2), the opening effect displays multiple images 551 of a predetermined type (here, the star symbol) as background images. However, the difference from (f2) is that images 551 are added to (f2), and there are more images 551 in (g2) than in (f2). Therefore, the winning effect 3B for transitioning to advantageous state B, which is more advantageous (higher) than advantageous state A, is more lively or flashy than the winning effect 3A for transitioning to advantageous state A, thereby enhancing the excitement of the game. As in (f2), a text display 553a (here, "pullback bonus") indicating a win and a right-hit instruction display 503 are displayed.

[0290] Next, in (g3), the round effect is executed as part of the winning effect 3B. In the round effect of (g3), as in (f3), the background image 518, the image object 556, and the right-hit instruction display 503 are displayed. However, it differs from the winning effect 3A of (f3) in that the same character 531 as in the remaining hold mode B is displayed. After the winning effect 3B ends, the display screen changes to rush mode B as in (b1), and the player is pulled back from the remaining hold mode B.

[0291] As described above, the content of the effects is at least partially different between the winning effect 3A (first effect) from when a winning result (winning symbols b, c, d) occurs in remaining reserved mode A until rush mode A is selected, and the winning effect 3B (second effect) from when a winning result (winning symbols b, c, d, e) occurs in remaining reserved mode B until rush mode B is selected. Therefore, the player can understand whether they will transition (promote) to rush mode A or rush mode B by winning effect 3A and winning effect 3B, which can increase the player's interest in the game.

[0292] After (h1), a winning effect 6 according to a modified example may be executed, as shown in the display screens of (h2) and (h3).

[0293] As a variant example, in the remaining reserved mode A ((a3) of FIG. 8), when the special chart 2 variable display game results in a winning result with winning symbol b, as shown in (h1), a decorative stopping symbol (here, odd symbol "777") corresponding to the winning symbol b may be displayed stopped for a predetermined display period on the display screen. In (h1), in response to the winning result (winning symbol b) that can transition to an advantageous state in the remaining reserved mode, a successful result display 550 (for example, a text display "Battle successful") indicating a successful result is displayed.

[0294] In (h2), following (h1), the display screen changes to the opening screen, and the opening effect for a small win or big win is executed as part of the winning effect 6. Like (f1) and (f2), the opening effect displays multiple images 551 of a predetermined type (here, ☆ marks) as background images. However, unlike (f1) and (f2), images 551 are added to (f1) and (f2), and the number of images 551 is greater in (h2) than in (f1) and (f2). When transitioning from the remaining reserved state A to an advantageous state, the transition to advantageous state A occurs in most cases. However, in a variant, the transition to advantageous state B, which is more advantageous than advantageous state A, occurs occasionally when winning symbol b is hit. In this case, winning effect 6 can be made more lively or flashy than winning effects 3A and 3B, enhancing the excitement of the game. Note that a right-hit instruction indicator 503 is also displayed on the display screen.

[0295] Also, in (h2), text display 553b (here, "Super Pullback Bonus") indicating a win is displayed. Text display 553b has the "super" part added to text display 553a, and suggests or notifies that the player will not be pulled back to the original advantageous state A in which the player was in before remaining hold mode A, but will transition to advantageous state B, which is more advantageous than advantageous state A. Text display 553b functions as a means (first notification means, first suggestion means) for suggesting or notifying that the player will transition from remaining hold mode A to advantageous state B, which is different from normal. Note that the "pullback bonus" part of text display 553b and text display 553a is common to winning effect 3A in (f2), winning effect 3B in (g2), and winning effect 6 in (h2), and as a promotion effect, it makes it easier for the player to understand that the player will be pulled back and promoted.

[0296] Next, in (h3), a round effect is executed as part of winning effect 6. In the round effect of (h3), as in (f3), a background image 518, an image object 556, a right-hit instruction display 503, and the same character 530 as in remaining hold mode A are displayed. However, it differs from winning effect 3A in (f3) in that a text display 558 is displayed. The text display 558 functions as a means (second notification means, second suggestion means) for suggesting or notifying that a transition from remaining hold mode A to advantageous state B will occur, which is different from normal, and displays, for example, "To a higher-level rush?" After winning effect 6 ends, the display screen changes to rush mode B as shown in (b1), and the transition from remaining hold mode A to rush mode B will occur.

[0297] 10, the background image for the opening effect (including the symbol ☆) and the background image 518 for the round effect are different from the background images 505, 506, 508, 509, 511, and 515, making it easier to see that a winning effect is occurring. On the display screen, the displays of the winning symbol, right-hit instruction display 503, success result display 550, character displays 553a, 553b, and 558, etc., may not simply display information in characters (text), but may be displayed decoratively by adding decorative characters or ornaments as part of the effect.

[0298] [Modification] Modifications (alternative examples) not mentioned in the above description are summarized below. The following modifications can also improve the enjoyment of the game.

[0299] Since remaining reserved states A and B are also more advantageous to the player than the normal game state (normal mode), remaining reserved state A may be considered advantageous state C, and remaining reserved state B may be considered advantageous state D. In this case, in advantageous states C and D (remaining reserved states A and B), there is a possibility that the advantageous state will end. Since advantageous state D is a slight time-saving state, it may be more advantageous than remaining reserved state C. Advantageous states A and B are advantageous to the player as they are expected to obtain more balls than advantageous states C and D (remaining reserved states A and B). Furthermore, remaining reserved state A and advantageous state A may be considered together as one advantageous state, and remaining reserved state B and advantageous state B may be considered together as one advantageous state.

[0300] In the above-described embodiment, the remaining pending states A and B were described as predetermined situations after the transition conditions (such as a win due to a falling symbol or reaching the number of time-saving times) are established in the advantageous states A and B. However, this is not limited to this, and the predetermined situations may include situations that are visually distinguishable during the advantageous states A and B. For example, if the display screen of the final change (the final change display game in the advantageous states A and B, the final time-saving change) when the transition conditions are determined to be established during the advantageous states A and B can be distinguished from other screens in terms of presentation, the final change may also be included in this predetermined situation. If a result screen is displayed immediately before the end of the final change, the final change can be distinguished in terms of presentation at least at the time the result screen is displayed. Note that a win due to a falling symbol or reaching the number of time-saving times can be determined at the start of the final change (the final change display game) during the advantageous states A and B.

[0301] In FIG. 5, the remaining reserved states A and B are distinguished as no time reduction and slight time reduction, but other ways of distinguishing may be used. For example, the remaining reserved state B may be a latent probability variable state. The latent probability variable state is a probability variable state in which the probability of a direct hit is higher than in the normal game state but there is no time reduction. Also, for example, the remaining reserved states A and B may be distinguished by differences in the characteristics of the variable display game (variation time, etc.).

[0302] In addition, the remaining reserved state A may be regarded as a normal gaming state or a low base state because the payout rate (base value) is the same as that of the normal gaming state. The remaining reserved state B may be regarded as a normal gaming state or a low base state if the payout rate (base value) is about the same as that of the normal gaming state because the opening time of the normal variable winning device 37 is extremely short.

[0303] In Figure 5, after a jackpot (first hit) from the normal game state, the game transitions to advantageous state A, but after a jackpot (first hit), the game transitions to advantageous state B, and then, with a specific winning pattern (for example, winning pattern b), the game transitions from advantageous state B to advantageous state A.

[0304] The execution frequency (appearance rate) of effects that can be executed in advantageous states (advantageous state A and / or advantageous state B) and the expectation level of the effects (for example, the expectation level of a jackpot) may be customizable to enhance the enjoyment of the game. A player may adjust (customize) the expectation level and execution frequency by operating the effect button 25 and the directional key switch 450 according to a menu screen displayed on the display device 41 during any period during play or while waiting for a customer (including during an advantageous state). On the other hand, the execution frequency and expectation level of the effects that can be executed in the remaining hold states A and B may not be customizable, or a period may be set during which the customization content cannot be reflected even if the player performs the above operation. Note that, because the remaining holds may be consumed quickly (shortening the fluctuation time of the variable display game related to the remaining holds), it is preferable to set a period during which the customization content cannot be reflected, especially during the remaining hold states A and B.

[0305] In Figure 8, the mode display 501 may not distinguish between rush mode A and rush mode B, and may simply display the text "rush mode" as the same display, or may not distinguish between remaining hold mode A and remaining hold mode B, and may simply display the text "remaining hold mode" as the same display.

[0306] In the remaining reserved state A and the remaining reserved state B, an advance notification effect may be executed that notifies the player in advance (before the winning result is shown) in a manner that the player can recognize that there will be a reversion (transition) to an advantageous state due to the winning result of the variable display game currently being executed or the winning result of the variable display game based on the unconsumed remaining reserved (corresponding to the reserved display 631a). The advance notification effect that notifies (prevents) the player of a reversion to an advantageous state in advance can heighten the player's expectations and increase the enjoyment of the game. The advance notification effect may be executed as part of a look-ahead notification effect. Furthermore, the advance notification effect includes the same notification content (same effect) and different notification content (different effect) in the remaining reserved state A and the remaining reserved state B. For example, in Figure 8, if the advance notification effect is performed by displaying the lines of character 530 in remaining hold mode A and the lines of character 531 in remaining hold mode B (text display such as "Pull back to advantageous state..." or "Congratulations on the pull back"), the content of the lines (lines) of both characters can be the same in some parts and different in others, or the lines can be completely identical but the shape of the frame surrounding the lines or the color of the lines can be different.

[0307] [Effects of the embodiment or its modified example] In this embodiment, the gaming machine 10 can assume a first advantageous state (e.g., advantageous state A) and a second advantageous state (e.g., advantageous state B), which are more advantageous to the player than the normal gaming state. In a first situation (e.g., remaining reserved state A) after a predetermined condition (e.g., a win due to a falling symbol or the number of time-saving times reached) is met in the first advantageous state, the first advantageous state can be assumed if a predetermined gaming result (e.g., a winning result) is achieved, and there is a possibility that the first advantageous state will not be assumed if the predetermined gaming result is not achieved. In a second situation (e.g., remaining reserved state B) after a predetermined condition (e.g., a win due to a falling symbol or the number of time-saving times reached) is met in the second advantageous state, the second advantageous state can be assumed if a predetermined gaming result (e.g., a winning result) is achieved, and there is a possibility that the second advantageous state will not be assumed if the predetermined gaming result is not achieved. In the first situation, the first advantageous state is assumed based on at least one of the gaming state when a predetermined gaming result (e.g., a winning result) is achieved and the type of the predetermined gaming result (e.g., the type of winning symbol). In the second situation, a second advantageous state is taken based on at least one of the game state when a predetermined game result (for example, a winning result) is achieved and the type of the predetermined game result (for example, the type of winning symbol).

[0308] Therefore, there is a possibility that the first advantageous state will continue by being pulled back from the first situation (e.g., remaining reserved state A) to the first advantageous state (e.g., advantageous state A), and there is a possibility that the second advantageous state will continue by being pulled back from the second situation (e.g., remaining reserved state B) to the second advantageous state (e.g., advantageous state B), thereby increasing the enjoyment of the game. Also, because the first advantageous state and the second advantageous state continue depending on the game state when a predetermined game result (e.g., a winning result) is achieved and the type of predetermined game result (e.g., type of symbol), the player will begin to pay attention to this game state and the type of game result, thereby increasing the enjoyment of the game.

[0309] In this embodiment, in the normal gaming state, the first game (e.g., the special chart 1 variable display game) is primarily executed, and in the first and second advantageous states, the second game (e.g., the special chart 2 variable display game) is primarily executed. The first situation includes a situation in which a start memory capable of starting the second game exists after a predetermined condition is met in the first advantageous state, and if the first game or second game started in that situation achieves a predetermined result, the first advantageous state occurs, and the second advantageous state does not occur. The second situation includes a situation in which a start memory capable of starting the second game exists after a predetermined condition is met in the second advantageous state, and if the first game or second game started in that situation achieves a predetermined result, the second advantageous state occurs, and the first advantageous state does not occur.

[0310] Therefore, after the first advantageous state ends, the game falls into a first situation (remaining pending state) in which a start memory that can start the second game exists, and then the game can be pulled back to the original first advantageous state before the fall (for example, advantageous state A), which makes the game more interesting. Also, after the second advantageous state ends, the game falls into a second situation (remaining pending state) in which a start memory that can start the second game exists, and then the game can be pulled back to the original second advantageous state before the fall (for example, advantageous state B), which makes the game more interesting.

[0311] In this embodiment, the presentation executed after a game result different from a predetermined game result (e.g., a losing result or a failure result) occurs in the first situation is at least partially the same as the presentation executed after a game result different from a predetermined game result (e.g., a losing result or a failure result) occurs in the second situation.

[0312] Therefore, it becomes easier to recognize the commonality between the first situation and the second situation, that they are unstable situations with respect to whether or not there will be a transition to an advantageous state (a pullback or continuation), thereby enhancing the enjoyment of the game. In particular, it becomes easier to recognize the commonality even when the first situation and the second situation are in different game states (for example, a slight time-saving state and a non-time-saving state). Furthermore, when a game result different from the predetermined game result results in no transition (pullback) or continuation of the advantageous state from the first situation and the second situation, at least some of the effects (for example, mode transition effects) become the same. Therefore, it becomes easier to recognize that a common game state (for example, a normal game state) will occur after the first situation and the second situation, thereby enhancing the enjoyment of the game.

[0313] In this embodiment, the presentation content before one of the first and second situations is different from the presentation content of the one situation, so the player can distinguish the first and second situations from their respective previous situations, which increases the interest of the game.

[0314] In this embodiment, the first effect (for example, winning effect 3A) from when a predetermined game result is achieved in the first situation until the first advantageous state is achieved, and the second effect (for example, winning effect 3B) from when a predetermined game result is achieved in the second situation until the second advantageous state is achieved, have at least some different content. Therefore, the player can understand whether they will achieve the first advantageous state or the second advantageous state (for example, to which state they will be promoted) from the first effect and the second effect, which can increase their interest in the game.

[0315] In this embodiment, between the time from when power is restored after a power outage in the first situation until the first advantageous state is achieved, and the time from when power is restored after a power outage in the second situation until the second advantageous state is achieved, there is a first period in which the content of the presentation or notification after power is restored is the same, and a second period in which the content of the presentation or notification is at least partially different. Therefore, the existence of the first period makes it easier for players to recognize power outages and power restoration after power outages (recovery, restoration, power on), thereby increasing the enjoyment of the game. Furthermore, in the second period other than the first period, the freedom of presentation increases, increasing the enjoyment of the game.

[0316] In this embodiment, it is possible to transition from the first advantageous state to the second advantageous state without passing through the first situation (e.g., remaining reserved state A). Therefore, if the second advantageous state is more advantageous to the player than the first advantageous state, it is possible to give the player joy without causing anxiety by falling back to the first situation, thereby increasing the interest of the game. For example, if a winning result is achieved with a specific winning symbol (e.g., winning symbol b) in the first advantageous state (e.g., lower-rank rush state), it is possible to transition to the second advantageous state (e.g., higher-rank rush state) without passing through the first situation (e.g., remaining reserved mode A).

[0317] In this embodiment, if a game result different from the predetermined game result (e.g., a losing result) occurs in the first situation, the first advantageous state can be achieved again, and if a game result different from the predetermined game result (e.g., a losing result) occurs in the second situation, the second advantageous state can be achieved again. Furthermore, depending on the type of predetermined game result (e.g., winning symbols a, e, and f) in the first situation, the first advantageous state can be achieved again, and depending on the type of predetermined game result (e.g., winning symbols a and f), the second advantageous state can be achieved again, and the second advantageous state can be achieved again. Therefore, the first situation or the second situation, which is unstable as to whether or not there will be a transition to an advantageous state (a pullback), continues over several variable display games (games) or several predetermined game results (e.g., a winning result), increasing the player's sense of impatience. If a transition to an advantageous state occurs, the player is given great joy, and the enjoyment of the game can be enhanced.

[0318] In this embodiment, either the first situation (for example, remaining reservation mode A) or the second situation (for example, remaining reservation mode B) is a situation in which the game ball is more likely to enter a predetermined winning hole than the other situation (for example, a slight time-saving situation). Therefore, the first situation and the second situation can be clearly distinguished in terms of control, and the interest in the game can be improved.

[0319] In this embodiment, in the first advantageous state (or the second advantageous state), if the result of the game executed as a game is the first game result (for example, a winning result of winning symbols c and d), the first advantageous state (or the second advantageous state) continues through a special game state (for example, a small win state or a big win state), and if the second game result is the second game result (for example, a winning result of winning symbols a and f), the first situation (or the second situation) is continued through the special game state. The number of rounds (number of rounds) in the special game state when transitioning to the first situation (or the second situation) (for example, 2 rounds) is fewer than when the first advantageous state (or the second advantageous state) continues (for example, 10 rounds). Therefore, when falling from an advantageous state (for example, a rush state) to the first situation (or the second situation), the fall occurs quickly, giving the feeling of a sudden fall, which can increase the interest in the game.

[0320] In this embodiment, the type of predetermined game result that results in the first advantageous state (e.g., the type of winning symbol) can be different from the type of predetermined game result that results in the second advantageous state (e.g., the type of winning symbol). Therefore, when the types of predetermined game results are different, even if the game state at the time of the predetermined game result (e.g., winning result) is the same, different advantageous states can be achieved, which can surprise the player and increase the interest in the game. Furthermore, the probability of achieving the first advantageous state in the first state (e.g., the promotion probability) can be made different from the probability of achieving the second advantageous state in the second state (e.g., the promotion probability), which can increase the variety of the game and increase the interest in the game.

[0321] In this embodiment, the type of predetermined game result (for example, the type of winning symbol) that results in the first advantageous state and the type of predetermined game result (for example, the type of winning symbol) that results in the second advantageous state can overlap. Therefore, if the game state when the predetermined game result (for example, the winning result) is achieved is different, even if the same type of overlapping game result occurs, different game states can be achieved, which can surprise the player and increase the fun of the game.

[0322] In this embodiment, at least one of the following is different between the first advantageous state and the second advantageous state: the probability of transition to another state (fall probability), the number of times of time reduction, the number of times of probability change, whether or not there is time reduction, whether or not there is probability change, and the probability of winning. Therefore, the first advantageous state and the second advantageous state are two types of game states that are different in advantage and easy to distinguish for the player. This increases the variety of gameplay and games, and improves the enjoyment of the game.

[0323] 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 also fall 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, while the above-described embodiment describes an example in which the gaming machine 10 is configured as a sealed-in pachinko machine (smart pachinko machine), the above-described embodiment may also be applied to a regular pachinko machine that is not a sealed-in pachinko machine. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is defined by the claims, and all modifications within the scope of meaning and content equivalent to the claims are intended to be included.

[0324] 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]

[0325] 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) 501 Mode display 503 Right-hand stroke instruction display (stroke instruction display) 504 Left-handed hitting instruction display (hitting instruction display) 540 Power outage recovery indicator 542 Failure result display 549 Mode transition indicator 550 Success result display 610 Variable Display Area 631a Hold display 631b Change pending display

Claims

1. In a gaming machine capable of taking a first advantageous state and a second advantageous state which are more advantageous to a player than a normal gaming state, In a first situation after a predetermined condition is established in the first advantageous state, if a predetermined game result is achieved, the first advantageous state can be achieved, and if the predetermined game result is not achieved, there is a possibility that the first advantageous state will not be achieved; In a second situation after a predetermined condition is established in the second advantageous state, if a predetermined game result is achieved, the second advantageous state can be achieved, and if the predetermined game result is not achieved, there is a possibility that the second advantageous state will not be achieved; In the first situation, the first advantageous state is taken based on at least one of a game state when a predetermined game result is reached and a type of a predetermined game result; A gaming machine characterized in that, in the second situation, the second advantageous state is achieved based on at least one of the game state when a predetermined game result is achieved and the type of the predetermined game result.

2. a first game is primarily executed in the normal gaming state, and a second game is primarily executed in the first advantageous state and the second advantageous state; The first situation includes a situation in which there is a start memory that can start the second game after a predetermined condition is met in the first advantageous state, and when the first game or the second game started in this situation achieves a predetermined result, the first advantageous state occurs, but the second advantageous state does not occur; The gaming machine described in claim 1, characterized in that the second situation includes a situation in which a start memory exists that allows the second game to be started after a predetermined condition is met in the second advantageous state, and when the first game or the second game started in that situation achieves a predetermined result, the second advantageous state occurs and the first advantageous state does not occur.

Citation Information

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