Game machine
The gaming machine uses a decorative light emitting unit and display unit to transition modes with dynamic and static displays, addressing the lack of effective event notification in existing machines, thereby enhancing player engagement.
Patent Information
- Application Number
- JP2024176672
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-10-08
- Publication Date
- 2025-09-17
AI Technical Summary
Existing gaming machines lack effective mechanisms to appropriately notify players of events that affect game progression, leading to suboptimal player engagement and experience.
Incorporation of a decorative light emitting unit and a display unit with a front component that reflects light, transitioning the gaming machine from a basic mode to a special mode through a preparation mode, featuring dynamic and static displays with distinct colors and background objects, to enhance event notification.
Enhances player notification of game events, improving engagement and experience by visually signaling game progression changes.
Smart Images

Figure 2025134614000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, there is known a gaming machine that notifies a player when an event that affects the progress of a game, such as an illegal win, occurs (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-223570 Summary of the Invention [Problem to be solved by the invention]
[0004] However, further improvements are desired in the manner in which an event that affects the progress of a game occurs.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can more appropriately notify the occurrence of an event that affects the progress of a game. [Means for solving the problem]
[0006] In a representative aspect of the present invention, there is provided a gaming machine including a decorative light emitting unit, a display unit that performs a predetermined display, and a front component that is provided in front of the display unit and allows the display unit to be viewed from the front of the gaming machine, wherein the light emitted by the decorative light emitting unit can be reflected on the front component, and the state of the gaming machine can be transitioned from a basic mode to a special mode via a preparation mode, the basic mode is a mode that allows progress of a game, the preparation mode is a mode that suggests the possibility of transitioning to the special mode, and the special mode is a mode that makes progress of the game impossible, and in the preparation mode and the special mode, a special mode related display including at least characters related to the special mode is displayed on the display unit together with a predetermined background object, and in the preparation mode, the background object is moved. a background object, a special mode-related display, a static display, and a light-emitting state of the decorative light-emitting unit, each of which can be a dynamic display of a color different from the display color of the special mode-related display; in the special mode, the background object, the special mode-related display, and a static display, and the light-emitting state of the decorative light-emitting unit, each of which can be a static display of a color different from the display color of the special mode-related display; the basic modes include a first game mode and a second game mode; the preparation modes include a first preparation mode and a second preparation mode; and when a predetermined condition is satisfied, the state of the gaming machine can be transitioned to the first preparation mode; and when a specific condition is satisfied during the second game mode, the state of the gaming machine can be transitioned to the special mode via the second preparation mode.
[0007] According to another aspect of the present invention, there is provided a gaming machine including a decorative light emitting unit, a display unit that performs a predetermined display, and a front component that is provided in front of the display unit and allows the display unit to be viewed from the front of the gaming machine, wherein light emitted from the decorative light emitting unit can be reflected on the front component, and the state of the gaming machine can be transitioned from a basic mode to a special mode via a preparation mode, the basic mode is a mode that allows progress of a game, the preparation mode is a mode that suggests the possibility of transitioning to the special mode, and the special mode is a mode that makes progress of the game impossible, and in the preparation mode and the special mode, a special mode related display including at least characters related to the special mode is displayed on the display unit together with a predetermined background object, and in the preparation mode is capable of dynamically displaying the background object, statically displaying the special mode related display, and making the light-emitting state of the decorative light-emitting unit a dynamic state with a color different from the display color of the special mode related display, and in the special mode, the background object is statically displayed, the special mode related display is statically displayed, and the light-emitting state of the decorative light-emitting unit a static state with a color different from the display color of the special mode related display, and the basic modes include a first game mode and a second game mode, and when a predetermined condition is satisfied, the state of the gaming machine can be transitioned to the preparation mode, and the gaming machine enters the second game mode during the preparation mode, and when a specific condition is satisfied during the second game mode, the state of the gaming machine can be transitioned to the special mode. [Effects of the Invention]
[0008] According to the above aspect of the present invention, it is possible to more appropriately notify the occurrence of an event that affects the progress of a game. [Brief explanation of the drawings]
[0009] [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] 10A and 10B are diagrams illustrating the configuration of a performance display monitor attached to a board case and how light emitted from the performance display monitor is reflected on the board case. [Figure 6] 4 is a flowchart showing an outline of a stop mode-related process according to the first embodiment. [Figure 7] FIG. 2 is a diagram illustrating the behavior of the gaming machine in the first gaming mode. [Figure 8] FIG. 2 is a diagram illustrating the behavior of the gaming machine in the first standby mode. [Figure 9] 10A and 10B are diagrams illustrating the behavior of the gaming machine in stop mode. [Figure 10] FIG. 10 is a diagram illustrating the behavior of the gaming machine in the second gaming mode. [Figure 11] FIG. 10 is a diagram showing an example of the behavior of the gaming machine in the second standby mode. [Figure 12] FIG. 10 is a diagram showing an example of a specific behavior of the gaming machine when executing a stop mode-related process according to the first embodiment. [Figure 13] 10A to 10C are diagrams showing an example of specific behavior of the gaming machine when executing stop mode-related processing in each mode according to the second embodiment. [Figure 14] 11 is a flowchart showing an outline of a stop mode-related process according to the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] [First 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.
[0011] [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.
[0012] 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.
[0013] 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.
[0014] 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.
[0015] Various frame components are arranged around the edge of the glass frame 15 around the cover glass 14.
[0016] Decorative lamps 18a, 18b, and 18c capable of producing light effects according to the game status are arranged on the top, right side, and left side of the glass frame 15. The decorative lamps 18a, 18b, and 18c house lighting elements such as LED effects 46 (see FIG. 4) inside, and are performance devices that produce light effects according to the game status. These decorative lamps 18a, 18b, and 18c together make up the frame decorative lamp 18. Although not shown in the figures, in this embodiment, lighting elements housing LED effects 46 (hereinafter referred to as "board LEDs") are also provided on the surface of the gaming board 30.
[0017] 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.
[0018] 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.
[0019] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. Multiple effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch or a general switch consisting of multiple (e.g., four) switches arranged in the front, back, left, and right directions. The directional key switch 450, for example, adjusts the light intensity (brightness, luminance) of the effect LED 46 by increasing or decreasing (+ / -) the two left and right switches, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+ / -) the volume of the speaker 19. The directional key switch 450 can also be used to set customization details, for example, by selecting an item from a menu displayed on the main display 41. The directional key switch 450 may have not only left, right, and front and back switches, but also a button switch in the center. In the directional key switch 450, detection signals indicating the on / off state can be generated from each of the left, right, front, and back switches. In addition, the gaming machine 10 may have a light intensity adjustment switch that adjusts the light intensity of the effect LED 46 and a switch that adjusts the volume of the speaker 19, independent of the directional key switch 450.
[0020] 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 main display 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.
[0021] 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.
[0022] The game state when the variable display game is executed consists of multiple game states. The normal game state (normal game) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). The special game state is a non-normal game state, and includes a specific game state (specific game) and a special game state (special game). For example, specific game states include a normal power support state (high base state, time-saving or time-saving state, or RUSH or RUSH 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 (jackpot game) and a small jackpot game state (small jackpot state, small jackpot game). The high base state is a state in which the ball payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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).
[0027] 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.
[0028] 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.
[0029] 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. 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 frame 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.
[0030] 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] [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.
[0036] 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.
[0037] 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 main display 41 is arranged as a performance display device (variable display device) that variably displays (changeably displays) multiple pieces of identification information. The main display 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 main display 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.
[0038] The display screen (display unit) of the main display 41 is provided with a plurality of variable display areas, and in each variable display area, identification information (special symbols) and images that create a variable display game are displayed. In addition to the main display 41, another sub-display (auxiliary display) capable of displaying images may be provided. For example, the sub-display may be smaller in size than the main display 41, and may have a structure that allows it to move from near the periphery of the main display 41 to near the center in front of it as part of the effect, and also function as a movable effect body 44 (movable gadget, see Figure 4).
[0039] 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).
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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.
[0044] 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).
[0045] 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.
[0046] 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 gaming balls to pass through easily. The game control device 100 can detect the passage of a 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 main display 41 or the like.
[0047] 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 occurs, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning port) in the special variable winning device 39, resulting in a jackpot. The configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines. For example, this embodiment can be applied to a V-type variable machine (V-ST machine) in which a probability variable state (high probability state, specific gaming state) is determined after the jackpot ends when a gaming ball enters the specific area 86 (V winning port), and this embodiment can also be partially applied to gaming machines that do not have the specific area 86.
[0048] When a gaming ball enters a large winning slot of the general winning slot 35, the starting winning slot 36, the normal variable winning device 37, or the special variable winning device 39, the frame control device 200 (see FIG. 3) provides the number of winning balls according to the type of winning slot as numerical data and adds it to the number of balls held by the gaming machine (number of available gaming balls, number of available 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 slots, etc. In addition, the general winning slot 35, the starting winning slot 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 slot, etc.
[0049] 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.
[0050] 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.
[0051] 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).
[0052] 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 (e.g., some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a rotating fashion. The variable display game may 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 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.
[0053] The display (lighting up, emitting light) of the collective display device 50 can be seen from the front of the gaming machine 10 through the cover glass 14. Therefore, players and managers can check the progress of the game by visually checking the display of the collective display device 50.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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), and a variation pattern random number value. 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 main display 41.
[0063] 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).
[0064] 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.
[0065] Furthermore, on the main display 41, a decorative special symbol variable display game is executed in which multiple types of identification information are variably displayed in response to each special symbol variable display game on the special symbol 1 display 51 or the special symbol 2 display 52. The identification information on the main display 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.
[0066] The decorative special symbol variation display game (decorative symbol variation game, effect game) on the main display 41 is carried out by starting a varying 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 main display 41. In this way, the identification information (decorative special symbol) displayed on the main display 41 varies (including changes and movements) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a symbol variation game. Furthermore, the main display 41 displays a variety of effects, such as the appearance of character images (picture images), to enhance the game's appeal. 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 main display 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, by scrolling or rotating the display in the same way as the decorative special pattern change display game.
[0067] In the following, the above-mentioned decorative special symbols and decorative normal symbols displayed on the main display 41 will be collectively referred to as "decorative symbols" as appropriate.
[0068] 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 entered. Correspondingly, the display state of the main display 41 becomes a special result state (for example, a state in which numbers such as "777" are lined up).
[0069] 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).
[0070] 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 main display 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.
[0071] 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 (big win game state, special game state), so the game value (number of balls won) 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.
[0072] Here, we will explain the difference between a big win and a small win.
[0073] 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.
[0074] 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.
[0075] In addition, the special chart 2 variation display game is executed with priority over the special chart 1 variation display game, and when there is a start memory for the special chart 1 variation display game and the special chart 2 variation display game and it becomes possible to execute the special chart variation display game, the special chart 2 variation display game is executed (special chart 2 reserved priority consumption, special chart 2 priority variation). Alternatively, the special chart 1 variation display game and the special chart 2 variation display game may be executed in the order in which the winning (i.e., start memory) occurred (winning order consumption), and when a start memory for the special chart 1 variation display game and / or the special chart 2 variation display game occurs and it becomes possible to execute the special chart variation display game, the variation display game based on the oldest start memory may be executed. In addition, unless otherwise specified, in this embodiment, it is assumed that the special chart 2 priority variation (special chart 2 reserved priority consumption) and the special chart 2 variation display game is executed with priority over the special chart 1 variation display game.
[0076] 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.
[0077] [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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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 frame control device 200. Here, initialization basically means clearing to zero, which erases the information and sets it to zero; however, 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.
[0082] 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.
[0083] 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.
[0084] 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.
[0085] 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.
[0086] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the frame 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 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).
[0087] 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.
[0088] The frame 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 or data) from the game control device 100.
[0089] 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.
[0090] 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.
[0091] 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.
[0092] 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 frame control device 200 to the gaming control device 100 via the input unit 120.
[0093] 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 frame control device 200 via the output unit 130.
[0094] 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).
[0095] 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.
[0096] 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.
[0097] 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.
[0098] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device (performance display monitor 152), LED on / off data of the performance display monitor 152 using the corresponding output port and driver.
[0099] In this embodiment, the performance display monitor 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.
[0100] The performance display monitor 152 can display performance information such as the ball payout rate (base value). The performance information is derived based on the number of winning balls (number of game values) obtained by winning, and includes, for example, the ball payout rate (base value), the ratio of bonus balls, and the number of dispensed balls.
[0101] 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.
[0102] 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).
[0103] 5 shows an example of the performance display monitor 152 provided on the game control device 100 (main board). In particular, FIG. 5(A) shows a schematic front view of the board case 102 that houses the game control device 100, and FIG. 5(B) shows a schematic partial cross-sectional view of the board case 102.
[0104] As shown in FIG. 5(A), the performance display monitor 152 is attached to the game control device 100 housed in a board case 102 made of a transparent member. Therefore, the display (illumination) of the performance display monitor 152 can be seen from the front of the game control device 100 through the board case 102. As described above, the game control device 100 is disposed on the back side of the game board 30. Therefore, by opening the front frame 12, the display content (performance information) of the performance display monitor 152 can be visually confirmed through the board case 102. In particular, when the front frame 12 is opened, the open end side of the front frame 12 (the left side of FIG. 5(A)) rotates toward the back side of the drawing, with the pivot end side of the front frame 12 (the right side of FIG. 5(A)) as the axis. When the administrator checks the performance display monitor 152, the administrator visually checks the performance display monitor 152 from the open end side of the front frame 12. However, because the performance display monitor 152 is located on the axle end side of the front frame 12, the area around the performance display monitor 152 remains dim until the front frame 12 is fully opened. However, even in such a situation, the light emission mode of the performance display monitor 152 is reflected in the board case 102, allowing the lighting status of the performance display monitor to be efficiently confirmed, improving the efficiency of the manager's daily inspection work.
[0105] Furthermore, as shown in FIG. 5B, when the performance display monitor 152 is turned on, the area on the board case 102 facing the performance display monitor 152 (hereinafter referred to as the “reflection area R p Therefore, even when the manager cannot directly check the display of the performance display monitor 152 from the front, such as when the gaming parlor is open, he or she can check the lighting state of the performance display monitor 152 (at least whether it is on or off) by opening the front frame 12 and visually checking the lighting state of the performance display monitor 152 reflected on the board case 102.
[0106] The performance display monitor 152 may be provided in a location other than on the game control device 100 (main board).
[0107] [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.
[0108] 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.
[0109] In this embodiment, the activation condition of the safety device is (1) the value (counter value) of the counting counter capable of counting (measuring) MY reaches a reference value (a predetermined value, 95,000 in this embodiment), and (2) the game is neither a big win nor a small win. MY corresponds to the increase in the number of game balls from the reference value, which is the point at which the number of game balls has decreased the most (the point at which the player's loss of game balls is greatest) when the game results are obtained during a day's business at the gaming parlor (a day's operation of the gaming machine 10). The counting counter (which may be called a reference value counter) used to count MY basically counts the value obtained by subtracting the number of discharged balls (number of out balls) from the number of safe balls (number of safe balls - number of discharged balls). However, if the counting counter is 0, the counter does not subtract even if there are discharged balls (out balls) (counter value ≧ 0). Thus, the activation condition of the safety device consists of two conditions (1) and (2). The activation conditions may be other conditions, for example, condition (1) may be that the number of safe balls or the specific number of balls (number of safe balls - number of discharged balls) reaches a reference value. Condition (2) may be that the special variable prize winning device is not activated or that the large prize winning port is not open.
[0110] In this embodiment, the number of safe balls is the total number (number of acquired balls, number of dispensed balls) of prize balls determined to be awarded (basically equal to the number of prize balls actually awarded). The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter increases when a prize ball is won in a prize slot, thereby increasing the number of safe balls by the number of prize balls, and decreases when one game ball is discharged from the game area 32, thereby increasing the number of discharged balls by 1 (however, if the counting counter is 0, it does not decrease and remains 0). The counting counter can be set, for example, by providing an area for storing counter values in the RAM 111c of the game control device 100. The counter value of the counting counter may be decremented. For example, the counter value of the counting counter may be set to 95,000 as the origin, and may be subtracted as the number of safe balls increases, and added as the number of discharged balls increases (however, if the counter value is at the origin of 95,000, no addition is made and it remains at 95,000). In this case, the reference value of the counter value described above for defining the activation conditions of the safety device is set to 0.
[0111] Note that the number of fired balls, which is the number of fired balls that have been fired into the play area 32, may be used instead of the number of ejected balls. The number of fired game balls and the number of ejected game balls may be collectively referred to as the 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 counter value of the counting counter is decremented by -1 each time a game ball is fired by the ball launcher, and is incremented by +1 each time a foul ball is produced.
[0112] For example, a counter value less than 90,000 causes the safety device (complete function) to enter an inactive state (a normal state in which a complete function activation warning, complete function activation notice, or complete function activation notification is not being executed). A counter value between 90,000 and 94,999 causes the safety device to enter a complete function activation warning state, which notifies (warns) that the safety device may be activated. In the complete function activation warning state, text indicating that the complete function activation state is approaching is displayed on the main display 41. Furthermore, when the counter value reaches 95,000, the safety device enters a complete function activation notice state, which notifies (warns) that the safety device will be activated (is scheduled to be activated), or a complete function activation notification state (activated state, activated state) in which the safety device is currently activated. In the complete function activation notice state, text indicating that the complete function activation state will be activated is displayed on the main display 41. In addition, in the complete function activation notification state, a display including text suggesting that the complete function is currently activated is displayed.
[0113] In addition, when the counter value reaches 95,000 (the reference value), if there is a big hit or a small hit, the complete function activation notice state will be entered, and if there is neither a big hit nor a small hit, the complete function activation notice state will be entered. Therefore, if the safety device enters the complete function activation notice state (activated state) before a big hit or a small hit occurs, a game stop state (a state where play is not possible, a state where play is prohibited) will occur immediately, and the complete function activation notice state will not occur. In addition, in the time-saving state or the probability variable state, the safety device is likely to enter the complete function activation notice state (activated state) before a big hit or a small hit occurs.
[0114] On the other hand, when the big win or small win ends and the big win or small win is no longer occurring, the safety device transitions from the complete function activation notice state to the complete function activation notification state (activated state, activated state). Note that if the counter value reaches 90,000 to 94,999, the complete function activation warning state may be generated even during a big win or small win. For example, if the counter value reaches 94,000 during a big win or small win, a complete function activation warning such as a message stating "Approximately 1,000 balls remaining until completion" may be issued, thereby alerting the player that the complete function is about to be activated. Furthermore, if the counter value reaches a reference value (95,000) in this situation, the complete function activation warning state may continue during the big win or small win (without transitioning to the complete function activation notice state), and the complete function activation notification state may be transitioned to after the big win or small win ends.
[0115] In the complete function activation warning state, the presentation control device 300 displays a complete function activation warning on the main display 41 to warn of the possibility of the complete function activation. As the complete function activation warning, the remaining number (the difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is counted down and a predetermined text display (for example, "Playing will end soon" is displayed). In the complete function activation notice state of the safety device during a small win or a big win, the presentation control device 300 displays a complete function activation notice (for example, the text "Playing will end after the win ends") on the main display 41 to warn of the activation of the complete function.
[0116] In the complete function activation notification state (not during a small win or a big win), which is the activation state of the safety device, i.e., when the game is stopped, the presentation control device 300 displays a complete function activation notification (for example, the words "playing stopped") on the main display 41, indicating that the complete function is activated. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets a safety device activation flag (safety device activation flag) to ON, indicating that the safety device is activated. The safety device activation flag (safety device activation flag) is cleared to 0 (safety device activation flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.
[0117] 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-winning switch is disabled, the prize-winning port (winning) is disabled, the solenoids that close the large prize-winning port, the specific area 86, the normal variable prize-winning device 37, etc. are stopped, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 and performance display monitor 152 are turned off. In the game-stop state, not only are the special chart variable display game and the normal chart variable display game unable to continue, but new special chart variable display games and new normal chart variable display games cannot be started. It is also possible to configure the game so that launching of game balls is not stopped in the game-stop state. In addition, in a game-stopped state, all of the light-emitting elements (LEDs) of the collective display device 50 may be turned off (fully off), while some or all of the light-emitting elements (LEDs) of the performance display monitor 152 may be turned on or off (fully off). Alternatively, in a game-stopped state, some or all of the light-emitting elements (LEDs) of the collective display device 50 may be turned on or off (fully off), while all of the light-emitting elements (LEDs) of the performance display monitor 152 may be turned off (fully off). Furthermore, in a game-stopped state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test-fire signal corresponding to the game-stopped state may be output to the test-fire device (a configuration in which the test-fire signal is not output is also possible). In a game-stopped state, the effect control device 300 turns off all of the effect LEDs 46 (fully off), or turns on some or all of them. However, when an error occurs, some or all of the effect LEDs 46 may be lit in red. Furthermore, in the game stop state, the performance control device 300 may stop the audio output from the speaker 19 to silence the sound (a configuration that does not silence the sound is also possible).
[0118] [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).
[0119] 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.
[0120] If the RAM clear switch 112 is off when the power is turned on, the system transitions to a normal power recovery state (normal power recovery mode), where power is simply restored.
[0121] [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 on the main display 41, the sound from 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 games. The effect LED 46 may be a full-color LED (light-emitting diode) that can emit light in various colors.
[0122] 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 main display 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.
[0123] 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.
[0124] 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.
[0125] The VDP 312 is provided 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 image data and video data (including video data and movie 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.
[0126] 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.
[0127] 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).
[0128] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LEDs (light emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work together with the performance display on the main display 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] [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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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).
[0137] Furthermore, the performance control device 300 displays, on the main display 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 serves as a performance control means for controlling performance related to the game (variable display game, etc.).
[0138] 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.
[0139] 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.
[0140] 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.
[0141] 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.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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).
[0146] 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. In addition, the time-saving state when the time-saving end condition can be specified by the number of times the normal chart variable display game is executed may be called the normal chart ST state.
[0147] 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, remaining reserve 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).
[0148] 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).
[0149] 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.
[0150] 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 monitor 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).
[0151] 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.
[0152] 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.
[0153] Furthermore, the timer interrupt processing can execute safety device-related processing that performs processing related to the safety device (complete function), counting processing that updates the counter value of a counting counter that can count MY, etc. In the safety device-related processing, safety device-related information such as the complete function activation notification status (activation status) of the safety device is sent as a command to the performance control device 300, and a safety device activation flag that indicates that the safety device is in operation is set.
[0154] 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.
[0155] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.
[0156] The game control device 100 can transmit game status commands indicating game states such as a normal game state, a time-saving state (normal power support state), or a special chart high probability state (probability variable state), error commands indicating errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include a counter information command indicating the counter value of a counting counter capable of counting MY, an operation warning command corresponding to the complete function operation warning state of the safety device, an operation notice command corresponding to the complete function operation notice state of the safety device, and an operating command corresponding to the complete function operation notification state (operating state) of the safety device.
[0157] 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 main display 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.
[0162] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the main display 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the main display 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 main display 41.
[0163] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the main display 41, and may also notify the user of the error by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b depending on the type of error command. If the error command includes information indicating the content of the error, the content of the error may be displayed on the main display 41.
[0164] When the performance control device 300 receives a counter information command, it displays information about the counter value of the counting counter on the main display 41. As information about the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95,000). However, this is not limited to this, and it may also be a countup display that displays the counter value as is. When the performance control device 300 receives an operation warning command, an operation notice command, or an operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the main display 41 in response to each command. Furthermore, when the performance control device 300 receives an operation warning command, it allows the countdown display of the counter value to start.
[0165] 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 main display 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.
[0166] When the effect control device 300 receives a variation command indicating a variation pattern and a decorative stop pattern command indicating a decorative stop pattern on the main display 41, it executes a variation-related effect setting process to set an effect related to the decorative special symbol variation display game on the main display 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, the decorative stop symbol command, etc. to the effect control device 300.
[0167] The variation-related effect setting process performs a lottery using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stop symbol, etc., and can specifically set (select) 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 main display 41, and 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 on the main display 41 in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop. The variation-related effect setting process can also set the lighting mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.
[0168] Here, reach (reach state) refers to a display state in which the display result already derived and displayed on the main display 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 an active line (for example, on a line in the vertical or horizontal direction) on the main display 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.
[0169] Therefore, for example, if the decorative special chart variable display game displayed on the main display 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.
[0170] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliability, possibility) for deriving a special result mode (jackpot mode or small win 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 expectation (reliability) of a jackpot increases in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. In addition, a state in which a reach state has occurred is a state in which the expectation (probability) of a jackpot is higher than when a reach state does not occur.
[0171] 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). For example, the expectation rate increases as the selection rate (allocation rate) of that presentation in the lottery (allocation) when there is a jackpot increases, and the expectation rate decreases as the selection rate (allocation rate) of that presentation in the lottery (allocation) when there is a miss. 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).
[0172] Furthermore, the appearance rate (occurrence rate) of the effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) at the time of drawing the lottery for that effect. For example, the appearance rate per variable display game (the appearance rate per start memory in the case of the pre-reading notice effect described below) is the sum of (probability of loss x selection rate when it is a loss) and (probability of winning x selection rate when it is a win). Furthermore, the appearance rate of the effect may be set for each period during one variable display game (for example, for the first half period and the second half period) (i.e., the selection rate of the effect may be adjusted corresponding to each period and the lottery for the effect may be drawn).
[0173] When the presentation 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 main display 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 presentation control device 300, and the presentation 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.
[0174] 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.
[0175] 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 main display 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 main display 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).
[0176] 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 main display 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the main display 41 to congratulate the player for winning a V prize.
[0177] In addition, the performance control device 300 can receive commands necessary for control other than those described above from the game control device 100. In addition, the performance control device 300 may set or control the performance related to the normal chart variation display game in the same way as the performance related to the special chart variation display game.
[0178] In the gaming machine 10 of this embodiment having the configuration described above, the state (control mode) of the gaming machine 10 can be transitioned between a game mode, a standby mode, and a stop mode. Here, the game mode of this embodiment is a mode (i.e., a normal game state) that allows the execution (progress) of a normal game, a special game, or a special game (a winning game). For simplicity's sake, hereinafter, unless otherwise specified, the normal game, the special game, and the special game will be collectively referred to as "game" as appropriate. Among the game modes, a mode that allows the execution (progress) of a normal game or a special game will be referred to as a "first game mode," and a mode that allows the execution (progress) of a special game (a winning game) will be referred to as a "second game mode."
[0179] The standby mode is a mode that allows the game to proceed as in the game mode, but executes a notification that suggests the possibility of transitioning to the stop mode. The standby mode includes a first standby mode that is entered when a predetermined condition is met from the first game mode (normal game or specific game), and a second standby mode that is entered when a specific condition is met from the second game mode (winning game).
[0180] The stop mode is a mode in which the game is stopped and its progress is disabled, and a notification is given that the game progress is disabled. The stop mode is entered when a specific condition is met in the first standby mode, or when the second game mode ends (the winning game ends) in the second standby mode.
[0181] The following describes in detail the processing related to the transition between the above modes (hereinafter referred to as "stop mode related processing").
[0182] [Stop mode related processing] For ease of explanation, the following description will be given assuming that the "first gaming mode" is during normal gaming and the "second gaming mode" is during jackpot gaming. However, the following description can also be applied to cases where the "first gaming mode" is during specific gaming (for example, during time-saving or RUSH) and the "second gaming mode" is during jackpot gaming. In addition, hereinafter, unless otherwise specified and distinguished, players, administrators, and other persons who can visually observe (confirm) the behavior of the gaming machine 10 will be collectively referred to as "players, etc."
[0183] Fig. 6 is a flowchart showing an outline of the stop mode related processing according to this embodiment. The stop mode related processing shown in Fig. 6 is repeatedly executed by the game control device 100 and / or the presentation control device 300 at a predetermined control cycle while the first game mode or the second game mode is being played.
[0184] As shown in the figure, in the stop mode-related processing of this embodiment, an abnormal winning detection determination (S100) is executed. More specifically, for example, the game control device 100 (particularly the gaming microcomputer 111) determines whether the detection pattern of the game ball at each winning port corresponds to a predetermined specified pattern (a detection pattern expected at the time of a normal winning) based on the detection signal output from each winning port switch. If the detection pattern does not correspond to the specified pattern, it is determined that an abnormal winning has been detected, and if not, it is determined that an abnormal winning has been detected (a normal winning).
[0185] In addition, instead of or in addition to the above-mentioned abnormal winning detection judgment, other parameters suitable for achieving the purpose of detecting a situation that may lead to the occurrence of fraudulent behavior may be referenced. For example, if a parameter indicating the gaming value obtained by the player (such as the difference between the number of safe balls and the number of discharged balls) reaches a first specified value within a predetermined time, it may be assumed that this is a situation that may lead to the occurrence of fraudulent behavior (S100 is Yes).
[0186] Then, when an abnormal winning is detected (Yes in S100), it is determined whether the current gaming state is the first gaming mode (normal gaming or specific gaming) (S110).
[0187] 7A and 7B are diagrams illustrating the behavior of the gaming machine 10 in the first gaming mode (normal gaming). In particular, FIG. 7A shows the state of the gaming machine 10 at a certain point in time during the first gaming mode, and FIG. 7B shows the state of the gaming machine 10 after a predetermined time has elapsed from that point. In the first gaming mode, normal gaming is performed. In particular, the gaming control device 100 controls the lighting state (light-emitting state) of the all-in-one display device 50 and the performance display monitor 152 in a control mode determined for normal gaming.
[0188] More specifically, the gaming control device 100 dynamically lights up the collective display device 50 in response to lottery results based on various random numbers acquired upon detection of winnings by the gaming machine at various winning slots. Dynamic lighting (light emission) or lighting mode (light emission mode) refers to lighting (light emission) in a manner that allows visual recognition of a change in the lighting state (light emission state), or the lighting (light emission) state. In particular, the concept of dynamic lighting (light emission) or lighting mode (light emission mode) includes the flashing of at least one of the multiple unit LEDs (single LED) that make up the effect LED 46 included in the collective display device 50, and the switching over of the lit and unlit units of each unit LED over time (moving lighting).
[0189] Therefore, the dynamic lighting (light emission) of the collective display device 50 is reflected in the area facing the collective display device 50 on the cover glass 14. In the following, the manner in which dynamic light emission from a light source such as the collective display device 50 is reflected in a component that is the object of reflection, such as the cover glass 14, will be referred to as a "dynamic reflection mode" or "dynamic reflection," as appropriate.
[0190] Furthermore, the game control device 100 controls the lighting state of the performance display monitor 152 to a static lighting mode (light-emitting mode) according to the performance information (base value). Note that a static lighting mode (light-emitting mode) refers to a mode in which the lighting state (light-emitting state) is visually recognized as unchanged at least within a certain period of time. In particular, the concept of a static lighting mode (light-emitting mode) includes maintaining at least a portion of the unit LEDs constituting the performance display monitor 152 in a lit state while turning off the remaining LEDs.
[0191] Therefore, the area facing the performance display monitor 152 on the board case 102 (the reflection area R shown in FIG. 5) p ) reflects the static lighting (light emission) of the performance display monitor 152. In the following, the manner in which the static light emitted by a light-emitting source such as the performance display monitor 152 is reflected in the component that is the object of reflection, such as the board case 102, will be referred to as a "static reflection mode" or "statically reflected," as appropriate. In particular, the concept of a static reflection mode includes a state in which the light-emitting source is not emitting light (is turned off) and the light emission is not reflected in the component that is the object of reflection.
[0192] The game control device 100 also generates commands including instructions for executing various effects and notifications, and transmits them to the effect control device 300. The effect control device 300 (particularly, the control microcomputer 311) then refers to the commands received from the game control device 100, displays a background object O1 related to normal play on the main display 41, and controls the illumination of the frame decoration lamp 18 and the board surface LED.
[0193] In the example shown in FIG. 7, the background object O1 has a background image O 1B , decorative design O 1D , character O 1C , and hold display O 1H In particular, as can be seen from Fig. 7(A) and Fig. 7(B), in the first game mode, the background object O1 is dynamically displayed. Note that a dynamic display or display manner means a display in a manner that allows visual recognition that the display state is changing, or the state of that display. More specifically, in the illustrated example, the decorative pattern O 1D The left, center, and right symbols that make up the character O scroll, changing the numbers. 1C The position and posture of the hold indicator changes. 1H (Number of remaining reservations) has changed.
[0194] The dynamic display mode of the background object O1 can be realized by, for example, moving a moving image, moving a still image, or a combination of these. In addition, the concept of the dynamic display mode of the background object O1 includes the movement of a part of each element constituting the background object O1 (background image O 1B , decorative design O 1D , character O 1C , and hold display O 1H In other words, the concept of a dynamic display mode of the background object O1 includes a state in which the background image O2 is displayed in a manner that can be recognized as not having changed visually at least within a certain period of time. 1B , decorative design O 1D , character O 1C , and hold display O 1H The present invention also includes a state in which only one of the above is displayed in a manner that allows the user to visually recognize that the display state has changed.
[0195] Furthermore, the background object O1 is displayed in a manner that can be recognized as a composite color (multicolor) combining multiple colors, with at least two of the elements that make up the background object O1 being different single colors, or with each of the elements having a display color that is a combination of multiple single colors. Therefore, the concept of a dynamic display manner of the background object O1 also includes a manner in which it can be recognized that only the display color of at least one of the elements that make up the background object O1 is changing, without accompanying movement (translation, rotation, deformation, etc.) of the elements that make up the background object O1.
[0196] Furthermore, in the first game mode, the frame decorative lamp 18 and the board LED are dynamically illuminated. More specifically, the dynamic illumination mode of the frame decorative lamp 18 in this embodiment can be realized by individually switching on and off (alternately flashing) each light source constituting the frame decorative lamp 18 (in FIG. 7, the left decorative lamp 18b and the right decorative lamp 18c). In particular, in the illustrated example, first, the left decorative lamp 18b is turned on while the right decorative lamp 18c is turned off (see FIG. 7(A)), and after a certain time has passed, the left decorative lamp 18b is turned off while the right decorative lamp 18c is turned on, thereby realizing a dynamic illumination mode (a visually recognizable change in the illumination state) of the frame decorative lamp 18. In addition, the dynamic lighting pattern of the frame decorative lamp 18 may be realized by flashing only either the left decorative lamp 18b or the right decorative lamp 18c, by flashing the left decorative lamp 18b and the right decorative lamp 18c with their lighting and extinguishing synchronized, by flashing at least one of the unit LEDs that make up the frame decorative lamp 18, or by switching over time (moving lighting) between which unit LEDs are turned on and which are turned off among the unit LEDs.
[0197] In addition, the dynamic lighting pattern of the panel LED can be achieved by flashing at least one of the unit LEDs that make up the panel LED, or by switching over time between turning on and off the unit LEDs (moving lighting).
[0198] Furthermore, in the first game mode of this embodiment, the frame decorative lamp 18 emits light in a single color or in multiple colors that are a combination of multiple single colors. The light color of the frame decorative lamp 18 may be changed over time. Therefore, the concept of a dynamic light-emitting mode of the frame decorative lamp 18 also includes light emission in a mode that can be recognized as changing only the display color of at least one of the individually controllable elements (such as the left decorative lamp 18b, the right decorative lamp 18c, and the unit LEDs) that make up the frame decorative lamp 18, without flashing or moving light. The same applies to the light color of the board LEDs.
[0199] Therefore, in the first game mode, the frame decorative lamp 18 and the board LED emit light, and the light is reflected in the window portion 40 or a part of the area on the cover glass 14 located in front of the main display 41 (hereinafter, the “reflection area R d In particular, the reflection area R shown in Fig. 7 d is a reflection area R in which the light emitted by the left decorative lamp 18b is reflected. d1 and a reflection area R in which the light emitted by the right decorative lamp 18c is reflected. d2 The reflected area R is where the light emitted by the LED on the board is reflected. d3 That is, each reflection area R d1 ,R d2 ,R d3 In the figure, as the left decorative lamp 18b, the right decorative lamp 18c, and the dial surface LEDs dynamically emit light, glare occurs according to the light emission state (light emission pattern and light emission color).
[0200] Here, during the first game mode, the reflection area R dThe light emitted from the reflection in the main display 41 may overlap with the display of the background object O or the all-in-one display device 50, or even if it does not overlap, the light emitted from the reflection may enter the field of view of the player, etc. For this reason, reducing the visibility of the display of the background object O or the all-in-one display device 50 may hinder the player, etc. from understanding the progress of the game. On the other hand, as described above, in the first game mode, the display of the background object O and the lighting (light emission) of the all-in-one display device 50 are dynamic, so the player, etc., may not be able to see the reflection area R d Even if the image is reflected in the screen, the progress of the game can be understood.
[0201] Returning to FIG. 6, if the current state is the first gaming mode (if S110 is Yes), the state of the gaming machine 10 is shifted from the first gaming mode to the first standby mode (S120).
[0202] 8A and 8B are diagrams illustrating the behavior of the gaming machine 10 in the first standby mode. In particular, Fig. 8A shows the state of the gaming machine 10 at a certain point in time during the first standby mode, and Fig. 8B shows the state of the gaming machine 10 after a predetermined time has elapsed from that point in time.
[0203] As shown in the figure, in the first standby mode, the game control device 100 makes the lighting mode (light emission mode) of the collective display device 50 dynamic, and makes the lighting mode (light emission mode) of the performance display monitor 152 static, as in the first game mode. Therefore, as in the first game mode, the dynamic lighting (light emission) of the collective display device 50 is reflected (becomes a dynamic reflection mode) in the area facing the collective display device 50 on the cover glass 14, and the reflection area R of the board case 102 is also reflected. p The static lighting (light emission) of the performance display monitor 152 is reflected in the image (a static reflection occurs).
[0204] In addition, the effect control device 300 also controls the background object O1 (background image O2) in the same manner as in the first game mode. 1B , decorative design O 1D , character O 1C , and hold display O 1H) are dynamically displayed on the main display 41, and the frame decorative lamps 18 (the left decorative lamp 18b and the right decorative lamp 18c in FIG. 8) and the board surface LEDs are dynamically illuminated. Therefore, as in the first game mode, the reflection area R d The dynamic light emission of the frame decorative lamp 18 and the panel surface LED is reflected in the image (a dynamic reflection pattern is created).
[0205] Furthermore, in the first standby mode, the performance control device 300 causes the main display 41 to display an attention calling object C1 and an error notification object E.
[0206] Here, the attention drawing object C1 is configured by a display object that includes at least text as a component suggesting the possibility of transitioning to stop mode (in FIG. 8, the text "Preparing for stop mode!" and a rectangle surrounding it). The attention drawing object C1 can be displayed on the main display 41 superimposed on a part of the background object O1 (overlay method). The attention drawing object C1 is displayed in a single color or multiple colors that are a combination of multiple single colors. This allows players and others viewing the main display 41 to recognize the possibility of transitioning to stop mode (a state in which game progress becomes impossible) regardless of the state of the background object O1.
[0207] Furthermore, the error notification object E is configured as a display object that includes, as a component, at least text (in FIG. 8, the text is "E01 Abnormal Winning Error") that indicates the detected error (particularly an abnormal winning error). The error notification object E can be displayed superimposed (overlay style) on a portion of the background object O1 on the main display 41. The error notification object E is displayed in a single color or a multiple-color display color (preferably a single color) that is a combination of multiple single colors. This allows players and others viewing the main display 41 to recognize that an abnormal winning error has been detected, regardless of the state of the background object O1.
[0208] Furthermore, as can be seen from FIGS. 8(A) and 8(B), in the first standby mode, the attention alert object C1 and the error alert object E are statically displayed on the main display 41. Note that a static display or display mode refers to a display or display state in which the display state is visually recognized as not changing. In particular, the concept of a static display mode includes a state in which the attention alert object C1 or the error alert object E is displayed while maintaining its shape (without translational or rotational movement, deformation, etc.) for a certain period of time. The concept of a static display mode of the attention alert object C1 or the error alert object E also includes a mode in which it is recognized that only the display color of at least one of the elements constituting the attention alert object C1 has changed, without any movement (translational or rotational movement, deformation, etc.) of the elements. The concept of the static display mode of the attention calling object C1 or the error notification object E may include a mode in which the information (such as letters or numbers) contained in the attention calling object C1 or the error notification object E changes depending on changes over time in the current state. For example, the static display of the attention calling object C1 or the error notification object E may include a display of the elapsed time since the first abnormal winning was detected in S100, or a display of the remaining time until the determination time ΔT for determining whether the abnormal winning continues, which will be described later.
[0209] Therefore, in the first standby mode, the gaming machine 10 behaves in the same manner as in the first gaming mode in various effects related to the progress of the game, while statically displaying the attention-calling object C1 and the error notification object E on the main display 41. Therefore, while maintaining a state in which the game can proceed, it is possible to notify (warn) the player, etc. that an abnormal winning error that caused the transition to the first standby mode has been detected, and that if left as is, the machine may enter a stop mode (a state in which the game cannot proceed).
[0210] In the first standby mode of this embodiment, the frame decoration lamp 18 and the board surface LED are caused to emit light in a color different from the display color of the attention drawing object C1. As a result, the display color of the attention drawing object C1 is changed to a color different from the color of the reflection area R due to the light emitted by the frame decoration lamp 18 and the board surface LED. d In addition to being able to make the luminous color of the reflection on the screen different from that of the other objects, the difference between the dynamic reflection and the static display of the attention-warning object C1 makes the display of the attention-warning object C1 more noticeable.
[0211] In addition, in situations where it is sufficient to indicate to the player, etc. that there is a possibility of transitioning to the stop mode, the display of the error notification object E may be omitted as appropriate. Furthermore, the content of the error to be notified during the first standby mode is not limited to the error that triggered the transition to the first standby mode (in this embodiment, the abnormal winning error). For example, instead of or in addition to the abnormal winning error, an error notification object E may be displayed that has characters corresponding to the type of various errors to be indicated to the player, etc.
[0212] 6, when the current state transitions to the first standby mode (S120), it is determined whether the detection of the abnormal winning continues for a predetermined judgment time ΔT or more (S130). More specifically, the game control device 100 measures the elapsed time from the timing at which the abnormal winning was first detected in S100 as the base point, and if the detection of the abnormal winning continues at each control timing (control cycle) until the elapsed time reaches the predetermined judgment time ΔT, it is determined that the abnormal winning is continuing.
[0213] The determination time ΔT is determined as a duration of the abnormal winning that is appropriate from the viewpoint of determining a transition to the stop mode (a state in which game progress is impossible) during the first standby mode. In particular, the determination time ΔT is determined as an appropriate time for estimating a situation in which the occurrence of fraudulent activity is suspected when the abnormal winning state is not resolved for a certain period of time or more despite the display of the above-mentioned attention drawing object C1.
[0214] In addition, other parameters suitable for achieving the purpose of inferring the occurrence of fraudulent activity may be referenced instead of or in addition to the abnormal winning detection time. For example, if a parameter indicating the gaming value obtained by the player (such as the difference between the number of safe balls and the number of discharged balls) reaches a second specified value within a predetermined time, it may be assumed that fraudulent activity is occurring (S130 is Yes).
[0215] If the abnormal winning does not continue (if S130 is No), the state of the gaming machine 10 remains in the first standby mode or returns from the first standby mode to the first gaming mode, and this routine is terminated. On the other hand, if the abnormal winning continues (if S130 is Yes), the state of the gaming machine 10 is shifted from the first standby mode to the stop mode (S140).
[0216] FIG. 9 is a diagram illustrating the behavior of the gaming machine 10 in the stop mode. In the stop mode, the gaming control device 100 stops the progress of the game (normal game or jackpot game) and makes it impossible to continue the game. More specifically, the gaming control device 100 stops the execution of various processes related to the progress of the game (variable game and jackpot game, as well as various effects and awarding of prize balls associated therewith). This makes it possible to prevent the spread of damage caused by continued fraudulent activity in a situation where abnormal winning continues (a situation where the occurrence of fraudulent activity is suspected).
[0217] In particular, the game control device 100 controls the lighting state (light-emitting state) of the all-in-one display device 50 and the performance display monitor 152 in a control manner defined for the stop mode. More specifically, in the stop mode of this embodiment, the game control device 100 makes the lighting state of the all-in-one display device 50 and the performance display monitor 152 static (more specifically, turns them off). This allows the player, etc. to visually confirm that the all-in-one display device 50 is continuously turned off and recognize that the game is not progressing.
[0218] Therefore, the area on the cover glass 14 facing the collective display device 50 is in a state where the lighting (light emission) of the collective display device 50 is not reflected (static reflection state). p In this way, when the manager opens the front frame 12, the reflected area R of the board case 102 is not reflected (static reflection mode). p It is possible to confirm that the performance display monitor 152 is not reflected in the image, and it is possible to recognize that the game is not in progress.
[0219] The game control device 100 also generates a command including an instruction for causing the presentation control device 300 to execute various notifications defined for the stop mode, and transmits the command to the presentation control device 300. The presentation control device 300 (particularly the control microcomputer 311) then refers to the command received from the game control device 100, displays the background object O3 for the stop mode on the main display 41, and controls the illumination of the frame decoration lamp 18 and the board surface LED.
[0220] In the example shown in FIG. 9, the background object O3 is a background image O2 that is displayed in a display color consisting of a single color or a combination of multiple single colors. 3B In other words, in the stop mode, only the decorative symbols O in the game mode are included. 1D , character O 1C , and hold display O 1H Objects related to the progress of the game, such as the background image O3, are not displayed. In particular, in the stop mode, the background object O3 is displayed statically. Note that a static display or display mode means a display or display state in which the display state can be visually recognized as not changing. More specifically, in the illustrated example, the background image O3 constituting the background object O3 is displayed statically. 3B The background object O3 is displayed in a manner (such as a still image) that allows the form (position and size) and display color to be recognized as being the same (unchanging) at least visually over time. 3BIn addition, various objects not related to the progress of the game (such as logos or specific image characters depending on the model) may be displayed statically.
[0221] Furthermore, in the stop mode, the performance control device 300 causes the main display 41 to display a stop notification object C3 and an error notification object E.
[0222] Here, the stop notification object C3 is composed of a display object that includes at least text indicating that the game is in stop mode (in FIG. 9, the text reads "In stop mode. Play is not possible" and a rectangle surrounding the text). The stop notification object C3 can be displayed on the main display 41 by overlapping a part of the background object O3 (overlay method). The stop notification object C3 is displayed in a single color or multiple colors that are a combination of multiple single colors. This allows players and others viewing the main display 41 to recognize that the game is in stop mode (that game progress is not possible) in conjunction with the statically displayed background object O3.
[0223] In addition, in this embodiment, the stop notification object C3 is displayed in the same single color or a combination of the same multiple colors (a combination of two or more of the same single colors) as the attention drawing object C1 in the first standby mode and the notification object C2 in the second standby mode (described later). This makes it possible to emphasize and suggest that the first standby mode or the second standby mode and the stop mode are a series of modes that can be transitioned to by a common trigger. Therefore, it is possible to make the player or the like reliably recognize that the game will transition from the standby mode (a situation in which game progress may be impossible) to the stop mode (a situation in which game progress is impossible).
[0224] The error notification object E is displayed in the same manner as in the first standby mode described above. This allows the player to more reliably recognize that the game has transitioned to the stop mode (a state in which the game cannot proceed) due to the fact that the error (abnormal winning error) that occurred in the first standby mode has not been resolved. Note that the error notification object E displayed in the stop mode may be displayed in a different manner (such as character position, shape, and / or color) from the error notification object E in the first standby mode or the second standby mode.
[0225] Furthermore, in the stop mode, the performance control device 300 causes the frame decorative lamp 18 to have a static light-emitting state. More specifically, the static light-emitting mode of the frame decorative lamp 18 of this embodiment can be achieved by individually maintaining each light-emitting source (the left decorative lamp 18b and the right decorative lamp 18c in FIG. 9) that constitutes the frame decorative lamp 18 in an on or off state. In particular, in the illustrated example, both the left decorative lamp 18b and the right decorative lamp 18c are maintained in an on state. The concept of the static light-emitting mode of the frame decorative lamp 18 includes maintaining either one of the left decorative lamp 18b or the right decorative lamp 18c in an on state while maintaining the other in an off state, and maintaining at least some of the unit LEDs that constitute the frame decorative lamp 18 in an on state while maintaining the remaining in an off state. Furthermore, in the stop mode of this embodiment, the frame decorative lamp 18 is statically illuminated in a single color or multiple colors that are a combination of multiple single colors.
[0226] On the other hand, in the stop mode of this embodiment, the performance control device 300 turns off the board LED.
[0227] This allows the illumination state of the frame decoration lamp 18 and the board LED in the stop mode to be visually clearly distinguishable from that in the game mode and the standby mode. This allows players and the like to more clearly recognize that the game has entered the stop mode. In particular, even an administrator, who, unlike players, is not necessarily in a position to view the main display 41 of the gaming machine 10 from the front (front), can easily recognize that the game has entered the stop mode by visually checking the state of the frame decoration lamp 18 or the board LED from the side of the main display 41.
[0228] In the stop mode, the light emitted from the frame decorative lamp 18 is reflected in the window portion 40 or the reflection area R of the cover glass 14. d (R d1 ,R d2 ) are statically reflected in the reflection area R d (R d1 ,R d2 ), the left decorative lamp 18b and the right decorative lamp 18c are statically illuminated, and a reflection occurs according to the light emission state (light emission color) (a static reflection pattern). On the other hand, since the panel surface LEDs are turned off as described above, the reflection area R d (R d3 ) does not reflect any light (it is a static reflection). d Since the reflection mode in the reflection area R is different from that in the game mode and standby mode, d This allows a player or the like who sees the background object O3 to feel a visual gap, and encourages an intuitive understanding that the game is in the stop mode. 3B Since it is composed only of the reflection area R d This makes the static reflections in the image stand out, making them easier for players and others to recognize.
[0229] Furthermore, in the stop mode of this embodiment, the frame decorative lamp 18 is illuminated in a color different from the display color of the stop notifying object C3, and the dial surface LED is not illuminated (turned off). d The color of the stop informing object C3 can be made different from the color of the light reflected on the screen, making the display of the stop informing object C3 more noticeable.
[0230] Furthermore, the stop mode can be cancelled (ended) by performing a predetermined canceling operation, and after the cancellation, it is possible to transition to a gaming mode (particularly, normal gaming in the first gaming mode). The canceling operation may be realized by operating existing switches provided on the gaming machine 10, or may be realized by operating switches added separately. In particular, considering the purpose of the stop mode (preventing the spread of damage caused by fraudulent activities), it is preferable to realize the canceling operation by operating switches inside the gaming machine 10 that are difficult for players to operate. More specifically, for example, the canceling operation can be realized by operating the RAM clear switch 112 (RAM clear).
[0231] As described above, in the stop mode of this embodiment, the performance display monitor 152 is turned off. Therefore, if the above-mentioned release operation is RAM clear, when the administrator opens the front frame 12 to release the stop mode, the reflected area R of the board case 102 will be p The player can visually confirm that the performance display monitor 152 is not reflected in the main display 41, and can confirm that the game is in stop mode (a situation in which a release operation should be performed). In particular, a player who sits in front of the gaming machine 10 and plays can visually confirm that the game is in stop mode by visually checking the stop notification object C3 displayed on the main display 41, but it is also conceivable that a manager who manages multiple gaming machines in a store may reach a situation in which the above-mentioned release operation needs to be performed without looking at the display on the main display 41 of a specific gaming machine 10. Even in such a situation, the manager can visually confirm that the stop notification object C3 is not reflected in the main display 41 of the board case 102, as described above. pEven if the administrator can see the display on the main display 41, the administrator can see that the display on the main display 41 is not reflective and can confirm that the administrator should perform the release operation. p By seeing that there is no reflection in the image, you can double-check that it is time to perform the release operation.
[0232] Furthermore, in the stop mode of this embodiment, the board LED is turned off, so that light from the board LED does not leak to the back side of the gaming machine, emphasizing that the performance display monitor 152 is turned off. Therefore, the manager can more reliably grasp the situation in which the above-mentioned cancellation operation should be performed.
[0233] In the stop mode described above, the frame decorative lamp 18 and the dial surface LED will have a specified static light emission pattern, and the background object O3, stop notification object C3, and error notification object E will all be displayed statically on the main display 41 in a specified display pattern.
[0234] That is, in the stop mode, the behavior of the gaming machine 10 is maintained as defined for the stop mode, and various effects related to the progress of the game (such as display, sound, and / or light emission) are prohibited (stopped) until the above-described cancel operation is performed. This makes it easier for players (especially managers) to find a specific gaming machine 10 in the stop mode, even in a store with multiple gaming machines. This allows players, etc. (especially managers) to quickly identify a gaming machine 10 suspected of being the target of fraudulent activity due to continued abnormal winnings, and to take appropriate measures. Furthermore, by continuing to notify the abnormal winning error (displaying the error notification object E) even during the stop mode, the manager can more reliably determine that the continued abnormal winnings are the cause of the inability to progress in the game.
[0235] In this embodiment, an example has been described in which the execution of various game-related effects is prohibited during the stop mode, but it is also possible to adopt a mode in which the execution of some of the various game-related effects is permitted as long as it does not hinder the purpose of making it easier to find the gaming machine 10 that has entered the stop mode.
[0236] Returning to FIG. 6, if the current state is not the first game mode, that is, if the current state is the second game mode (No in S110), the processing from S150 onwards is executed.
[0237] FIG. 10 is a diagram illustrating the behavior of the gaming machine 10 in the second gaming mode (jackpot gaming). FIG. 10(A) shows the state of the gaming machine 10 at a certain point in time during the second gaming mode, and FIG. 10(B) shows the state of the gaming machine 10 when a predetermined time has elapsed from that point. In the second gaming mode, a jackpot gaming is performed. In particular, the gaming control device 100 controls the lighting state (light-emitting state) of the all-in-one display device 50 and the performance display monitor 152 in a control mode determined for the jackpot gaming.
[0238] More specifically, the game control device 100 controls the collective display device 50 to a static lighting mode (light-emitting mode) and the performance display monitor 152 to a static lighting mode (light-emitting mode). Therefore, a static reflection occurs on the cover glass 14 due to the dynamic light emission of the collective display device 50, and the reflection area R on the board case 102 p A static reflection occurs due to the static lighting of the performance display monitor 152. Note that in the second game mode, a part of the collective display device 50 may be made to emit light in a dynamic lighting mode (light-emitting mode). More specifically, a combination of individual lighting and extinguishing or individual blinking of each unit LED constituting the special chart displays 51, 52 (special chart LEDs) included in the collective display device 50, and / or a combination of individual lighting and extinguishing (such as moving blinking) of each unit LED constituting the general chart display 53 may be adopted.
[0239] In addition, the effect control device 300, under the command of the game control device 100, displays a background object O2 (background image O3) related to the big win game on the main display 41.2B and other display objects related to the big win game) are displayed in a manner that can be recognized as a composite color (multicolor) combining multiple single colors as a whole, by at least two of the elements that make up the background object O2 being single colors that are different from each other, or by each of the elements taking a display color that is a combination of multiple single colors. Furthermore, the performance control device 300 dynamically lights up the frame decorative lamp 18 and the board surface LED in a single color or multiple colors that are a combination of multiple single colors. Therefore, even in the second game mode, the reflection area R on the window portion 40 or the cover glass 14 d The dynamic light emission of the frame decorative lamp 18 and the panel surface LED will be reflected in the image (a dynamic reflection pattern will be produced).
[0240] In the second game mode described above, the same effects as in the first game mode can be obtained.
[0241] Returning to FIG. 6, if the abnormal winning continues during the second gaming mode (if S150 is Yes), the state of the gaming machine 10 is shifted from the second gaming mode to the second standby mode (S160).
[0242] 11A and 11B are diagrams illustrating the behavior of the gaming machine 10 in the second standby mode. In particular, FIG. 11A shows the state of the gaming machine 10 at a certain point in time during the second standby mode, and FIG. 11B shows the state of the gaming machine 10 after a predetermined time has elapsed from that point in time.
[0243] As shown in the figure, in the second standby mode, the game control device 100, like the second game mode, makes the lighting mode (light emission mode) of the collective display device 50 static, and makes the lighting mode (light emission mode) of the performance display monitor 152 static. Therefore, like the second game mode, the static lighting (light emission) of the collective display device 50 is reflected (becomes a static reflection mode) in the area facing the collective display device 50 on the cover glass 14, and the reflection area R of the board case 102 is also reflected. pThe static lighting (light emission) of the performance display monitor 152 is reflected (a static reflection mode). Note that even in the second game mode, a part of the collective display device 50 may be made to emit light in a dynamic lighting mode (light emission mode). More specifically, a combination of individual lighting and extinguishing or individual flashing of each unit LED constituting the special chart displays 51, 52 (special chart LEDs) included in the collective display device 50, and / or a combination of individual lighting and extinguishing (such as moving flashing) of each unit LED constituting the general chart display 53 may be adopted.
[0244] Similarly to the second game mode, the performance control device 300 also dynamically displays the background object O2 on the main display 41, and dynamically illuminates the frame decorative lamps 18 (the left decorative lamp 18b and the right decorative lamp 18c in FIG. 11) and the board LED. Therefore, similar to the first game mode, the reflection area R on the window portion 40 or the cover glass 14 d The dynamic light emission of the frame decorative lamp 18 and the panel surface LED is reflected in the image (a dynamic reflection pattern is created).
[0245] Furthermore, in the second standby mode, the performance control device 300 causes the main display 41 to display a notification object C2 and an error notification object E.
[0246] Here, the notification object C2 is configured by a display object that includes at least text as a component notifying (preventing) the transition to stop mode (in FIG. 8, the text "Transitioning to stop mode" and a rectangle surrounding it). The notification object C2 can be displayed on the main display 41 superimposed (overlayed) on a part of the background object O2. The notification object C2 is displayed in a single color or multiple colors that are a combination of multiple single colors. This allows a player viewing the main display 41 to recognize that the game will later transition to stop mode (a state in which game progress becomes impossible), regardless of the state of the background object O2.
[0247] The error notification object E is displayed in the same manner as the error notification object E described in the first standby mode shown in FIG.
[0248] Furthermore, as can be seen from Figures 11(A) and 11(B), even in the second standby mode, the notification object C2 and the error notification object E are statically displayed on the main display 41 in a single color or a multiple-color display color that combines multiple single colors.
[0249] In the second standby mode, the frame decoration lamp 18 and the board surface LED are also illuminated in a color different from the display color of the notification object C2. d The luminous color of the reflection in the display and the display color of the notification object C2 can be made different, and combined with the difference that the reflection is dynamic and the display of the notification object C2 is static, the display of the notification object C2 can be made more noticeable.
[0250] Returning to FIG. 6, when a winning game ends during the second standby mode (S170), the state of the gaming machine 10 is shifted to the stop mode (S140) described in FIG.
[0251] In the stop mode-related processing of this embodiment described above, when an abnormal winning is detected during the first game mode (normal game), the game continues to progress while transitioning to a first standby mode, which transitions to the possible transition to the stop mode. If the abnormal winning continues to be detected even after transitioning to the first standby mode, the game transitions to the stop mode (a state in which game progress is disabled). That is, when an abnormal winning is first detected, the game progress is enabled, but the player is informed that the game will be stopped if the situation continues. This prevents the occurrence of disadvantages (such as impeding the play of honest players due to false detection) that would otherwise be caused by the game being disabled when an abnormal winning is detected. On the other hand, malicious players (those attempting to commit fraud) can be notified (warned) that the game will be stopped if the abnormal winning continues, thereby providing a deterrent effect against fraudulent behavior. Furthermore, if abnormal winning continues to be detected (if fraudulent activity is suspected) despite the first standby mode (notification that game progress will be stopped) being executed, game progress can be disabled, thereby preventing damage from spreading due to continued fraudulent activity.
[0252] On the other hand, if an abnormal winning is detected during the second game mode (jackpot game), the system does not transition to the first standby mode but continues in the second game mode. If the abnormal winning continues to be detected in this state, the system transitions to the stop mode after the end of the second game mode (i.e., after the end of the jackpot game). Therefore, during the jackpot game, the system notifies the player that the system will enter the stop mode if an abnormal winning is detected and continues, and transitions to the stop mode (a state in which game progress is disabled) after the end of the jackpot game. This prevents situations in which good-faith players suffer significant losses by being disabled during a jackpot game, when the player's profits are high (for example, a situation in which a good-faith player's jackpot game is hindered due to erroneous detection). On the other hand, since the system can disable game progress after the end of the jackpot game, it prevents the spread of damage caused by continued fraudulent activity by malicious players.
[0253] 12 is a diagram showing an example of a specific behavior of the gaming machine 10 when executing the stop mode related process according to this embodiment. In the illustrated example, in the game mode (normal game), a background image O1 constituting a background object O1 is displayed on the main display 41. 1B is dynamically displayed in multicolor display colors, and decorative patterns 1D are dynamically displayed in a single white display color. Therefore, the background object O1 as a whole is dynamically displayed in multiple display colors. In addition, the frame decorative lamp 18 and the panel surface LED that make up the decorative lamp each dynamically emit light in multiple emitting colors. Furthermore, the collective display device 50 (special diagram LED) dynamically emits light in a single red emitting color (moving light on or blinking). In addition, the performance display monitor 152 statically emits light in a single red emitting color (the lighting or extinguishing pattern of each unit LED remains unchanged and is in a lighting maintained state).
[0254] In the first standby mode, in the same manner as in the game mode, the background objects O1 and O2 are dynamically displayed in multiple display colors, the frame decorative lamp 18 and the board LED each dynamically emit light in multiple emitting colors, the collective display device 50 dynamically emits light in a single red emitting color, and the performance display monitor 152 statically emits light in a single red emitting color. Furthermore, in the first standby mode, the attention drawing object C1 is statically displayed in a single yellow display color. In addition, in the second standby mode, the collective display device 50 statically emits light in a single red emitting color, and the notification object C2 is statically displayed in a single yellow display color.
[0255] In the first or second standby mode shown in Fig. 12, the light emission mode (dynamic and multicolor) of the frame decorative lamp 18 or the panel surface LED is different from the display mode (static and yellow) of the attention calling object C1 or the notification object C2. Therefore, the light emission of the frame decorative lamp 18 or the panel surface LED is reflected in the reflective area R. d1 ,R d2 , or the reflection area R d3Even if the object C1 or the notification object C2 is reflected in the reflection area R, a visual gap is created between the light emitted from the reflection and the display of the attention calling object C1 or the notification object C2, so the display of the attention calling object C1 or the notification object C2 can be made to stand out. d Since the light reflected in the reflection area R is dynamic, the situation in which the attention-calling object C1 or the notification object C2 becomes difficult to see due to the reflection can be made temporary. d Even if the background objects O1 and O2 are difficult to see due to the reflected light, the background objects O1 and O2 are dynamically displayed (the display is switched in a short time), so the player can recognize that the game is progressing.
[0256] On the other hand, in the stop mode, the collective display device 50 emits static light in a single red light color (a lighting-maintaining state in which the lighting or extinguishing pattern of each unit LED does not change). Also, the performance display monitor 152 does not emit light (a static lighting state in which all unit LEDs are kept extinguished). Furthermore, the background object O3 (more specifically, the background image O 3B ) is displayed in a single yellow display color (decorative pattern O 1D (The stop notification object C3 is displayed in a static display mode in which the stop notification object C3 is not displayed continuously.) In the stop mode, the stop notification object C3 is displayed statically in a single yellow display color.
[0257] 12, the light emission mode (particularly red) of the frame decoration lamp 18 is different from the display mode (particularly yellow) of the stop notification object C3. Therefore, the light emission of the frame decoration lamp 18 or the dial surface LED is reflected in the reflection area R d1 ,R d2 , or the reflection area R d3 Even if the stop notification object C3 is reflected in the reflection area R, a visual gap is created between the light emitted from the reflection and the display of the stop notification object C3, so the display of the stop notification object C3 can be made to stand out. dEven if the light emitted from the frame decorative lamp 18 is reflected in the background, making it difficult to see the background object O3 or the stop notification object C3, the display color of the background object O3 (black) and the display color of the stop notification object C3 (yellow) are different from the reflected light color (red), so the visibility of the stop notification object C3 and the background object O3 is ensured, allowing players and others to recognize that the stop mode is in effect.
[0258] Furthermore, in this example, since the performance display monitor 152 and the board LED are both turned off during the stop mode, light from the board LED does not leak to the back side of the gaming machine during the stop mode, and it is possible to emphasize that the performance display monitor 152 is turned off. Therefore, the manager can more reliably grasp the situation when the above-mentioned stop mode release operation (RAM clear, etc.) should be performed.
[0259] 12, the display color of the attention calling object C1 in the first standby mode or the display color of the notification object C2 in the second standby mode, and the display color of the stop notification object C3 in the stop mode are displayed in the same single color (yellow). This emphasizes and suggests that the first standby mode or the second standby mode and the stop mode are a series of modes that can be entered by a common trigger. Note that, instead of the example shown in FIG. 12, the display color of the attention calling object C1 in the first standby mode or the display color of the notification object C2 in the second standby mode, and the display color of the stop notification object C3 in the stop mode may be displayed in multiple colors each having the same single color as an element.
[0260] In the example shown in FIG. 12, in the game mode (particularly in the normal game), the background image O1, which is a part of the background object O1, 1B The display color of the frame decoration lamp 18 or the LED on the panel reflects the reflected light in the area R. d Furthermore, even in the first standby mode, the background image O1, which is a part of the background object O1, is 1BThe display color of the frame decoration lamp 18 or the LED on the panel reflects the reflected light in the area R. d In contrast, in the stop mode, the other part of the background object O3, the background image O 3B The display color of the frame and the reflection area R d The combination of the light color reflected on the screen and the light source becomes "black" and "white."
[0261] Therefore, the background image O is different between the game mode and the stop mode. 1B ,O 3B Display color and reflection area R d Therefore, it is possible to more easily distinguish whether the gaming machine 10 is in a game mode (a state in which the game can proceed) or a stop mode (a state in which the game cannot proceed).
[0262] Similarly, in the first or second standby mode and the stop mode, the background image O 1B Or O 2B ,O 3B Display color and reflection area R d Therefore, it is possible to more easily distinguish whether the gaming machine 10 is in a standby mode (a state in which the game can proceed) or a stop mode (a state in which the game cannot proceed).
[0263] [Effects of the first embodiment] In this embodiment, a gaming machine 10 is provided that includes a decorative light-emitting unit (frame decorative lamp 18 or face LED), a display unit (main display 41) that displays a predetermined message, and a front component (cover glass 14 or window 40) that is provided in front of the display unit (41) and allows the display unit (41) to be viewed from the front of the gaming machine. In the gaming machine 10, the light emitted by the decorative light-emitting unit (18) can be reflected on the front component (14, 40), and the state of the gaming machine 10 can be transitioned (shifted) from a basic mode (game mode) to a preparation mode (standby mode: S120, S160) and then to a special mode (stop mode: S140). The basic mode (game mode) is a mode that allows the game (normal game, special game, or winning game) to proceed, the preparation mode (S120, S160) is a mode that suggests the possibility of transitioning to the special mode (S140), and the special mode (S140) is a mode that disables the game to proceed. In the preparation mode and the special mode, the display unit (41) displays, together with predetermined background objects O1, O2, O3, special mode-related displays (attention object C1, notification object C2, stop notification object C3) that include at least characters related to the special mode (S140).
[0264] Furthermore, in the preparation modes (S120, S160), the background objects O1, O2 can be displayed dynamically, the special mode related indicators (C1, C2) can be displayed statically, and the illumination mode of the decorative light emitting unit (18) can be a dynamic mode with a color different from the display color of the special mode related indicators (C1, C2). Also, in the special mode (S140), the background object O3 can be displayed statically, the special mode related indicator (C3) can be displayed statically, and the illumination mode of the decorative light emitting unit (18) can be a static mode with a color different from the display color of the special mode related indicator (C3).
[0265] As a result, when an event (such as the detection of an abnormality) occurs during a basic mode (normal game, specific game, or winning game) that may require the progress of the game to be stopped, a stop mode-related process can be performed to gradually transition the state of the gaming machine 10 from the basic mode to a preparation mode (a state in which the game can continue while issuing a warning) and then to a special mode (a state in which the game cannot continue). In particular, when the stop mode-related process is performed, even if the light emitted from the decorative light-emitting unit (18) is reflected on the front component (14, 40) facing the display unit (41), the reflection pattern (whether the reflection is dynamic or static and / or the light emission color) can be made different from the display pattern (whether the display is dynamic or static and / or the display color) of the special mode-related displays (C1, C2, C3). As a result, a visual gap occurs between the light emitted from the reflection and the display of the special mode related displays (C1, C2, C3), which makes the display of the special mode related displays (C1, C2, C3) stand out and allows players and others to easily recognize the mode transition.
[0266] In particular, during the preparation mode, the background objects O1, O2 on the display unit (41) are displayed dynamically, and the special mode-related displays (C1, C2) are displayed statically, so that the special mode-related displays (C1, C2) stand out and can be easily recognized by players, etc. Furthermore, during the preparation mode, the light emitted from the decorative illuminant (18) is dynamically reflected on the front component (14, 40), while the special mode-related displays (C1, C2) are statically displayed in a display color different from the color of the reflection, so that the special mode-related displays (C1, C2) stand out and can be easily recognized by players, etc.
[0267] On the other hand, during the special mode, the decorative illuminant (18) takes on an emission color (including a non-emission state) that is different from the display color of the special mode related display (C3), so that the emission color of the special mode related display (C3) differs from the emission color reflected on the front component (14, 40), making the special mode related display (C3) more noticeable.
[0268] In the gaming machine 10 of this embodiment, in the preparation modes (S120, S160) and the special mode (S140), the special mode-related displays (C1, C2, C3) are displayed in the same single color or a combination of the same multiple colors on the display unit (41). More specifically, the special mode-related displays (C1, C2) displayed in the preparation modes (S120, S160) and the special mode-related display (C3) displayed in the special mode (S140) are displayed in the same single color or multiple display colors that each include the same single color as an element.
[0269] This makes it possible to emphasize that the preparation mode and the special mode are a series of modes that can be transitioned to by a common trigger, and therefore makes it possible for players to more reliably recognize that the transition will take place during the preparation mode (a situation in which game progress may be impossible) before transitioning to the special mode (a situation in which game progress is impossible).
[0270] In the gaming machine 10 of this embodiment, in the basic mode (game mode), the display device (performance display monitor 152) provided on the board (game control device 100) can be illuminated so that it is reflected in the board case (main board case 102) that houses the board (100). In the preparation mode, the display device (152) can be kept illuminated, and in the special mode, the display device (152) can be turned off.
[0271] By turning off the display device (152) during the special mode, when the manager opens the door (12) to perform a release operation (e.g., RAM clear) to return the gaming machine to the basic mode (e.g., normal play), the manager can visually confirm that the light emitted from the display device (152) is not reflected on the circuit board case 102, thereby confirming that the release operation is required. In particular, a player seated in front of the gaming machine 10 can recognize that the gaming machine is in the special mode by visually checking the special mode-related display (C3) displayed on the display unit (41). However, a manager managing multiple gaming machines in a gaming arcade may reach a situation where the manager needs to perform the release operation without looking at the display unit (41) of a specific gaming machine 10. Even in such a situation, the manager can confirm that the release operation is required by checking that the display unit (41) is not reflected, as described above. Furthermore, even if the manager can see the display on the display unit (41), the manager can doubly confirm that the release operation is required by checking that the display unit (41) is not reflected on the circuit board case 102.
[0272] In the basic mode, the display device (performance display monitor 152) provided on the board (game control device 100) can be illuminated so that it is reflected in the board case 102 that houses the board (100), and in the preparation mode, the display device (152) can be kept illuminated, and in the special mode, a configuration can be adopted in which the display device (152) continues to be illuminated.
[0273] As a result, by keeping the display device (152) lit even during the special mode, the light from the display device (152) can be reflected on the board case 102 containing the board (100), making it easier to detect fraudulent activity. More specifically, if the front frame 12 is fraudulently opened during the special mode and a fraudulent device is attached, the inside (rear side) of the gaming machine 10 can be made bright, making it easier to detect the occurrence of such fraudulent activity.
[0274] In the gaming machine 10 of this embodiment, in the preparation mode, a part of the background objects O1 and O2 (for example, the background image O 1B ,O 2B The display color of the background object O3 and the luminous color of the decorative luminous part (18) reflected on the front component (14, 40) can be a first color combination (for example, "multicolor" and "multicolor"). On the other hand, in the special mode, other parts of the background object O3 (for example, the background image O3) can be a first color combination (for example, "multicolor" and "multicolor"). 3B The display color of the front light emitting portion (14, 40) and the luminous color of the decorative luminous portion (18) reflected on the front component (14, 40) can be a second color combination (for example, "black" and "white").
[0275] This makes it easier to distinguish whether the gaming machine 10 is in the preparation mode (a state in which the game can proceed) or the stop mode (a state in which the game cannot proceed).
[0276] Furthermore, in the gaming machine 10 of this embodiment, in the basic mode, a part of the background objects O1 and O2 (for example, the background image O 1B ,O 2B The display color of the background object O3 and the luminous color of the decorative luminous part (18) reflected on the front component (14, 40) can be a first color combination (for example, "multicolor" and "multicolor"). On the other hand, in the special mode, other parts of the background object O3 (for example, the background image O3) can be a first color combination (for example, "multicolor" and "multicolor"). 3B The display color of the front light emitting portion (14, 40) and the luminous color of the decorative luminous portion (18) reflected on the front component (14, 40) can be a second color combination (for example, "black" and "white").
[0277] This makes it easier to distinguish whether the gaming machine 10 is in a game mode (a state in which the game can proceed) or a stop mode (a state in which the game cannot proceed).
[0278] Note that the "parts" of the background objects O1, O2, and O3 and the "other parts" of the background objects O1, O2, and O3 may overlap (not necessarily be exclusive), or may not overlap (may be exclusive). Furthermore, if they do not overlap (are exclusive), the "other parts (parts)" may be all of the background objects O1, O2, and O3 other than the "parts (other parts)," or some of the background objects O1, O2, and O3 other than the "parts (other parts)."
[0279] In this embodiment, the basic mode includes a first game mode (normal game or special game) and a second game mode (winning game), and the preparation mode includes a first preparation mode (first standby mode: S120) and a second preparation mode (second standby mode: S160). When a predetermined condition is met (if S100 is Yes), the state of the gaming machine 10 can be transitioned to the first preparation mode (first standby mode) (S120). When a specific condition is met during the second game mode (if S110 is No) (if S150 is Yes), the state of the gaming machine 10 can be transitioned to the special mode (S140) via the second preparation mode (second standby mode: S160).
[0280] This allows the system to transition to a first preparatory mode, which allows game progress to continue while potentially transitioning to a stop mode, when an event that may require game progress to be stopped (such as the detection of an abnormal winning) occurs during the first game mode (normal game or special game) (when a predetermined condition is met). If the event (detection of an abnormal winning) continues even after transitioning to the first preparatory mode, the system can transition to a stop mode (a state in which game progress is disabled). That is, when the event first occurs, the system first allows game progress, but notifies the player that game progress will be suspended if the situation continues. This prevents situations in which honest players are hindered from playing the game by immediately halting game progress upon detection of the event. On the other hand, malicious players (those attempting to commit fraud) can be notified (warned) that game play will be suspended if the abnormal winning continues, providing a deterrent effect against fraud. Furthermore, if the above-mentioned event is not resolved (if certain conditions are met) despite the first preparation mode (notification that game progress will be stopped) being executed, the system can transition to a special mode (stop mode) to disable game progress, thereby preventing damage from spreading due to continued fraudulent activity.
[0281] On the other hand, if an event that may require gameplay to be stopped (such as an event that suggests the possibility of fraud, such as the detection of an abnormal winning) occurs during the second game mode (jackpot game) (when a predetermined condition is met), the second game mode can continue without transitioning to the first preparation mode. If the event is not resolved in this state (if the abnormal winning continues), the game can transition to the special mode after the end of the second game mode (after the end of the jackpot game). Therefore, during the second game mode, if the event is detected and continues (if a specific condition is met), the game can be transitioned to the special mode (a state in which gameplay cannot proceed) after the end of the second game mode. This prevents a situation in which gameplay is stopped during the second game mode, when the player's profit is high, and thereby causes significant losses to honest players. On the other hand, since the game can be disabled from continuing after the big win game has ended, it is possible to prevent the spread of damage caused by continued fraudulent activities by malicious players.
[0282] In the gaming machine 10 of this embodiment, during the special mode, the decorative light emitting unit 18 is statically illuminated in a specified light emitting manner, and the background object O3 and the special mode related display (C3) are statically displayed in a specified display manner on the display unit 41. Then, the execution of various effects is restricted (all effects are stopped or only some effects are executed), and a predetermined error notification (the error notification object E is displayed) is executed.
[0283] That is, in the special mode, the behavior of the gaming machine 10 is maintained as defined for the special mode (stop mode) until a predetermined cancellation operation is performed, and various effects related to the progress of the game (such as display, sound, and / or light emission) are restricted. This makes it easier for players (especially managers) to find a specific gaming machine 10 in the special mode, even in a store with multiple gaming machines. This allows players to quickly identify a gaming machine 10 suspected of being the target of fraudulent activity and take appropriate action. Furthermore, by continuing to notify errors (especially abnormal winning errors) even during the special mode, managers can more reliably determine that the continued abnormal winning is the cause of the inability to progress in the game.
[0284] In this embodiment, the special mode related displays (C1, C2, C3) include a first special mode related display (warning object C1 or notification object C2) executed during the preparation mode and a second special mode related display (display of stop notification object C3) executed during the special mode.
[0285] This allows for notification (display) in a manner appropriate to each of the information to be suggested in the preparation mode (that there is a possibility that game progress will be impossible or that game progress will be made impossible) and the information to be suggested in the special mode (that game progress will be impossible).
[0286] [Second embodiment] The second embodiment will be described below. In the following, elements similar to those described in the previous embodiment will be given the same reference numerals, and their description will be omitted as appropriate.
[0287] 13 is a diagram showing an example of a specific behavior of the gaming machine 10 when executing the stop mode related processing according to this embodiment. The example shown in FIG. 13 differs from the example shown in FIG. 12 in the following points.
[0288] A part of the background object O1 or O2 (more specifically, a decorative pattern O2) in the game mode, the first standby mode, and the second standby mode 1D The display colors of the items (e.g., ) are multicolored. The display colors of the attention object C1 and the notification object C2 in the first standby mode and the second standby mode are white and red, respectively. In stop mode, the stop notification object C3 is displayed in two colors: yellow and white. The light color of the frame decoration lamp 18 in the stop mode is white. In stop mode, the LED on the panel lights up statically in white.
[0289] The example shown in FIG. 13 can achieve the same effects as the example shown in FIG. 12, except for the points described below.
[0290] 12, the display color of the attention drawing object C1 in the first standby mode or the display color of the notification object C2 in the second standby mode is different from the display color of the stop notification object C3 in the stop mode (a combination of two different colors). This makes it easier to distinguish whether the current state is the standby mode (a state in which game progress is possible) or the stop mode (a state in which game progress is impossible). Note that, instead of the example shown in FIG. 13, the display color of the attention drawing object C1 in the first standby mode or the display color of the notification object C2 in the second standby mode and the display color of the stop notification object C3 in the stop mode may be displayed in a single different color.
[0291] In addition, in this example, since the performance display monitor 152 is turned off and the board LED is turned on during the stop mode, light from the board LED leaks to the back side of the gaming machine during the stop mode, ensuring a certain level of brightness. Therefore, when the administrator performs the above-mentioned stop mode release operation (RAM clear, etc.), it is easy to identify the position of the switch (RAM clear switch 112) for performing the release operation.
[0292] [Effects of the second embodiment] In this embodiment, a gaming machine 10 is provided that includes a decorative light-emitting unit (frame decorative lamp 18 or face LED), a display unit (main display 41) that displays a predetermined message, and a front component (cover glass 14 or window 40) that is provided in front of the display unit (41) and allows the display unit (41) to be viewed from the front of the gaming machine. In the gaming machine 10, the light emitted by the decorative light-emitting unit (18) can be reflected on the front component (14, 40), and the state of the gaming machine 10 can be transitioned (shifted) from a basic mode (game mode) to a preparation mode (standby mode: S120, S160) and then to a special mode (stop mode: S140). The basic mode (game mode) is a mode that allows the game (normal game, special game, or winning game) to proceed, the preparation mode (S120, S160) is a mode that suggests the possibility of transitioning to the special mode (S140), and the special mode (S140) is a mode that disables the game to proceed. In the preparation mode and the special mode, the display unit (41) displays, together with predetermined background objects O1, O2, O3, special mode-related displays (attention object C1, notification object C2, stop notification object C3) that include at least characters related to the special mode (S140).
[0293] Furthermore, in the preparation modes (S120, S160), the background objects O1, O2 can be displayed dynamically, the special mode related indicators (C1, C2) can be displayed statically, and the illumination mode of the decorative light emitting unit (18) can be a dynamic mode with a color different from the display color of the special mode related indicators (C1, C2). Also, in the special mode (S140), the background object O3 can be displayed statically, the special mode related indicator (C3) can be displayed statically, and the illumination mode of the decorative light emitting unit (18) can be a static mode with a color different from the display color of the special mode related indicator (C3).
[0294] This allows for the same effects as those of the gaming machine 10 according to the first embodiment to be obtained.
[0295] On the other hand, in the gaming machine 10 of this embodiment, in the preparation modes (S120, S160) and the special mode (S140), the special mode-related displays (C1, C2, C3) are displayed in different colors or a combination of different colors on the display unit (41). More specifically, the special mode-related displays (C1, C2) displayed in the preparation modes (S120, S160) and the special mode-related display (C3) displayed in the special mode (S140) are displayed in different colors or a combination of different colors.
[0296] This makes it easier for the player to distinguish whether the current state is the preparation mode (a state in which game progress is possible) or the special mode (a state in which game progress is impossible).
[0297] [Third embodiment] 14 is a flowchart showing an outline of the stop mode-related processing according to this embodiment. As shown in the figure, in the stop mode-related processing according to this embodiment, as in the first embodiment, when an abnormal winning is detected (Yes in S200), it is determined whether the current gaming state is a first gaming mode (normal gaming or special gaming) (S210), and if the current state is the first gaming mode (Yes in S210), the state of the gaming machine 10 is transitioned from the first gaming mode to a first standby mode (S220). Note that the behavior of the gaming machine 10 in the first standby mode according to this embodiment is the same as the behavior described in the first or second embodiment (for example, the behavior shown in FIG. 12 or FIG. 13).
[0298] In this embodiment, during the first standby mode, it is determined whether or not to transition to the second game mode triggered by a jackpot win or the like (S230). If the transition to the second game mode is not to be made (if S230 is No), the processing from S130 onwards shown in Fig. 6 is executed. On the other hand, if the transition to the second game mode is to be made (if S230 is Yes), the processing related to the second game mode (jackpot game) (for example, the background image O shown in Fig. 11) is executed while maintaining the behavior in the first standby mode (more specifically, the display state of the attention calling object C1, or the attention calling object C1 and the error notification object E, etc., shown in Fig. 8). 2B and other displays related to jackpot games).
[0299] Then, if abnormal winning continues during the second game mode in which the behavior in the first standby mode is maintained (if S240 is Yes), the state of the game machine 10 is transitioned to a stop mode (S260) after the second game mode (jackpot game) ends (S250).
[0300] According to the above-mentioned stop mode related processing, when an abnormal winning is detected during the first game mode and the game transitions to the first standby mode, and when the game transitions to the second game mode (jackpot game) during the first standby mode, the behavior of the gaming machine 10 related to the first standby mode (particularly, the display of the warning object C1, etc.) continues, and the game transitions to the stop mode after the end of the second game mode (jackpot game) without going through the execution of the second standby mode (particularly, the display of the notification object C2).
[0301] [Effects of the third embodiment] In this embodiment, a gaming machine 10 is provided that includes a decorative light-emitting unit (frame decorative lamp 18 or face LED), a display unit (main display 41) that displays a predetermined message, and a front component (cover glass 14 or window 40) that is provided in front of the display unit (41) and allows the display unit (41) to be viewed from the front of the gaming machine. In the gaming machine 10, the light emitted by the decorative light-emitting unit (18) can be reflected on the front component (14, 40), and the state of the gaming machine 10 can be transitioned (shifted) from a basic mode (game mode) to a preparation mode (standby mode: S220) and then to a special mode (stop mode: S260). The basic mode (game mode) is a mode that allows the game (normal game, special game, or winning game) to proceed, the preparation mode (S220) is a mode that suggests the possibility of transitioning to the special mode (S260), and the special mode (S260) is a mode that disables the game to proceed. In the preparation mode and the special mode, the display unit (41) displays, together with predetermined background objects O1, O2, and O3, special mode-related displays (attention object C1, stop notification object C3) that include at least characters related to the special mode (S260).
[0302] Furthermore, in the preparation mode (S220), the background objects O1 and O2 can be displayed dynamically, the special mode related display (C1) can be displayed statically, and the illumination mode of the decorative light emitting unit (18) can be a dynamic mode with a color different from the display color of the special mode related display (C1). Also, in the special mode (S260), the background object O3 can be displayed statically, the special mode related display (C3) can be displayed statically, and the illumination mode of the decorative light emitting unit (18) can be a static mode with a color different from the display color of the special mode related display (C3).
[0303] This makes it possible to obtain the same effects as the gaming machine 10 according to the first or second embodiment.
[0304] In particular, in the gaming machine 10 of this embodiment, the basic modes include a first gaming mode (normal gaming or special gaming) and a second gaming mode (winning gaming). When a predetermined condition is met (if S200 is Yes), the state of the gaming machine 10 can be transitioned to a preparation mode (first standby mode: S220). Then, during the preparation mode (S220), the second gaming mode (jackpot gaming) is entered (S230), and when a specific condition is met during the second gaming mode (if S240 is Yes), the state of the gaming machine 10 can be transitioned to a special mode (stop mode: S260).
[0305] As a result, if an event that may require the game to be stopped (such as an event that may indicate fraud, such as the detection of an abnormal winning) occurs during the first game mode (normal game or special game) (a predetermined condition is met), the game transitions to the preparation mode, and when the game enters the second game mode (jackpot game) during the preparation mode, the behavior of the gaming machine 10 in the preparation mode (such as the display of the warning object C1) can be maintained while the second game mode is continued. If the event continues to occur in this state (when a certain condition is met), the game can be transitioned to a special mode (stop mode) after the second game mode ends, thereby disabling game progress. This prevents a situation in which the game is stopped during the second game mode, when the player's profit is high, and causes a significant loss to an honest player. Furthermore, if the occurrence of the above-mentioned event continues, the game can be disabled after the end of the second game mode (jackpot game), which prevents the spread of damage caused by continued fraudulent behavior by malicious players. Furthermore, even when transitioning from the first game mode to the second game mode, the same notification mode (especially the display of the same attention-calling object C1, etc.) continues, which prevents confusion among players, etc., due to the notification mode switching midway.
[0306] [Variations] Modifications not mentioned in the above description are summarized below. (I) The detection or continuation of an abnormal winning that triggers a transition between the first standby mode ("first preparation mode"), the second standby mode ("second preparation mode"), and the stop mode ("special mode") described in each of the above embodiments is each an example of a "predetermined condition" or "specific condition" according to the claims, and can be modified as appropriate. In particular, the "predetermined condition" can be defined as a condition related to any event that suggests a situation in which game progress should be disabled (such as the detection of an error other than an abnormal winning or an increase in the number of safe balls beyond an expected range). Furthermore, the "specific situation" can also be defined as a condition related to any event that suggests a situation in which game progress should be disabled (such as the continuous detection of an error other than an abnormal winning or a further increase in the number of safe balls). Furthermore, even when a pachislot machine is used instead of the gaming machine 10, the "predetermined condition" or "specific condition" can be appropriately defined. Specifically, the "predetermined condition" can be the detection of an abnormal winning or other error, or an increase in the number of medals beyond an expected range. Furthermore, the "specific condition" may be the continuation of an abnormal winning or other error, or a further increase in the difference in the number of medals beyond the expected range.
[0307] (II) The standby mode (first standby mode or second standby mode) or stop mode described in each of the above embodiments is also an example of the "preparation mode" ("first preparation mode" or "second preparation mode") and "special mode" according to the claims, and their specific aspects can be changed as appropriate. For example, when a pachislot machine is used instead of the gaming machine 10, the "first preparation mode" can be a mode (state) that allows progress in a normal game or a special game (such as AT, ART, AR, RT, or CT) while suggesting the possibility of transitioning to a special mode. Furthermore, the "second preparation mode" can be a mode (state) that allows progress in a special game (such as a real bonus) while notifying (advancing) that a transition to the "special mode" will occur. Furthermore, the "special mode" can be a mode (state) that disables progress in a game (normal game, special game, or special game) and notifies the user of this fact.
[0308] (III) The frame decorative lamps 18 (more specifically, the left decorative lamp 18b and the right decorative lamp 18c) and the board LEDs described in the above embodiments are examples of the "decorative light-emitting unit" according to the claims, and their specific aspects can be modified as appropriate. In particular, any light-emitting device (such as the upper decorative lamp 18a or other light-emitting device) provided in the gaming machine 10, whose light emission can be reflected in the cover glass 14 or the window portion 40 ("front component"), can function as the "decorative light-emitting unit." Furthermore, even if a pachinko / slot machine is used instead of the gaming machine 10, lamps (various LEDs) with similar functions provided in the pachinko / slot machine can function as the "decorative light-emitting unit."
[0309] (IV) The main display 41 described in each of the above embodiments is an example of a "display unit" according to the claims, and its specific aspects can be modified as appropriate. In particular, any display device (sub-display, etc.) provided in the gaming machine 10 can function as a "display unit" as long as the display is visible from the front via a "front component" provided in front of the display device. Furthermore, even if a pachislot machine is used instead of the gaming machine 10, a liquid crystal display or the like provided in the pachislot machine can function as a "display unit."
[0310] (V) The cover glass 14 or window 40 described in each of the above embodiments is an example of a "front surface component" according to the claims, and its specific form can be modified as appropriate. In particular, any structure provided in front of the "display unit" in the gaming machine 10 that allows the "display unit" to be seen from the front of the gaming machine and allows reflections due to the light emitted by the "decorative light-emitting unit" can function as a "front surface component." Furthermore, even if a pachislot machine is used instead of the gaming machine 10, a transparent panel in front of the liquid crystal display provided in the pachislot machine can function as a "front surface component."
[0311] (VI) The performance display monitor 152 described in each of the above embodiments is an example of a "display device" according to the claims, and its specific form can be changed as appropriate. In particular, any display device (such as the collective display device 50) provided on a board inside the gaming machine 10, whose display (light emission) can be reflected in the board case that houses the board, can function as a "display device."
[0312] (VII) The attention-calling object C1 and the notification object C2 described in each of the above embodiments are examples of a "special mode-related display" (particularly, a "first special mode-related display") according to the claims, and their specific aspects can be changed as appropriate. Furthermore, the stop notification object C3 is an example of a "special mode-related display" (particularly, a "second special mode-related display"), and their specific aspects can be changed as appropriate.
[0313] (VIII) The behavior of the gaming machine 10 in the first standby mode, second standby mode, or stop mode described in the first or second embodiment (see Figure 12 or Figure 13, etc.) is an example, and the specific content can be changed as appropriate.
[0314] (IX) Furthermore, the scope of matters described in the original specification, etc. of the present application includes the following (i) to (iii). (a) In the preparation mode (first or second standby mode), the manner in which the light emitted from the decorative light emitting unit (18) is reflected on the front component (14, 40) can be the first reflection manner ("dynamic (multi-color)" in Figure 12 or Figure 13), In the special mode (stop mode), the gaming machine 10 can change the reflection pattern to the second reflection pattern ("white (static)" in FIG. 12 or "red (static)" in FIG. 13). As a result, during the special mode, the way the decorative light-emitting elements are reflected on the front component changes from the way they are reflected during the preparation mode, allowing players to more reliably recognize that they have transitioned from the preparation mode to the special mode.
[0315] (b) In the basic mode (first game mode or second game mode), the light emitted from the decorative light-emitting portion (18) is reflected on the front component (14, 40) in a dynamic manner ("Dynamic (Multicolor)" in FIG. 12 or FIG. 13), Dynamically display background objects O1 and O2, The gaming machine 10 is capable of hiding the special mode related displays (C1, C2, C3) (see Figure 12 or Figure 13). As a result, since the special mode related displays (C1, C2, C3) are not displayed during the basic mode, the difference in display between the basic mode and the preparation mode or stop mode in which the special mode related displays (C1, C2, C3) are displayed is made clear, and players can be sure to recognize when they have transitioned to the preparation mode or special mode.
[0316] (c) In the first preparation mode (first standby mode) and the second preparation mode (second standby mode), Dynamically display background objects O1 and O2, Special mode related displays (C1, C2) are displayed statically, The gaming machine 10 is capable of dynamically lighting up the decorative light-emitting section (18) in a color different from the display color of the special mode-related displays (C1, C2) (see Figure 12 or Figure 13). This makes the special mode related indications (C1, C2) stand out against the reflections that occur on the front components (14, 40) due to the light emitted by the decorative light emitting portion (18), making them easier to see.
[0317] 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, in the above-described embodiment, an example was described in which the gaming machine 10 is configured as a sealed-in pachinko machine (smart pachinko machine), but 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, pachislot 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.
[0318] 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 medal (gaming medium) insertion 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. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid 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 total number of medals paid out over a specified period. Note that in enclosed slot machines (so-called smart slot machines), the gaming media may be numerical data instead of medals, and the number of paid medals, number of inserted medals, and difference in number may also be simply numerical data. [Explanation of symbols]
[0319] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)
Claims
1. A gaming machine including a decorative light emitting unit, a display unit that displays a predetermined image, and a front surface component that is provided in front of the display unit and allows the display unit to be viewed from the front of the gaming machine, The light emitted from the decorative light emitting unit can be reflected on the front component, The state of the gaming machine can be transitioned from a basic mode to a preparation mode and then to a special mode, The basic mode is a mode that allows the game to proceed, the preparation mode is a mode that suggests the possibility of transitioning to the special mode, The special mode is a mode in which the progress of the game is disabled, In the preparation mode and the special mode, displaying a special mode related display including at least characters related to the special mode together with a predetermined background object on the display unit; In the preparation mode, dynamically displaying the background object; statically displaying the special mode related display; The lighting state of the decorative lighting unit may be a dynamic lighting state of a color different from the display color of the special mode related display, In the special mode, statically displaying the background object; statically displaying the special mode related display; The illumination mode of the decorative illumination unit may be a static mode of a color different from the display color of the special mode related display, The basic modes include a first game mode and a second game mode, the preparation modes include a first preparation mode and a second preparation mode; When a predetermined condition is satisfied, the state of the gaming machine can be transitioned to the first preparation mode, A gaming machine characterized in that, when a specific condition is satisfied during the second gaming mode, the state of the gaming machine can be transitioned to the special mode via the second preparation mode.
2. A gaming machine including a decorative light emitting unit, a display unit that displays a predetermined image, and a front surface component that is provided in front of the display unit and allows the display unit to be viewed from the front of the gaming machine, The light emitted from the decorative light emitting unit can be reflected on the front component, The state of the gaming machine can be transitioned from a basic mode to a preparation mode and then to a special mode, The basic mode is a mode that allows the game to proceed, the preparation mode is a mode that suggests the possibility of transitioning to the special mode, The special mode is a mode in which the progress of the game is disabled, In the preparation mode and the special mode, displaying a special mode related display including at least characters related to the special mode together with a predetermined background object on the display unit; In the preparation mode, dynamically displaying the background object; statically displaying the special mode related display; The lighting state of the decorative lighting unit may be a dynamic lighting state of a color different from the display color of the special mode related display, In the special mode, statically displaying the background object; statically displaying the special mode related display; The illumination mode of the decorative illumination unit may be a static mode of a color different from the display color of the special mode related display, The basic modes include a first game mode and a second game mode, When a predetermined condition is satisfied, the state of the gaming machine can be transitioned to the preparation mode, A gaming machine characterized in that the second gaming mode is entered during the preparation mode, and when a specific condition is met during the second gaming mode, the state of the gaming machine can be transitioned to the special mode.
3. The special mode related display is 3. The gaming machine according to claim 1, further comprising: a first special mode-related display executed during the preparation mode; and a second special mode-related display executed during the special mode.
Citation Information
Patent Citations
Game machine
JP2013223570A