Game machine
The gaming machine enhances entertainment value through adjustable launching forces, customizable game modes, and resilient notification systems, improving player engagement and satisfaction.
Patent Information
- Application Number
- JP2024228942
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-12-25
- Publication Date
- 2025-09-30
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value, necessitating improvements to enhance player enjoyment.
A gaming machine equipped with storage means and notification execution means to generate specific states and notifications, allowing for variable games with enhanced features like adjustable launching forces, light and sound effects, and customizable game modes, while ensuring error resilience and flexible notification execution.
The solution increases game enjoyment by providing dynamic and engaging gameplay experiences with adjustable difficulty and reward mechanisms, enhancing player interaction and satisfaction.
Smart Images

Figure 2025142189000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, there have been gaming machines capable of executing effects related to games (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-221239 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, there is room for improving the entertainment value of the game.
[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]
[0006] In a representative embodiment of the present invention, a gaming machine capable of executing control related to a game includes storage means capable of storing information about a game, and notification execution means capable of executing a predetermined notification within a predetermined period of time, and is capable of generating a predetermined state and a specific state having a base value higher than the predetermined state, and is capable of generating the specific state according to the result of a variable game executed after initialization of the storage means, the predetermined period including at least a part of a special period from the end of the specific state to the start of a variable game based on the entry of a gaming ball into a first winning means, and the predetermined notification is a notification that prompts a launch operation that can cause a gaming ball to enter the first winning means, and the notification execution means is configured to execute a predetermined notification according to the result of a variable game executed after initialization of the storage means. Even if an error occurs, the predetermined notification can be executed, and the notification time when the predetermined notification is executed and the notification time when the specific error is notified may differ, and in a game restriction state in which the execution of at least a variable game is restricted as a game, the predetermined notification is stopped or interrupted, and the game restriction state can occur due to a game ball entering a winning means including the first winning means, and in a specific period different from the predetermined period, the occurrence of the game restriction state can be postponed even if a game ball enters the winning means, and in the special period, when a predetermined condition different from the occurrence of the game restriction state is met, the execution of the predetermined notification is stopped or interrupted. [Effects of the Invention]
[0007] According to one aspect of the present invention, the enjoyment of the game can be increased. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] 10 is a time chart illustrating a predetermined period during which a predetermined notification can be executed when a time-shortening state (specific state) occurs. [Figure 6] This is a time chart that explains the specified period during which a specified notification can be executed when a jackpot state (special state) occurs. [Figure 7] This is a screen transition diagram that illustrates an example of a left-hit instruction display as a predetermined notification, and also illustrates the display screen of the display device 41 in chronological order. [Figure 8] This is a screen transition diagram showing examples of the display screen of the display device in chronological order while remaining reservations are being consumed (special period). [Figure 9] This is a screen transition diagram illustrating the display screen of the display device in chronological order while the pattern is stopped (special period) after the jackpot state. [Figure 10] Special Figure 1 is a screen transition diagram illustrating the display screen of the display device 41 in chronological order in the normal game state (non-advantageous state) after the start of the variable display game. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] A preferred embodiment of the present invention will be described below with reference to the accompanying drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are used as reference directions from the perspective of a player playing a game.
[0010] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not awarded as gaming value on a tray such as an upper tray. Gaming value is awarded as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed gaming machines.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via hinges 16 and can be rotated open and closed. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and front frame 12 form an outer frame unit.
[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that makes the game area 32 (see FIG. 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. Furthermore, by opening the front frame 12 without opening the glass frame 15, it is possible to access the game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.
[0014] Various frame components are arranged around the edge of the glass frame 15 around the cover glass 14.
[0015] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the top, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside and are used to produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.
[0016] Upper speakers 19a are disposed in the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speaker 19b is disposed at the bottom of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The effect operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including the effect button 25 and the directional key switch 450.
[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. Multiple effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch or a general type 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 display device 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 volume adjustment switch that adjusts the volume of the speaker 19, independent of the directional key switch 450.
[0019] By operating the effect operation device (particularly the effect button 25), the player can perform effects that involve player operation in the special symbol variable display game, etc., displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or to execute a preview effect that predicts the outcome of the variable display game. Note that the variable display game includes a special symbol variable display game (a special symbol variable display game), and when simply referring to a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.
[0020] In addition, the content of the presentation may be changed not only while the variable display game is being played, but also when the game is not being played, by the player operating the presentation operation device.
[0021] The game state when the variable display game is executed consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low payout rate (base value). Special game states are non-normal game states, including specific game states and special game states. For example, specific game states include a normal power support state (high base state) in which it is easier to win in the second start winning slot of the normal variable winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state). Special game states include a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the multiple game states to set it as the current game state.
[0022] Below the glass frame 15 and at the bottom of the front frame 12, an operating handle 24 for controlling the operation of a ball launcher (not shown) is provided.
[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12, to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a firing operation, the ball launcher launches the supplied gaming ball into the playing area 32 of the playing board 30. The launching speed of the gaming ball launched from the ball launcher is set to increase as the rotation amount of the operating handle 24 increases. That is, the ball launcher can change the launching force, which is the force (speed) with which the gaming ball is launched into the playing area 32, in response to the player's operation of the operating handle 24, and can launch the gaming ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the gaming ball flows down the left side of the playing area 32, and a right hit in which the gaming ball flows down the right side of the playing area 32.
[0024] The enclosed gaming machine 10 is designed so that gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls onto the tray.
[0025] In addition, behind the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).
[0026] The card unit 201 is a so-called "machine-to-machine sandwich" and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is communicatively connected to the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited and the number of balls on the card (the number of game values owned), which is the number of balls owned by the player. The balls on the card are valid only on the day they are generated, and balls on the card after that day may be added to the ball reserve managed by the gaming parlor (the balls are converted into saved balls). The card may also store the player's personal information or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as banknotes. The amount of money inserted into the cash insertion section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball lending operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a balance display unit 215. The game ball count display unit 214 and the balance display unit 215 are provided within a monitor such as an LCD monitor. The ball lending operation unit 211 is operated when increasing the number of game balls held by the gaming machine (number of usable game balls, number of usable game values), which is the number of game balls that a player can use, based on the balance stored on the card. The number of game balls held by the gaming machine is numerical data managed by the gaming machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the gaming machine based on the number of balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The game ball count display unit 214 displays the number of game balls held on the card. The remaining amount display section 215 displays the remaining amount.
[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. 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.
[0029] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an inserted amount signal that is output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return the card in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that will be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of game balls available to the player (number of available game values). As an example, the ball number display unit 217 is configured with a plurality of (for example, six) seven-segment LED lamps arranged side by side, and can display multiple (six-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated by a player when the player finishes playing on the gaming machine 10. The counting operation unit 218 outputs the above-mentioned counting signal when pressed. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. Furthermore, the number of balls fired into the gaming area 32 (or the number of balls ejected from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.
[0034] [Game board] Next, the gaming board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the gaming board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the gaming board 30 includes a flat gaming board body 30a that serves as a mounting base for various components. The gaming board body 30a is made of wood or synthetic resin, and a gaming area 32 surrounded by a guide rail 31 is provided on the front side of the gaming board body 30a. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launcher into the gaming area 32 surrounded by the guide rail 31. The launch passage 29 guides the gaming balls from the ball launcher into the gaming area 32. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.
[0036] A window 40 is provided in the approximate center of the gaming board main body 30a, which serves as a display area for the variable display game. Behind the window 40, a display device 41 is arranged as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is arranged so that the display content can be seen from the front side of the gaming board 30 through the window 40. Note that the display device 41 is not limited to one that includes a liquid crystal display, and may also include a display such as an organic electroluminescence (EL) display.
[0037] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and in each variable display area, identification information (special symbols) and images that produce a variable display game are displayed. If there is another display capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other display may function as a sub-display (auxiliary display). For example, the sub-display may be smaller in size than the display device 41, and may be movable from near the periphery of the display device 41 to near the center in front of it as part of the production, and may also function as a production movable body 44 (movable gadget, see Figure 4).
[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 that perform light-emitting performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 to detect a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0040] A general winning opening 35 (general winning area) is arranged in the game area 32 on the lower left of the window section 40, and another general winning opening 35 is arranged in the game area 32 on the lower right of the window section 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches (SW) 35a (1 to n) provided in the general winning openings 35.
[0041] In the game area 32 below the window 40, there is provided a start winning port 36 (first start winning port, start winning port 1, first start winning area) that sets the conditions for starting the special symbol variable display game. In the game area 32 to the right of the window 40, there is provided a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward, etc., to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, the special symbol variable display game is executed. In this embodiment, the game ball is more likely to enter the starting winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.
[0042] When the result of the normal variable display game reaches a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it will be in a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls cannot easily flow into the normal variable winning device 37. In this embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the fluctuation time of the normal map fluctuation display game or by making the winning probability of the normal map fluctuation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special game is played, thereby generating a time-saving state (normal power support state) as a specific game state. The time-saving state (normal power support state) also occurs overlappingly in the probability variable state (excluding the latent probability variable state).
[0044] In the game area 32 below the normal variable prize winning device 37, a special variable prize winning device 39 is provided. The special variable prize winning device 39 has an opening / closing door 39c that opens the large prize winning port (large prize winning area) by operating a large prize winning port solenoid 39b (see Figure 3). The special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state based on the results of the special variable prize display game, facilitating the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). A large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection means for detecting game balls that enter the large prize winning port. The special variable prize winning device 39 is designed to facilitate the entry of game balls into the large prize winning port when the player hits the right side.
[0045] A specific area 86 (so-called V entry port) is provided inside the special variable winning device 39. For example, if a gaming ball enters the specific area 86 (V entry port, V entry area) after the opening / closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be open for a long period of time only during a small win, allowing the gaming ball to pass through easily. The game control device 100 can detect the passage of the gaming ball into the specific area 86 (V entry) via a sensor (specific area switch 72 described below) or the like. Upon detecting V entry, the game control device 100 determines that a transition to a big win state (V entry big win state) will occur after the small win ends, and transmits information indicating a V entry (specific area passage command, etc.) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the display device 41 or the like.
[0046] That is, in this embodiment, the gaming machine 10 is basically described as a so-called type 1 / 2 mixed machine (type 1+2 machine). Therefore, in this embodiment, when a small win occurs, the special variable winning device 39 is opened, and a gaming ball enters a specific area 86 (V winning port) in the special variable winning device 39, resulting in a jackpot. Note that the configuration of this embodiment can also be applied to gaming machines (variations) 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 a 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.
[0047] 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.
[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is an information display device that is made up of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game status, and is equipped with display parts 51 to 60.
[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a collection of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start memory number (hold number) of each change display game. Note that the special chart 1 display 51 and the special chart 2 display 52 may be 7-segment type display units. The special chart 1 hold display 54 is composed of two LED lamps. The special chart 2 hold display 55 is composed of two LED lamps. The normal chart hold display 56 is composed of two LED lamps.
[0050] The collective display device 50 also has a first game status display unit 57 (first game status indicator, one LED lamp) that notifies when it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability status display unit, one LED lamp) that indicates when the gaming machine 10 is turned on that the probability state for a jackpot is in a high probability state, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).
[0051] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (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.
[0052] Next, the flow of the game in the gaming machine 10, the regular chart variation display game, and the special chart variation display game will be described in detail.
[0053] In the gaming machine 10, games are played by launching gaming balls from a ball launcher (not shown) toward the gaming area 32. The launched gaming balls flow down the gaming area 32, changing their rolling direction due to obstacles and windmills placed throughout the gaming area 32. They either win or enter the normal start gate 34, the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, or they flow into the outlet 30b at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, the number of prize balls corresponding to the winning slot is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball count display 217 displays the number of balls held by the gaming machine after the addition.
[0054] The normal map start gate 34 is provided with a gate switch 34a that detects a game ball that has passed through the normal map start gate 34. When a game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the determination result of the normal map winning random number value (random number value for winning determination) extracted at this time.
[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, if the game ball passes through the normal map start gate 34, the normal map start memory number (normal map reserve number) is incremented (+1) if it is less than the upper limit. The game control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, extracted predetermined random number values (normal map winning random number value, normal map random number value) as start memories that serve as the right to play the normal map variation display game, based on the passage of the game ball through the normal map start gate 34. Note that if there are multiple winning results (normal map winning symbols) in the normal map variation display game, a normal map winning symbol random number value is also extracted to allocate the winning results (for drawing lots), and both the normal map winning random number value and the normal map winning symbol random number value are stored as start memories.
[0056] In this way, the normal map start memory (normal map reserve) stores a normal map winning random number value as a random number value for determining whether the normal map fluctuation display game is a winning or losing game, and when this random number value for determining whether the game is a winning or losing game matches the judgment value, the normal map fluctuation display game is a winning game and a specific result pattern is derived.
[0057] The normal symbol variation display game (pattern variation game) is executed by the normal symbol display device 53 provided in the collective display device 50. The normal symbol display device 53 is composed of an LED that indicates a win when lit as normal identification information (normal symbol, normal symbol) and indicates a loss when unlit, and displays the variation of the normal identification information by flashing this LED, and after a predetermined variation display time has elapsed, displays the result by turning the LED on or off.
[0058] If the normal symbol random number value extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display 53 stops as a winning result and enters a winning state (normal symbol winning state). At this time, the normal power solenoid 37c is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable winning device 37. The opening time of the movable member 37b of the normal variable winning device 37 once (for example, 3 seconds) may be called the normal power opening time.
[0059] The entry of a gaming ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). A gaming ball that enters the start winning hole 36 is detected as a start winning ball for the special chart 1 variable display game, and is stored up to a predetermined upper limit number (here, 4). A gaming ball that enters the normal variable winning device 37 is detected as a start winning ball for the special chart 2 variable display game, and is stored up to a predetermined upper limit number (here, 4). The gaming control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, an extracted predetermined random number value as a start memory that becomes the right to play the special chart variable display game, based on the entry of a gaming ball into the start winning area (starting hole) of the start winning hole 36 or the normal variable winning device 37.
[0060] When the starting winning ball of the special symbol variation display game is detected, various random number values such as a jackpot random number value, a jackpot pattern random number value (special symbol pattern random number value), a variation pattern random number value, etc. are extracted. These random number values are stored as special symbol start memory a predetermined number of times (for example, a maximum of 8 times (4 times x 2)) in the special symbol reserve memory area (part of RAM) of the game control device 100. The number of times stored in the special symbol start memory is displayed on the special symbol 1 reserve indicator 54 and the special symbol 2 reserve indicator 55, which are used to notify the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a win in the start winning slot 36 or the first start memory (special chart 1 start memory, special chart 1 reserve). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a win in the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reserve).
[0062] The special symbol 1 variable display game (first special symbol variable display game, first symbol variable display game) and the special symbol 2 variable display game (second special symbol variable display game, second symbol variable display game) are played by displaying a predetermined result pattern in a stopped state after displaying a changing state of identification information (special symbol, special symbol) on the special symbol 1 display 51 and the special symbol 2 display 52. The stopping symbols as the predetermined result pattern that are stopped and displayed on the special symbol 1 display 51 and the special symbol 2 display 52 include a big win symbol (a stopping symbol for a big win), a small win symbol (a stopping symbol for a small win), a time-saving symbol (a stopping symbol for a support win), a losing symbol (a losing stopping symbol), etc.
[0063] In addition, the display device 41 executes a decorative special symbol variable display game that variably displays multiple types of identification information corresponding to each special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52. The identification information on the display device 41 is composed of numbers, symbols, character designs, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.
[0064] The decorative special symbol variation display game (decorative symbol variation game, presentation game) on the display device 41 is carried out by starting a display (scrolling or rotating display) of the identification information (decorative special symbol, decorative special symbol) consisting of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then sequentially stopping the varying symbols after a predetermined time to display the results of the special symbol variation display game. Multiple types of identification information are displayed in a rotating manner on the display device 41. Because the identification information (decorative special symbol) displayed on the display device 41 thus varies (including changes and movements) over time in the decorative special symbol variation display game, the decorative special symbol variation display game is also called a symbol variation game. Furthermore, the display device 41 also displays a variety of presentations, such as the appearance of character images (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 display device 41 in which the identification information (decorative normal pattern, decorative normal pattern) changes over time in response to the normal pattern change display game (pattern change game) on the normal pattern display 53, and this may be implemented by scrolling display, rotating display, etc. in the same way as the decorative special pattern change display game.
[0065] When a game ball enters the start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a jackpot value), a specific result state (special result state) is derived from the displayed symbols as a result of the special symbol variable display game, and a jackpot state (special game state) is achieved. Correspondingly, the display state of the display device 41 becomes a special result state (for example, a state in which numbers such as "777" are lined up).
[0066] At this time, the special variable prize winning device 39 converts the special prize winning port from a closed state to an open state for a predetermined time (for example, 30 seconds) by energizing the special prize winning port solenoid 39b (see FIG. 3). In other words, the special variable prize winning device 39 opens the special prize winning port wide for a predetermined time or until a predetermined number of game balls enter the special variable prize winning device 39, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a special result mode (small win result mode) is derived from the displayed symbols as a result of the special symbol variable display game, and a small win state is achieved. Correspondingly, the display mode of the display device 41 becomes a small win result mode. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). In addition, the small win random number value may be used to determine a small win.
[0068] At this time, the special variable winning device 39 converts the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoid 39b (see Figure 3). Note that the full opening time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (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.
[0069] Here, we will explain the difference between a big win and a small win.
[0070] A jackpot is a special result that accompanies the activation of a conditional device, while a minor jackpot is a special result that does not accompany the activation of the conditional device. The conditional device is activated when a jackpot occurs in a special variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variable prize-winning device 39, which is a special electric device. The "conditional device" may be a software means, such as a flag that is turned on and off by software as described above, or a hardware means, such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the big win flag is set and the special variable winning device is opened, whereas in the case of a small win, the small win flag is set and the special variable winning device is opened. However, if there is a V win during the small win state, the condition device will be activated.
[0072] In addition, the special chart 2 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.
[0073] In addition, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they are simply referred to as the special chart variable display game.
[0074] [Game control device] 3 is a block diagram of the gaming control system of the gaming machine 10. The gaming machine 10 is equipped with a gaming control device 100 (main board) that serves as the main control means. The gaming control device 100 is a main control device that controls the overall game, and is composed of a gaming microcomputer 111 (hereinafter referred to as the gaming microcomputer), an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus that connects the gaming microcomputer 111, the input unit 120, and the output unit 130. The gaming microcomputer 111 can receive various signals and data via the input unit 120, and can transmit various signals and data via the output unit 130.
[0075] An oscillation circuit (crystal oscillator) having an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU operating clock, timer interrupt, and random number generation circuit may be connected to the gaming microcomputer 111. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.
[0076] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of 32V DC from a 24V AC power supply and a DC / DC converter that generates a lower level DC voltage such as 12V DC or 5V DC from 32V DC, a backup power supply 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies recovery (recovery, restoration) from a power outage.
[0077] The backup power supply 420 can be composed of a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if this voltage drops to, for example, 17V or less, detects the occurrence of a power outage and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or when the power is restored.
[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the 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.
[0079] The RAM clear switch 112 is provided on the game control device 100 inside the gaming machine 10, and is therefore located in a position (inaccessible position) that cannot be operated unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be provided in a location other than the game control device 100.
[0080] The gaming microcomputer 111 includes a CPU 111a (central processing unit: microprocessor), a read-only ROM 111b (read-only memory), and a random access memory (RAM 111c) that can be read and written at any time.
[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information), and serves as a storage means that can retain the stored information even if a power outage occurs.
[0082] Furthermore, the ROM 111b stores a fluctuation pattern table for determining a fluctuation pattern (fluctuation mode and fluctuation time) that defines, for example, the execution time (fluctuation time) of the special chart fluctuation display game, the presentation content, and whether or not a reach state occurs. The fluctuation pattern table is a table that the CPU 111a uses to determine a fluctuation pattern by referring to one or more fluctuation pattern random number values stored as start memory. The fluctuation pattern table also includes a miss fluctuation pattern table that is selected when the result is a miss, a jackpot fluctuation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a second-half fluctuation group table or a second-half fluctuation pattern selection table) for determining a second-half fluctuation pattern, which is a fluctuation pattern after a reach state has been reached, and a table (such as a first-half fluctuation group table or a first-half fluctuation pattern selection table) for determining a first-half fluctuation pattern, which is a fluctuation pattern before a reach state has been reached.
[0083] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the 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).
[0084] Furthermore, in the processing related to the special chart variation display game, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or loss) of the special chart variation display game, the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, when the CPU 111a executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b.
[0085] The 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.
[0086] The input unit 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the entry port switch 35a of the normal entry port 35, the entry port 1 switch 36a in the first entry port 36, the entry port 2 switch 37a in the second entry port (normal variable entry device 37), and the large entry port switch 39a in the special variable entry device 39. The outputs from the gate switch 34a, the entry port switch 35a, the entry port 1 switch 36a, the entry port 2 switch 37a, and the large entry port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. The detection signals from the entry port 1 switch 36a and the entry port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input unit 120. The switches connected to the input unit 120 may be, for example, magnetically detect game balls.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball outlet switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage (V entry) of a game ball into the specific area 86 (V entry port). The remaining ball outlet switch 73 detects game balls that have passed through the remaining ball outlet, which discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and finished playing (i.e., all game balls that have passed through the entry port or out port 30b). Note that not only game balls that have entered the out port 30b, but also game balls that have entered the entry ports (first start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.
[0088] In addition, various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch (door opening / closing sensor) for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main frame open detection switch, door opening / closing sensor) for detecting front frame open provided on the front frame 12 (main frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10. Note that an error related to the detection of radio waves by a radio wave sensor may be referred to as a radio wave error, an error related to the detection of magnetism (magnet) by a magnetic sensor switch may be referred to as a magnetic error (magnet error), an error related to the detection of the opening of the glass frame 15 (door) or the front frame 12 (door) by a door opening / closing sensor may be referred to as a door open error, and an error related to the detection of vibration by a vibration sensor may be referred to as a vibration error.
[0089] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the frame control device 200 to the gaming control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the presentation control device 300 via the output unit 130, for example, by serial communication. Note that communication between the game control device 100 and the presentation control device 300 is one-way communication that prevents signals from being input from the presentation control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a gaming machine as an actual machine (mass-produced product) installed in an amusement parlor (game center).
[0092] The output unit 130 is also provided with an output port that outputs opening / closing data for the normal solenoid 37c that opens the normal variable prize winning device 37, the large prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is also provided with a driver that receives the opening / closing data signal, generates a solenoid drive signal, and outputs it.
[0093] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, for example, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.
[0095] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device 152, LED on / off data of the performance display device 152 using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 is made up of a plurality (four) of seven-segment type (eight-segment type including the dots Dp) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value number) obtained by winning, and may be, for example, the payout rate (base value), the ratio of bonus balls, the number of dispensed balls, etc.
[0098] The ball payout rate (base value) is the ratio (proportion) of the total number of prize balls to the number of dispensed balls (or the number of shot balls introduced into the game area 32), and is calculated as (number of acquired balls ÷ number of dispensed balls) × 100 (%). In other words, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 dispensed balls. The number of dispensed balls can be obtained by counting the signal of the out ball detection switch 74, etc. In enclosed gaming machines, the number of acquired balls (total number of prize balls) is the number of game value (amount of game value) that is assigned as numerical data.
[0099] For example, the ratio of prize balls to prize balls is the percentage (%) (= so-called continuous prize ball ratio) of the number of prize balls (number of balls acquired by each prize ball) acquired by winning a prize ball in a big prize slot during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize ball in a prize slot during a specified period (for example, from when the gaming machine 10 is turned on to the present).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stop means (stop means) that can generate a game stop state (a game-prohibited state, a game-prohibited state) in which games such as special game display games, normal game display games, and round games (games played during big wins or small wins) cannot be played upon the establishment of operating conditions (predetermined conditions) based on the number of safe balls and the number of discharged balls. In the game stop state, new special game display games and new normal game display games cannot be started. Thus, in the game stop state, game execution on the collective display device 50 and the display device 41 is restricted. The safety device can appropriately take measures against fraud in cases such as when an abnormally high number of safe balls is generated due to fraud, and may also be able to prevent players from becoming addicted to the game. Reducing addiction allows players to play with peace of mind.
[0101] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a complete function (or ending function, stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0102] In this embodiment, the activation 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.
[0103] 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 signals from the out ball detection switch 74. The counter value of the counting counter is basically an additive counter. When a prize is won into a prize slot, the number of safe balls increases by the number of prize balls, thereby increasing (adding). When one game ball is discharged from the game area 32, the number of discharged balls increases by one, thereby decreasing (decreasing) (however, if the counting counter is 0, it remains at 0 without decreasing). 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. Note that the counter value of the counting counter may basically be a subtractive counter. For example, the origin of the counter value of the counting counter may be 95,000, and it may decrease (subtract) in response to an increase in the number of safe balls, and increase in response to an increase in the number of discharged balls (however, if the counting counter is at the origin of 95,000, it will not increase and will remain at 95,000). Also, for example, when the counter value of the subtractive specification becomes 0, it corresponds to the case where the counter value of the increment specification becomes 95,000, and in this case, if it is neither a big win nor a small win, the safety device (complete function) may be activated.
[0104] 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.
[0105] For example, the state of the safety device (complete function) corresponds to a counter value less than 90,000, and becomes 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). The state of the safety device corresponds to a counter value between 90,000 and 94,999, and becomes a complete function activation warning state that notifies (warns) that the safety device may be activated. The state of the safety device corresponds to a counter value reaching 95,000, and becomes a complete function activation notice state that notifies (notifies) 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 activated.
[0106] 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.
[0107] On the other hand, when the big hit or small hit ends and it is no longer a big hit or a small hit, the safety device transitions from the complete function activation warning state to the complete function activation notification state (activated state, activated state).
[0108] In the complete function activation warning state, the presentation control device 300 displays a complete function activation warning on the display device 41, warning of the possibility of activation of the complete function. The complete function activation warning displays a countdown of the remaining number from the counter value of the counting counter to the reference value (95,000) (the difference between the reference value and the counter value) and also displays a predetermined text display (for example, "Playing will end soon"). 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 on the display device 41 (for example, the text "Playing will end after the win ends") that warns of the activation of the complete function. For example, the complete function activation warning and complete function activation notice may be displayed on a part of the display device 41, and may be displayed on a front layer while blocking other displays and parts of other effects on a back layer without interrupting other displays or other effects. Furthermore, even when the counter value reaches 95,000 (reference value) during a big win or a small win, the complete function activation warning state and the predetermined text display in that state (for example, "Playing will end soon") may be maintained without generating the complete function activation notice state. Then, when the big win or small win is no longer occurring, the safety device (complete function) may start operating and the state may transition to the complete function activation notification state.
[0109] When the safety device is in the complete function activation notification state (not during a small win or a big win), i.e., when game play is stopped, the presentation control device 300 displays a complete function activation notification (e.g., the text "Play Stopped") on the display device 41, indicating that the complete function is activated. For example, the complete function activation notification is displayed on the entire display screen of the display device 41, and other displays and presentations other than the complete function activation notification may be either terminated or obscured (restricted) so that they cannot be seen on the back layer by the complete function activation notification on the front layer. 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 safety device is deactivated.
[0110] In the game-stop state, games such as the special chart change display game, the normal chart change 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 port switch is disabled, the prize port (winning) is disabled, the solenoids that close the large prize port, the specific area 86, the normal 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 the performance display device 152 are turned off. In the game-stop state, not only are the special chart change display game and the normal chart change display game unable to continue, but new special chart change display games and new normal chart change 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 the game-stop state, all light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 are turned off (all off). However, this is not limited to this. In the game stop state, the light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 may be partially lit (partially lit) or all lit (fully lit). Furthermore, in the game stop 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 firing signal corresponding to the game stop state may be output to the test firing device (a configuration in which the test firing signal is not output is also possible). In the game stop state, the presentation control device 300 turns off all of the presentation LEDs 46 (fully lit), or turns on some or all of them. However, when an error occurs, some or all of the presentation LEDs 46 may be lit in red. In addition, in the game stop state, the presentation control device 300 may stop audio output from the speaker 19 to silence the sound (a configuration in which the sound is not silenced is also possible).
[0111] [Transition state when power is turned on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the device transitions to various states (modes).
[0112] If the RAM clear switch 112 is turned on when the power is turned on, the system transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. Note that when the RAM clear switch 112 is turned on, the system initially enters a RAM clear preparation state (initialization preparation state), and if the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). Note that when the game control device 100 executes the RAM initialization process, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system transitions to a normal power recovery state (normal power recovery mode), where power is simply restored.
[0114] [Performance control device] Next, the configuration of the effect control device 300 (sub-board) will be described using Figure 4. Figure 4 is a block diagram of the effect control system of the gaming machine 10. The effect control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the effect LED 46, and / or the operation of the effect movable body 44 in response to commands from the gaming control device 100. In other words, the effect control device 300 can control effects related to the game. The effect LED 46 may be a full-color LED (light-emitting diode) that can emit light in various colors.
[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.
[0116] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (for example, a cache memory) that provides a working area.
[0117] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performs processes such as instructing the sound control unit 314 on the sound to be played, lighting up the performance LED 46, driving and controlling the motor and solenoid of the performance movable body 44, and managing the performance time.
[0118] The VDP 312 is 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.
[0119] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.
[0120] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives, via the command I / F, special symbol reservation number commands, decorative special symbol commands, variation commands, symbol stop commands, and the like transmitted from the game control device 100 to the performance control device 300 as performance control instruction signals (performance commands).
[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LED (light emitting diode) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable body 44 (for example, a movable role object that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332, 334 that drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44 are connected to the control microcomputer 311 via an address / data bus.
[0123] Furthermore, the effect control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting to the control microcomputer 311 a detection signal indicating the on / off state of the effect button switch 25a built into the effect button 25 provided in the glass frame 15, and a detection signal indicating the on / off state of the direction key switch 450. The switch input circuit 336 also inputs to the control microcomputer 311 a detection signal of a volume adjustment switch 335 that enables a gaming establishment official (an attendant, a manager, an administrator) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b.
[0124] The normal power supply section 410 of the power supply device 400 supplies a DC voltage of a desired level to the performance control device 300 having the configuration described above and the electronic components controlled thereby.
[0125] [Basic Control] Next, we will explain the basic control in the gaming machine 10. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores a normal map start memory based on the input of a game ball detection signal from the gate switch 34a provided in the normal map start gate 34, and based on the normal map start memory, extracts a random number value for determining whether the normal map is a hit (normal map hit random number value) and compares it with the judgment value stored in ROM 111b to judge whether the normal map variation display game is a hit or a miss. This judgment may be performed when the normal map variation display game starts (at the start or just before the start).
[0126] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed variably for a predetermined time, and then stops and displays it. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. Note that if the result of the normal map variation display game is a loss, control is performed to display a loss result state on the normal map display 53.
[0127] In addition, the first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for jackpot determination (jackpot random number value) of 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. This determination may be performed at the start of the special chart 1 variable display game (at the start or immediately before the start).
[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for jackpot determination (jackpot random number value) of the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a hit or a miss. This determination may be performed at the start of the special chart 2 variable display game (at the start or immediately before the start).
[0129] Then, the CPU 111a of the game control device 100 outputs a control signal (presentation control command) including the determination result of the special symbol 1 variable display game and the special symbol 2 variable display game to the presentation control device 300. Then, the special symbol 1 display 51 and the special symbol 2 display 52 display a special symbol variable display game in which the identification symbol is displayed variably for a predetermined time, and then displayed stationary. In other words, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (first start winning port 36, normal variable winning device 37).
[0130] Furthermore, the performance control device 300 displays, on the display device 41, a decorative special symbol variable display game corresponding to the special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52, based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the light emission of the various performance LEDs 46, based on a command (control signal) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0131] Then, when the result of the special symbol variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays a small win symbol or a big win symbol (a small win stop symbol or a big win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a, for example, controls the big prize opening solenoid 39b to open the opening / closing door 39c of the special variable prize winning device 39, allowing game balls to flow into the big prize opening.
[0132] One round (R) is defined as the process of opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (for example, 10 balls) enter the large prize opening, or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is continued (repeated) a predetermined number of rounds (for example, 15, 11, or 2 times) (cycle play). Also, if the result of the special symbol variable display game is a loss, control is performed to stop and display a loss symbol (loss stop symbol) on the special symbol 1 display 51 or the special symbol 2 display 52 as the loss result mode.
[0133] In the case of a gaming machine (variant) other than a type 1 / type 2 mixed machine, the gaming control device 100 can generate a high probability state (specific gaming state) as a gaming state after the special gaming state ends, based on the result state of the special chart variable display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special chart variable 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 chart 1 variable display game or the special chart 2 variable display game, both the special chart 1 variable display game and the special chart 2 variable display game will be in the high probability state. In the high probability state (probability variable state), the gaming control device 100 sets a special chart high probability flag indicating the high probability state.
[0134] In addition, in this embodiment, 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, the number of times it is executed, etc. In the time-saving state, the normal game variation display game and the normal game variation winning device 37 may be controlled to be in a time-saving operation state, and the normal game variation winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is played, resulting in a normal power support state. Note that even in a high probability state (normal probability variable state) other than the latent probability variable state, the time-saving state is overlapped and normal power support is executed.
[0135] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-shortened changes in the special chart change display game can also be executed.
[0136] In addition, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, four times) that is greater than the first opening number (for example, two times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability, normal map winning probability) to a higher probability than the normal probability (low probability) in the normal operating state.
[0137] In the time-saving mode, the time required for the normal variable winning device 37 to switch to the open state is extended by varying one or more of the normal symbol variation time, normal symbol stop time, normal symbol release count, normal symbol release time, and normal symbol probability. This makes it easier to win the normal variable winning device 37 in the time-saving mode than in the normal game mode where no special game is played. This increases the number of times the special symbol variation display game is executed per unit time compared to the normal game mode, and also shortens the execution interval of the special symbol variation display game. It is also possible to set multiple types of time-saving modes that vary differently. It is also possible to set the movable member 37b not to open in the normal operating mode (normal symbol probability is 0). When there are multiple types of normal symbol winning results (normal symbol winning patterns), the normal symbol release time (long release, short release) and the number of normal symbol releases may be changed depending on the type of normal symbol winning result (normal symbol win A, normal symbol win B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.
[0138] The game control device 100 basically sets a time-shortening flag indicating the time-shortening state in the time-shortening state. However, even if the time-shortening flag is set, the low base state in which the ball payout rate (base value) is as low as the normal game state because the opening time of the normal variable winning device 37 is extremely short may be treated as the normal game state in which no special game is played (of course, it may also be treated as the time-shortening state).
[0139] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (time-saving A1, time-saving A2, time-saving A3, etc.) that correspond to the normal hit result (normal hit symbol) with different normal power release times and normal power release counts. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. 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.
[0140] After the time-saving state ends, a remaining reserve consumption state (remaining reserve state) can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, 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).
[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time interval (e.g., 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.
[0143] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).
[0144] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt process, when a game ball wins (enters) the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is made that can determine in advance the game result based on the winning at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine in advance the result of the variable display game based on the start memory before the variable display game is executed.
[0146] Furthermore, the timer interrupt processing can execute 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.
[0147] In the main processing that starts when the power is turned on, the game control device 100 can send power outage recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands relating to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared to be cleared.
[0148] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.
[0149] The game control device 100 can transmit game status commands indicating game states such as 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.
[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to the results of the special symbol variation display game, such as losing symbols, big win symbols, small win symbols, and time-saving symbols, and symbol stop commands indicating the stop of the special symbol variation display game, and win-related commands corresponding to each stage of the big win or small win state. Here, customer waiting-related commands include customer waiting demo commands that instruct customer waiting demos, such as movie demos on the demo screen. Win-related commands also include opening commands (fanfare commands) corresponding to the opening (fanfare) of a small win or big win, round commands corresponding to the round of a small win or big win, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a big win or small win.
[0151] The game control device 100 can transmit a special figure 1 reserve number command and a special figure 2 reserve number command indicating the number of start memories when the first start memory number (special figure 1 reserve number), which is the number of first start memories (special figure 1 reserve), and the second start memory number (special figure 2 reserve number), which is the number of second start memories (special figure 2 reserve), change. The game control device 100 can also transmit a regular figure reserve number command indicating the number of regular figure start memories when the regular figure start memory number (regular figure reserve number), which is the number of regular figure start memories (regular figure reserves), changes. The game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning slot 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.
[0152] Furthermore, the game control device 100 can transmit a look-ahead command when a gaming ball enters the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and the first start memory or the second start memory occurs. The look-ahead commands include look-ahead stop pattern commands corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the jackpot random number value or special pattern random number value saved as the first start memory or the second start memory, and look-ahead fluctuation pattern commands based on the saved fluctuation pattern random number value.
[0153] In addition, the game control device 100 can send necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hitting instruction notification command, right hitting instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.
[0154] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41 as an error indication, and may also notify the error by illuminating the performance LED 46 and sounding 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 display device 41. For fraudulent errors, such as a magnetic error detected by a magnetic sensor switch, the error display (text display, etc.) on the display device 41 may be displayed on the full screen of the display device 41, while halting other displays and other effects. Alternatively, for fraudulent errors, the error display on the display device 41 may be displayed on the full screen of the front layer, while being hidden by a back layer so as not to be visible, without halting other displays and other effects. On the other hand, for errors other than fraudulent errors, the error display on the display device 41 may be displayed on a portion of the display device 41. For example, it may be displayed on the front layer while obscuring other displays and other effects on the back layer, without halting other displays and other effects.
[0157] When the performance control device 300 receives a counter information command, it displays information about the counter value of the counting counter on the display device 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 display device 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.
[0158] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory count and the second start memory count are zero and the special chart variable display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.
[0159] When the effect control device 300 receives a variation command indicating a variation pattern and a decorative stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related effect setting process to set an effect related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, big win symbol, small win symbol, time-saving symbol, etc.). Note that when a game ball enters the start winning slot 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display device 51 or the special symbol 2 display device 52 of the collective display device 50, and transmits the variation command, the decorative stop symbol command, etc. to the effect control device 300.
[0160] 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 display device 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 display device 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.
[0161] Here, reach (reach state) refers to a display state in which the display result already derived and displayed on the display device 41 satisfies the conditions for a special result state when some of the display results of the decorative special symbol variable display game have not yet been derived and displayed. When the display result on the active line (for example, on a line in the vertical or horizontal direction) of the display device 41 becomes a special result state, the game state becomes a special game state that is advantageous to the player. In addition, a state in which variable display is performed using multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if the decorative special chart variable display game displayed on the display device 41 in response to the special chart variable display game displays multiple identification information for a predetermined period of time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, center, etc. to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.
[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (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.
[0164] The expectation (reliability) of a performance (notice) indicates the probability of a jackpot when that performance is selected, and can be calculated based on the selection rate of that performance when there is a jackpot and the selection rate of that performance when there is no jackpot (when there is a miss). For example, the higher the selection rate (allocation rate) of that performance in the lottery (allocation) when there is a jackpot, the higher the expectation (larger), and the higher the selection rate (allocation rate) of that performance in the lottery (allocation) when there is a miss, the lower the expectation (smaller). A jackpot also includes the aforementioned V-winning jackpot, and the expectation for a V-winning jackpot is approximately the same as the expectation for a small jackpot that generates a V-winning (small jackpot expectation, small jackpot expectation). In addition, the expectation level can be set not only for jackpots (jackpot expectation level, jackpot expectation level), but also for advantageous states other than jackpots (for example, small jackpot state, time-saving state) and advantageous events (for example, reach).
[0165] 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).
[0166] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.
[0167] 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.
[0168] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Furthermore, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews (hold change performances). 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 will change from the normal (default) mode, and that the probability of winning the variable display game based on the hold is higher than when the hold does not change (normal).
[0169] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.
[0170] 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 game display game in the same way as the performance related to the special game display game.
[0171] [Time chart (when time-saving state occurs)] 5 is a time chart illustrating a predetermined period during which a predetermined notification can be executed when a time-saving state (specific state) occurs. In this embodiment, the predetermined notification is a hitting instruction notification that prompts a launch operation that allows the game ball to enter the first start winning hole 36 (first winning means), such as a left-hit instruction display 501 and a hitting instruction sound accompanying the left-hit instruction display 501, as shown in FIG. 7 described below (the hitting instruction sound may be omitted). The presentation control device 300 that controls the execution of the predetermined notification, the display device 41 that can display a hitting instruction display such as the left-hit instruction display 501, and the speaker 19 that can output (generate) sound constitute the notification execution means. When the predetermined notification does not include sound, the presentation control device 300 and the display device 41 constitute the notification execution means.
[0172] The predetermined period during which the predetermined notification can be executed (the period during which the predetermined notification is present) includes at least a part of the special period from the end of the time-saving state to the start of the special chart 1 variable display game. For example, when the special chart variable display game is executed a time-saving number of times (10 times, 30 times, 100 times, etc.) in the time-saving state, the time-saving end condition is established, and the time-saving state ends.
[0173] The time-saving state is shown as an example of a specific state (normal power support state) in which the payout rate (base value) is higher than the predetermined state. In this embodiment, the predetermined state is a non-normal power support state, which is typically the normal gaming state. Note that a low base state in which the payout rate (base value) is as low as the normal gaming state because the opening time of the normal variable winning device 37 is very short may be included in the predetermined state (non-normal power support state) in the same way as the normal gaming state.
[0174] As mentioned above, the time-saving state (specific state) includes a time-saving state caused by a jackpot (a time-saving state), a time-saving state caused by reaching the ceiling number of times without a jackpot (b time-saving state), and a time-saving state caused by the stopped display of a time-saving symbol (winning a time-saving symbol) without a jackpot (c time-saving state). Note that the probability of the special symbol variable display game winning the time-saving symbol (time-saving symbol winning probability) may be higher than at other times at multiple timings (game intervals) after the RAM initialization process (RAM clear process) that initializes RAM 111c (storage means). The multiple timings are one or more special symbol variable display games, such as immediately after the end of the RAM initialization process, immediately after the end of the time-saving state, or immediately after the end of a jackpot state that does not transition to the time-saving state.
[0175] In this embodiment, the aforementioned special chart 2 reserve is consumed first. Furthermore, since there are generally remaining reserves (second start memory, special chart 2 reserve) at the end of the time-saving mode, the special period from the end of the time-saving mode to the start of the special chart 1 variable display game (special chart 1 variable) is described as corresponding to the period during which the remaining reserves are consumed, as shown in FIG. 5. The remaining reserve consumption state, in which the remaining reserves are being consumed, may be classified as a normal game state because normal power support has ended, or may be considered a uniquely advantageous state for the player because the special chart 2 variable display game is being executed, unlike the normal game state. If the first start memory (special chart 1 start memory, special chart 1 reserve) occurs during the consumption of the remaining reserves, the special chart 1 variable display game will begin after the remaining reserves are consumed, i.e., after the special chart 2 variable display game based on the remaining reserves is executed.
[0176] On the other hand, if there are no remaining reserves at the end of the time-saving state, the special period corresponds to the period from the end of the time-saving state until the start of the special chart 1 variable display game, that is, the period during which the special chart 1 variable display game is stopped after the time-saving state ends. In this case, the special chart 1 variable display game starts based on the winning of the game ball (ball entry) into the first start winning hole 36 (first winning means) when the player follows the left-hand hit instruction display 501, for example.
[0177] In the example of (A), the predetermined notification is controlled by the performance control device 300 so that it is executed in accordance with the period during which the remaining reserved amount is consumed (special period). That is, the predetermined notification is from the end of the time-saving state to the start of the special chart 1 variation.
[0178] In the example of (B), the predetermined notification is controlled by the performance control device 300 so that it starts when the time-saving state ends and ends midway through the period during which the remaining reserved time is consumed. In other words, the predetermined notification is available from the end of the time-saving state until midway through the period during which the remaining reserved time is consumed (special period). Note that, as shown by the dotted line, the predetermined notification may start slightly later than the end of the time-saving state.
[0179] In the example of (C), the predetermined notification is controlled by the performance control device 300 so that it starts just before the end of the time-saving state and is executed until just after the start of the special chart 1 variable display game. As an example, just before the end of the time-saving state is when the result screen showing the number of balls acquired and the number of jackpots as game results is displayed, and just after the start of the special chart 1 variable display game is the first special chart 1 variable display game after the end of the time-saving state.
[0180] In this way, the predetermined period during which the predetermined notification can be executed (period during which the predetermined notification is present) is based on (A), and is longer in (C) and shorter in (B). The predetermined period (A), (B), or (C) to be used may be the same regardless of the type of time-saving state, or may differ depending on the type of time-saving state. The types of time-saving states include a time-saving, b time-saving, and c time-saving, as well as different times of time-saving (10 times, 30 times, 100 times, etc.).
[0181] In the example of (D), even if a minor error (specific error) occurs during the execution of the predetermined notification, it is not stopped or interrupted, but is executed in accordance with the period during which the remaining reserved time is consumed (special period), just like (A). In other words, regardless of the occurrence of a minor error (specific error), the predetermined notification will be active from the end of the time-saving state until the start of the special chart 1 variation. Therefore, when a minor error that is not serious occurs, the predetermined notification can be maintained as is, which does not confuse the player and increases the enjoyment of the game.
[0182] An error notification that notifies a minor error is executed as an error display on the display device 41 independently of a predetermined notification (playing instruction display). However, with regard to the sound from the speaker 19, one of the error notification (error sound) and the predetermined notification (playing instruction sound that instructs the player on how to play) may be executed in priority over the other. The notification time (notification period) during which a minor error is notified is basically different from the notification time (notification period) during which the predetermined notification is executed, so that it becomes more likely that only one of the error notification or the predetermined notification will be executed, thereby emphasizing the notification. Note that if a minor error occurs simultaneously with the start of the predetermined notification, the notification times for both may be the same.
[0183] There may be multiple minor errors, such as a ball jam error, a door open error, a circulation mechanism error, and an insufficient (or excessive) circulating ball error. A circulation mechanism error is an error related to the circulation mechanism that circulates game balls in the enclosed gaming machine 10. For example, it occurs when the circulation mechanism itself malfunctions or when the number of balls held by the gaming machine does not decrease even after a game ball is released. A circulating ball insufficient (or excessive) error occurs when the circulation mechanism detects an insufficient (or excessive) number of circulating balls in the enclosed gaming machine 10. The notification time for each error may differ, as shown by the solid and dotted lines. A ball jam error is an error in which game balls get stuck in a prize slot (general prize slot 35, start prize slot 36, normal variable prize slot 37, and large prize slot of special variable prize slot 39). For example, it occurs when a game ball detection signal continues to be output from one of the prize slot switches. A door open error occurs when the door sensor detects that the door (glass frame 15 or front frame 12) is open. In the enclosed gaming machine 10, the door open error may be classified as a serious error, as described below, rather than a minor error.
[0184] In the example of (E), the predetermined notification is stopped or interrupted during the game play restriction state and ends. Note that when the game play restriction state ends (is released), the predetermined notification resumes if it was interrupted, but does not resume if it was canceled. The predetermined notification begins when the time-saving state ends, and is stopped or interrupted if a game play restriction state occurs during its execution. In other words, the predetermined notification is present from the end of the time-saving state until the start of the game play restriction state.
[0185] The game restriction state is a state in which at least the execution of the variable display game as a game is restricted. In this embodiment, the game restriction state is a game stop state that occurs due to the operation of the above-mentioned safety device (complete function), and can occur due to the entry of a game ball (i.e., the generation of a prize ball) into a prize port (prize port) including the first start prize port 36 (first prize port) and the general prize port 35.
[0186] During the special period until the start of the special chart 1 variable display game based on the game ball entering the first start winning port 36, there is an advantage in executing a predetermined notification that prompts a launch operation that allows the game ball to enter the first start winning port 36. However, in a game restriction state, the predetermined notification is intentionally canceled or interrupted. As a result, in a game restriction state in which the execution of the special chart 1 variable display game is restricted, unnecessary execution of the predetermined notification is appropriately suppressed, and notifications regarding the game restriction state (for example, notification of the complete function operation) can be appropriately performed without being interrupted by the predetermined notification.
[0187] In addition, in the example of (E), when a predetermined condition other than the occurrence of a game restriction state is met during the period when the remaining reserved amount is being consumed (special period), the execution of the predetermined notification is stopped or interrupted. The predetermined condition is the occurrence of a serious error that is different from a minor error, but may also include the occurrence of an important effect with high expectations (described below). For example, a serious error is an error related to fraud, such as the aforementioned magnetic error, vibration error, or radio wave error, as well as an error related to fraud, such as an error of illegal winning. In this way, when a predetermined condition is met, such as the occurrence of a serious error or the occurrence of an important effect with high expectations, the execution of the predetermined notification is stopped or interrupted, and the notification of the serious error or the execution of the important effect can be prioritized. In addition, illegal winning errors include a large prize port abnormal winning error that occurs when the special variable winning device 39 (large prize port) is opened when it should be closed (a state other than a winning state) and a prize is won at the large prize port (illegible winning, abnormal winning), and a special chart 2 abnormal winning error that occurs when the normal variable winning device 37 (second start prize port) is opened when it should be closed (a state other than the normal power support state) and a prize is won at the second start prize port (illegible winning, abnormal winning).
[0188] [Time chart (when a jackpot occurs)] Figure 6 is a time chart that explains the predetermined period during which a predetermined notification can be executed when a jackpot state (special state) occurs. In Figure 6, the time-saving state of Figure 5 is replaced with the jackpot state. Note that (A)-(E) of Figure 6 are the same as (A)-(E) of Figure 5.
[0189] In Figure 6, the predetermined notification is a hitting instruction notification that prompts the player to perform a firing operation that will allow the game ball to enter the first start winning slot 36 (first winning means), such as a left-hand hitting instruction display 501 and a hitting instruction sound accompanying the left-hand hitting instruction display 501, as shown in Figure 7 described below (the hitting instruction sound instructing the player on how to hit may not be necessary). In Figure 6, the special period is the period from the end of the jackpot state to the start of the special chart 1 variable display game, and the predetermined period during which the predetermined notification can be executed includes at least a portion of the special period. Note that after the jackpot state in Figure 6, no specific game states (normal power support state, high base state) such as a time-saving state or a probability variable state occur.
[0190] The jackpot state is shown as an example of a special state that is more advantageous than the predetermined state in terms of winning prize balls (game value) and makes it easier to win prize balls. As in Figure 5, the predetermined state is a non-normal power support state, typically a normal game state. The jackpot state can occur depending on the results of the variable game executed after the RAM initialization process (RAM clear process).
[0191] The special period from the end of the jackpot state to the start of the special symbol 1 variation display game (special symbol 1 variation) will be described as corresponding to the period during which the symbols are stopped. When the special symbol variation display game is not being executed, both the special symbols on the special symbol displays 51 and 52 and the decorative special symbols on the display device 41 are stopped, resulting in a symbol stop state. Furthermore, if a jackpot state occurs due to a win during the time-saving state, there may be remaining reserves (second start memory, special symbol 2 reserve) at the end of the jackpot state. Therefore, the special period from the end of the jackpot state to the start of the special symbol 1 variation display game (special symbol 1 variation) may correspond to the period during which the remaining reserves are consumed, as shown in Figure 5. If the first start memory occurs during the consumption of the remaining reserves, the special symbol 1 variation display game will begin after the remaining reserves are consumed, i.e., after the special symbol 2 variation display game based on the remaining reserves is executed.
[0192] In the example of (A), the predetermined notification is controlled by the performance control device 300 so that it is executed in accordance with the period during which the pattern is stopped (special period). That is, the predetermined notification is from the end of the jackpot state to the start of the special pattern 1 variation.
[0193] In the example of (B), the predetermined notification is controlled by the performance control device 300 so that it starts when the jackpot state ends and ends midway through the period during which the symbols are stopped. In other words, the predetermined notification is available from the end of the jackpot state until midway through the period during which the symbols are stopped (the special period). Note that, as shown by the dotted line, the predetermined notification may start slightly later than the end of the jackpot state.
[0194] In the example of (C), the predetermined notification is controlled by the performance control device 300 so that it starts just before the end of the jackpot state and is executed until just after the start of the special chart 1 variable display game. As an example, just before the end of the jackpot state is when the ending performance (ending screen) is being displayed, and just after the start of the special chart 1 variable display game is the first special chart 1 variable display game after the end of the jackpot state.
[0195] In this way, the predetermined period during which the predetermined notification can be executed (period during which the predetermined notification is present) is based on (A), longer in (C), and shorter in (B). The predetermined period (A), (B), or (C) to be used may be the same regardless of the type of jackpot state, or may differ depending on the type of jackpot state. Types of jackpot states include those with different numbers of rounds (15, 11, 2, etc.).
[0196] In the example of (D), even if a minor error (specific error) occurs during the execution of the predetermined notification, it is not stopped or interrupted, but is executed in accordance with the period during which the pattern is stopped (special period), just like (A). In other words, regardless of the occurrence of a minor error, the predetermined notification will be in effect from the end of the jackpot state until the start of the special pattern 1 variation. Therefore, when a minor error that is not serious occurs, the predetermined notification can be maintained as is, which does not confuse the player and increases the enjoyment of the game.
[0197] An error notification that notifies minor errors is executed as an error display on the display device 41 independently of a predetermined notification (playing instruction display). However, with regard to the audio from the speaker 19, one of the error notification (error audio) and the predetermined notification (playing instruction audio) may be executed in priority over the other. The notification time (notification period) during which a minor error is notified is fundamentally different from the notification time (notification period) during which the predetermined notification is executed. This makes it easier for situations to occur in which only one of the error notification or the predetermined notification is executed, thereby emphasizing the notification. Note that if a minor error occurs simultaneously with the start of the predetermined notification, the notification times for both may be the same.
[0198] In the example of (E), the predetermined notification is interrupted or stopped during the game play restriction state. The predetermined notification starts when the jackpot state ends, and is stopped or stopped if the game play restriction state occurs during its execution. In other words, the predetermined notification is active from the end of the jackpot state until the start of the game play restriction state. The game play restriction state is a state in which at least the execution of the variable display game as a game is restricted. In this embodiment, the game play restriction state is a game play stop state that occurs due to the activation of the aforementioned safety device (complete function), and can occur due to the entry of a game ball (i.e., the generation of a prize ball) into a prize port (prize port), including the first start prize port 36 (first prize port) and the general prize port 35.
[0199] During the special period until the start of the special chart 1 variable display game based on the game ball entering the first start winning port 36, there is an advantage in executing a predetermined notification that prompts a launch operation that allows the game ball to enter the first start winning port 36. However, in a game restriction state, the predetermined notification is intentionally canceled or interrupted. As a result, in a game restriction state in which the execution of the special chart 1 variable display game is restricted, unnecessary execution of the predetermined notification is appropriately suppressed, and notifications regarding the game restriction state (for example, notification of the complete function operation) can be appropriately performed without being interrupted by the predetermined notification.
[0200] In addition, in the example of (E), when a predetermined condition other than the occurrence of a game restriction state is met during the period when the symbols are stopped (special period), the execution of the predetermined notification is stopped or interrupted. The predetermined condition is the occurrence of a serious error, which is different from a minor error, or the occurrence of a rare display effect (described below). For example, a serious error is an error related to fraud, such as the aforementioned magnetic error, vibration error, or radio wave error. In this way, when a predetermined condition is met due to the occurrence of a serious error or the occurrence of a rare display effect, the execution of the predetermined notification is stopped or interrupted, and the notification of the serious error or the execution of the rare effect can be prioritized.
[0201] [Predetermined notification (left-handed hit instruction display)] Fig. 7 is a screen transition diagram illustrating a left-hit instruction display 501 as a predetermined notification, and illustrating the display screen of the display device 41 in chronological order. As an example, Fig. 7 shows the left-hit instruction display 501 during the period when the remaining reserved balls are consumed after the time-saving state of Fig. 5, but the left-hit instruction display 501 during the stopped symbol period after the jackpot state of Fig. 6 is similar. Note that displays and images displayed on the display screen may be displayed decoratively as part of the presentation, even if they are intended to convey information.
[0202] The left hit instruction display 501 (predetermined notification) is a hitting instruction display that instructs or recommends a left hit (normal hit) as a launch mode that allows the game ball to enter the first start winning slot 36. Hitting from the left can cause the game ball to flow down on the left side of the game area 32. A hitting instruction voice (e.g., "Please hit left") may be output from the speaker 19 together with the left hit instruction display 501. The left hit instruction display 501 includes a text display 501a (e.g., "Hit left") corresponding to a left hit and an arrow image 501b that is an arrow pointing to the left.
[0203] In (a) of FIG. 7, during the period when the remaining reserved symbols are being consumed, a special symbol 2 variable display game is being executed, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and center symbol are fluctuating (here, scrolling) as three decorative special symbols in the left variable display area 610A, the right variable display area 610B, and the center variable display area 610C of the variable display area 610, respectively. The large symbol is displayed semi-transparently and fluctuates rapidly so as not to interfere with other effects, making it difficult to see. At the same time, as part of the special symbol 2 variable display game, the decorative special symbol (small symbol) may be fluctuating in the variable display area 615 in the corner of the display screen. The special symbol 2 variable display game is also being executed on the special symbol 2 display 52, and the special symbol is fluctuating.
[0204] In the second hold display section 635 (standby hold display section), which displays the second start memory (special chart 2 start memory, special chart 2 hold) before the execution of the variable display game as the second hold display, several hold displays 631a (three in this case) corresponding to the second start memory are displayed. Also, in the predetermined area 640, a variable icon 631b (which also corresponds to the start memory that existed as the execution right for this special chart 2 variable display game) indicating that the pattern is changing for the currently running special chart 2 variable display game is displayed. The variable icon 631b is similar to the hold display 631a, although it is different in size. For convenience, although not shown, a special chart 1 hold number display section indicating the number of special chart 1 holds and a special chart 2 hold number display section indicating the number of special chart 2 holds are provided in the corners of the display screen of the display device 41. The special chart 1 hold number display section and the special chart 2 hold number display section display the number "0" indicating the number of special chart 1 holds and the number "3" indicating the number of special chart 2 holds, respectively.
[0205] In addition, the appearance of the special chart change display game, the appearance of the change icon 631b, and the appearance of the display related to the hold (start memory) (hold display 631a, display of the number of holds, etc.) are the same from (a) onwards, so explanations will be omitted as appropriate.
[0206] In (a), (b), and (c), the left-hit instruction display 501 appears (appears) from the right edge of the display screen of the display device 41, and the character display 501a and arrow image 501b that make up the left-hit instruction display 501 move as a whole to the center of the display screen. The left-hit instruction display 501 is drawn on a layer in front of the decorative special symbols in the variable display area 610, and obscures the decorative special symbols, making them difficult to see. It is also possible to configure the character display 501a and arrow image 501b to move separately to the center of the display screen. Also, (a) and (b) can be omitted, and the left-hit instruction display 501 may suddenly appear (appear) in the center of the display screen.
[0207] From then on, from (u) to (ku), the left-hand hit instruction display 501 performs a vibration motion in which it vibrates and swings left and right around the reference position shown in (u), (o), and (ki), with the reference position shown in (u), (o), and (ki) as the center. Note that the vibration motion may also be in the other direction, vibrating up and down. The left-hand hit instruction display 501 is at the reference position in (u), (o), and (ki), at (e) and (ku), it is at a position where it vibrates to the left at its maximum from the reference position (maximum left movement position), and at (ka), it is at a position where it vibrates to the right at its maximum from the reference position (maximum right movement position). The left and right maximum movement positions are shifted left and right by an amplitude W1 from the reference position as shown in FIG. 7.
[0208] In detail, the left-handed hit instruction display 501 is in the reference position at (U), and moves from the reference position to the maximum left movement position from (U) to (E). Then, from (E) to (K), the left-handed hit instruction display 501 moves from the maximum left movement position at (E), passing through the reference position at (O), to the maximum right movement position at (K). After that, from (K) to (K), it moves from the maximum right movement position at (K), passing through the reference position at (K), to the maximum left movement position at (K). After (K), the vibration movement of one movement cycle from (E) to (K) may be repeated until the end of the predetermined period of "Yu" in FIG. 5.
[0209] In this way, the left hit instruction display 501 (predetermined notification) is displayed (executed) in a manner including dynamic elements. This makes it easier for the player to recognize the left hit instruction display 501, thereby increasing the player's interest in the game. In FIG. 7, the left hit instruction display 501 moves as a whole, so both the character display 501a and the arrow image 501b are dynamic elements. However, the left hit instruction display 501 may be displayed in a manner including both dynamic elements that can move and static elements that are fixed (stationary) and do not move. This allows only the necessary parts of the left hit instruction display 501 to move, thereby reducing the image processing load. For example, one of the character display 501a and the arrow image 501b may be a dynamic element that moves, and the other may be a fixed static element.
[0210] If the movement amount of the vibration movement of the dynamic elements (character display 501a and arrow image 501b in FIG. 7) is the vibration amplitude W1 or the movement amount (2×W1), this movement amount may be smaller than the width of each component that makes up the dynamic element. Here, each component is the characters "left," "hit," and "catch" in character display 501a or the arrow itself in arrow image 501b. The width of a component is the width in the movement direction (here, the left-right direction). In this way, even when the components of left-hit instruction display 501 move and become dynamic elements, each component of the dynamic element itself becomes easier to recognize, which increases the enjoyment of the game.
[0211] Also, as shown in Fig. 7, the dynamic elements (character display 501a and arrow image 501b in Fig. 7) do not obstruct (do not obscure) the visibility of the display related to the reservation (reservation display 631a, display of the number of reserved balls, etc.). Therefore, the player can grasp important information related to the reservation, such as the number of reserved balls, which increases the interest in the game.
[0212] Furthermore, the operating cycle of the dynamic element is shorter than the predetermined change time for the special symbol to change in the special symbol 1 change display game in a predetermined state (non-normal power support state, normal game state). This relatively speeds up the operating speed of the dynamic element, making the left-hit instruction display 501 more noticeable and easier to recognize, thereby increasing the interest of the game. For example, the predetermined change time is the change time of the special symbol 1 change display game started when there are no or few reserved symbols, or the shortest change time of the special symbol 1 change display game.
[0213] Regardless of the effect content (effect content of the time-shortening state) before the time-shortening state (specific state) ends, the time (the predetermined period of "Yes" in FIG. 5) for which the left-hit instruction display 501 (predetermined notification) is executed and the notification mode (display mode) in FIG. 7 can be the same. Therefore, the control related to the left-hit instruction display 501 is simplified, and the load on notification execution means such as the effect control device 300 can be reduced. Furthermore, because the left-hit instruction display 501 is constant regardless of the effect content before the time-shortening state ends, it becomes easier for the player to recognize and remember the left-hit instruction display 501, which can increase the player's interest in the game.
[0214] In (Ki) and (Ku), a minor error occurs and the error display 515 (error notification) displays the text "Error Occurring." The time for which the left-hit instruction display 501 is executed (the predetermined period of "Yes" in FIG. 5) and the notification mode (display mode) in FIG. 7 can be the same when a minor error occurs and when the error does not occur. This simplifies the control related to the left-hit instruction display 501, reducing the load on notification execution means such as the performance control device 300. Furthermore, because the predetermined notification remains constant regardless of whether a minor error occurs or not, the player can easily recognize the left-hit instruction display 501, thereby increasing the player's interest in the game.
[0215] [Screen transition (remaining pending is being used up)] Figure 8 is a screen transition diagram illustrating the display screen of the display device 41 in chronological order while the remaining reserved balls are being consumed (special period). Figure 8 corresponds to the situation of (E) in Figure 5. (E1) to (Sa) show the situation in which a game stop state occurs due to the activation of a safety device as a game restriction state while the left-hit instruction display 501 is being executed as a predetermined notification. (U2) to (Shi) show the situation in which a magnetic error occurs as a serious error while the left-hit instruction display 501 is being executed.
[0216] (E1) in FIG. 8 corresponds to (E) in FIG. 7, but is in the complete function activation warning state (described above), and complete function activation warning 520 has been added. In FIG. 8, complete function activation warning 520 displays the text "Will be full soon." Here, the counter value of the counting counter (described above) capable of counting MY is a value (94,999 in this case) slightly smaller than the reference value (95,000). Although not shown, the display screen may display a countdown of 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 (95,000). From then on, from (E1) to (Ka1), the counter value remains slightly smaller than the reference value (94,999), and therefore the complete function activation warning state is displayed, and complete function activation warning 520 (text display "Will be full soon") is displayed.
[0217] Also, in (E1), unlike (E) in Figure 7, the aforementioned hold change notice is executed, and the display mode (color) of the hold display 631a on the right side changes from the usual white to blue. From then on, from (E1) to (Ka1), the hold change notice continues.
[0218] Other effects on the display screen are the same as in (E) of Fig. 7, with the decorative special symbols (large symbol, small symbol) varying in the variable display areas 610, 615, and three hold indicators 631a and variable icons 631b being displayed. Also, a left-hit instruction indicator 501 is displayed, which vibrates to encourage the game ball to enter the first start winning slot 36. From then on, in the same manner from (E1) to (Ka1), the decorative special symbols (small symbol) vary in the variable display area 615, and three hold indicators 631a and variable icons 631b are displayed.
[0219] Next, in (O1), as a display effect such as a cut-in effect or a step-up effect, the character image 523 interrupts other effects or displays and is displayed with priority over them. The character image 523 is drawn on a layer in front of the other effects or displays, and blocks the other effects and displays, making them difficult to see. The character image 523 is displayed within a frame, but the frame does not have to be present.
[0220] In addition, in (O1), in order to prioritize the display of the character image 523 and not to get in the way, the left-hit instruction display 501 is stopped or interrupted and erased (interrupted in FIG. 8). In this way, when a predetermined condition is met that a cut-in effect or a step-up effect will occur as an important effect with a high expectation of a jackpot, the execution of the left-hit instruction display 501 (predetermined notification) is stopped or interrupted, and the cut-in effect or the step-up effect can be prioritized, making it easier to see.
[0221] In this embodiment, the cancellation or interruption of notification (display) means the cancellation or interruption of the control itself for the notification (display). However, as a modified example, the cancellation or interruption of notification (display) may also include the case where the control itself for the notification continues, but a display or image is drawn on the layer on the rear side and is blocked by a display or image drawn on the layer on the front side, making it completely invisible.
[0222] Note that when the probability of a jackpot for a cut-in effect or a step-up effect is lower than a predetermined value (for example, 5%), character image 523 may be displayed in a manner that obscures part of left-hit instruction display 501 without halting or interrupting the execution (display) of left-hit instruction display 501. The probability of a jackpot for a cut-in effect may vary depending on the type of character associated with character image 523. Also, a step-up effect is a series of effects in which effects (here, character display effects) set in multiple stages are executed in sequence from a lower stage (step) to a predetermined stage, and the higher the predetermined stage, the higher the probability of a jackpot.
[0223] Next, in (Ka1), after the cut-in effect or step-up effect in (O1) ends, the interrupted left-hit instruction display 501 resumes (returns). Note that if the left-hit instruction display 501 has been stopped, it will not resume.
[0224] In addition, if a cut-in effect or step-up effect occurs as in (O1) during a first period in which the left-hit instruction display 501 can be executed (for example, the first half of the period in which the predetermined notification is "present" in FIG. 5), the execution of the left-hit instruction display 501 may be suspended and then resumed (returned) as in (O1). On the other hand, if a cut-in effect or step-up effect occurs as in (O1) during a second period in which the left-hit instruction display 501 can be executed (after the first period, for example, the second half of the period in which the predetermined notification is "present" in FIG. 5), the execution of the left-hit instruction display 501 is suspended and then not resumed (returned) as in (O1). In this way, if a predetermined display effect (cut-in effect or step-up effect) occurs during the second period and the time in which the left-hit instruction display 501 can be executed thereafter is shortened, the effect of displaying the left-hit instruction display 501 is reduced, so the execution of the left-hit instruction display 501 is not resumed (returned) to avoid confusing the player.
[0225] Also, a reach effect (reach state) occurs, and the identical left and right symbols of the number "2" (the decorative special symbols on the left and right) are temporarily stopped. During the temporary stop, the decorative special symbols are roughly stationary, but they are undergoing small fluctuations, oscillating up and down (indicated by the double brackets around the symbols). (Ka1) is in an N reach (normal reach) state. The movement amount (amplitude W1) of the dynamic elements (character display 501a and arrow image 501b) of the left hit instruction display 501 is greater than the movement amount (swing amplitude) of the fluctuation of the symbols during the temporary stop. Therefore, the player can easily recognize the movement of the dynamic elements of the left hit instruction display 501, thereby increasing the enjoyment of the game.
[0226] Next, in (sa), a prize is won in the first start winning slot 36 or the general winning slot 35, and the occurrence of a winning ball causes the counter value of the counting counter to change from a value (94999) slightly smaller than the reference value (95000) to a value equal to or greater than the reference value (counter value ≥ 95000). This activates the safety device (complete function), causing a game restriction state (game stop state) as shown in Figure 5(E), and a complete function activation notification 525 (here, the text display "Playing Stopped") is executed instead of the complete function activation warning 520.
[0227] In the play restriction state (sa), the left hit instruction display 501 is stopped or interrupted and cannot be seen. Therefore, in the play restriction state in which the execution of the special symbol 1 variable display game is restricted, unnecessary execution of the left hit instruction display 501 is appropriately suppressed, and the complete function activation notification 525 (text display "Playing Stopped") regarding the play restriction state can be appropriately performed without being obstructed by the left hit instruction display 501. In (sa), the variable display of the decorative special symbol (large symbol, small symbol), the hold display 631a, and the variable icon 631b are also stopped or interrupted and cannot be seen. If interrupted, these displays may be resumed and seen after the play restriction state ends.
[0228] As described above, as shown in (E1) and (K1), the left-hit instruction display 501 (predetermined notification) can be executed during the execution of specific effects, such as the effects of the special symbol 2 variable display game based on remaining reserves or effects related to reserves. Therefore, the left-hit instruction display 501 can be executed without considering specific effects, enhancing the enjoyment of the game. This is particularly unnecessary when specific effects are not highly anticipated. Note that effects in the special symbol 2 variable display game based on remaining reserves include the change of decorative special symbols in the variable display areas 610 and 615 and reach effects. Effects related to reserves include the reserve display 631a and reserve change notice. However, even during the execution of specific effects, a game play restriction state can be triggered by the entry of a game ball into a prize slot (prize-winning means), including the first start prize slot 36 (first prize-winning means). Therefore, a game play restriction state can be appropriately triggered, and the left-hit instruction display 501 is stopped or interrupted.
[0229] (U2) of Figure 8 is the same as (U) of Figure 7, but the change of the decorative special symbols (large symbol, small symbol) is being executed in the change display area 610, 615, three hold displays 631a and a change icon 631b are displayed, and a vibrating left-hand hit instruction display 501 is displayed. After that, in (E1) and (E2), the change of the decorative special symbols (small symbol) is executed in the change display area 615 in the same manner, and three hold displays 631a and a change icon 631b are displayed.
[0230] Next, (e2) corresponds to (e) in Figure 7, but like (ka1), a reach effect (reach state) occurs, and the identical left and right symbols of the number "2" are temporarily stopped. During the temporary stop, the decorative special symbol remains stationary, but undergoes a small up-and-down swaying fluctuation (indicated by the double brackets around the symbol). The movement amount (amplitude W1) of the dynamic elements (character display 501a and arrow image 501b) of the left-hit instruction display 501 is greater than the movement amount (swing amplitude) of the symbol's swaying fluctuation during the temporary stop. Therefore, the player can easily recognize the movement of the dynamic elements of the left-hit instruction display 501, thereby increasing the player's interest in the game.
[0231] Next, in (i), a magnetic error has occurred as a serious error in Figure 5(E), and the error display 531 displays the text "Magnetic error occurring." The left-hit instruction display 501 is stopped or interrupted and becomes invisible, and the variable display of the decorative special symbols (large symbol, small symbol) in the variable display areas 610 and 615, the pending display 631a, and the variable icon 631b are also stopped or interrupted and become invisible. If interrupted, these displays may be resumed and visible after the magnetic error is resolved. In this way, when the predetermined condition of a serious error occurs, the execution of displays such as the left-hit instruction display 501 is stopped or interrupted, and notification of the serious error can be prioritized.
[0232] The error display 531 for serious errors is displayed in a different manner from the error display 515 for minor errors (FIG. 7). For example, the error display 531 is displayed large and alone on the entire screen as shown in (shi), whereas the error display 515 is displayed small together with other displays and images as shown in (ki) and (ku) of FIG.
[0233] [Screen transition (when the pattern stops after the jackpot state)] Figure 9 is a screen transition diagram illustrating the display screen of the display device 41 in chronological order while the symbols are stopped (special period) after a jackpot state. Figure 9 corresponds to the situation of (E) in Figure 6. (Ta) (Chi) (Sa) show the situation in which a game stop state occurs due to the activation of a safety device as a game restriction state while the left-hit instruction display 501 is being executed as a predetermined notification. (Ta) (Shi) show the situation in which a magnetic error occurs as a serious error while the left-hit instruction display 501 is being executed.
[0234] In (Ta) of Fig. 9, as in (E1) of Fig. 8, the complete function is in a warning state, and the complete function is in a warning state 520 (here, the text "Ending soon") is displayed. Here, the counter value of the counter capable of counting MY is a value (here, 94999) slightly smaller than the reference value (95000).
[0235] Since the special symbol variable display game has not yet started after the jackpot, the winning stop symbols (large symbol and small symbol) of "888" are stopped in the variable display areas 610, 615, and the hold indicator 631a and variable icon 631b are not displayed. However, the left-hand hit instruction indicator 501 is displayed, vibrating to encourage the game ball to enter the first start winning slot 36. In addition, as a special effect, a character effect is executed in which a character image 536 is displayed.
[0236] Next, in (c), as part of the vibration action, the left hit instruction display 501 moves to the right. Also, as a character effect (specific effect), the character image 536 moves to the right from the position in (d). In this way, the left hit instruction display 501 (predetermined notification) can be executed while the specific effect is being executed. Therefore, the left hit instruction display 501 can be executed without considering the specific effect, which increases the excitement of the game.
[0237] Next, in (sa), as in (sa) of Figure 8, the counter value of the counting counter changes from a value (94999) slightly smaller than the reference value (95000) to a value equal to or greater than the reference value (counter value ≥ 95000). This activates the safety device, causing a game restriction state (game stop state) as shown in Figure 5(E), and a complete function activation notification 525 (here, the text display "Play Stopped") is executed instead of the complete function activation warning 520. The left-hand hit instruction display 501 is stopped or interrupted and becomes invisible. A game restriction state can occur when a game ball enters the winning slot (winning means) even during the execution of a specific effect. Therefore, a game restriction state can be appropriately generated, and the left-hand hit instruction display 501 is stopped or interrupted.
[0238] On the other hand, in (shi), a magnetic error has occurred as a serious error in Figure 5(E) from the situation in (ta), and the error display 531 displays the text "Magnetic error occurring." The display content here is the same as in Figure 8(shi), so explanation will be omitted. When the predetermined condition of a serious error occurring is met as in (shi), the execution of displays such as the left-hit instruction display 501 and the hold display 631 is stopped or interrupted, and notification of the serious error can be prioritized.
[0239] 9 has been explained above, but some rare display effect (rare effect) may be executed, such as displaying a rare character image different from the character image 536, and the execution of the left-hit instruction display 501 (predetermined notification) may be stopped or interrupted, as in (O1) of Fig. 8. This gives priority to the rare display effect (rare effect), making it easier to see.
[0240] [Screen transition (period after the start of Special Chart 1 fluctuation)] 10 is a screen transition diagram illustrating the display screen of the display device 41 in a time series in a normal game state (non-advantageous state) after the start of the special chart 1 variation display game. Figure 10 corresponds to the situation after the start of the special chart 1 variation in Figures 5 and 6.
[0241] In (a) of FIG. 10, in the normal game state, the special symbol 1 variable display game is being executed, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and center symbol are fluctuating (scrolling here) as three decorative special symbols in the left variable display area 610A, right variable display area 610B, and center variable display area 610C of the variable display area 610, respectively. At the same time, as the special symbol 1 variable display game, the decorative special symbol (small symbol) may be fluctuating in the variable display area 615 in the corner of the display screen. Note that the special symbol 1 variable display game is also being executed on the special symbol 1 display device 51, and the special symbol is fluctuating.
[0242] In the first hold display section 745 (standby hold display section), which displays the first start memory (special chart 1 start memory, special chart 1 hold) before the execution of the variable display game as the first hold display, several hold displays 741a (here, one) corresponding to the first start memory are displayed. Also, in the predetermined area 640, a variable icon 741b (which also corresponds to the start memory that existed as the execution right for this special chart variable display game) indicating that the pattern is changing for the currently running special chart 1 variable display game is displayed. The variable icon 741b is similar to the hold display 741a, although it is different in size. For convenience, although not shown, a special chart 1 hold number display section indicating the number of special chart 1 holds and a special chart 2 hold number display section indicating the number of special chart 2 holds are provided in the corners of the display screen of the display device 41. The special chart 1 hold number display section and the special chart 2 hold number display section respectively display the number "1" indicating the number of special chart 1 holds and the number "0" indicating the number of special chart 2 holds.
[0243] Here, the counter value of the counter capable of counting MY is 94999, and a complete function activation warning 520 (text display "Ending soon") is displayed, as in FIGS.
[0244] In (ii), a right-hand hit was performed during normal play, so the left-hand hit instruction display 504, which is a notification encouraging a launch operation that allows the game ball to enter the first start winning slot 36, is displayed as a notification of a shot error (a so-called right-hand hit error) or a warning about the error. For example, when a game ball passes through the normal start gate 34 located in the right-side play area 32 during normal play, the left-hand hit instruction display 504 is displayed, instructing or recommending the player to hit left. Other configurations are the same as (na). Note that the left-hand hit instruction display 504 (special notification, second predetermined notification) in (ii) of Figure 10 differs from the left-hand hit instruction display 501 (predetermined notification, first predetermined notification) in Figures 8 and 9 in terms of execution conditions, such as start and end conditions. For example, the left-hand hit instruction display 501 is initiated as a start condition for the end of a game state such as a time-saving state or a jackpot state, while the left-hand hit instruction display 504 is initiated as a start condition for the occurrence of a shot error (right-hand hit error). Also, for example, left-hit instruction display 501 ends (can be stopped or interrupted) when a predetermined time has elapsed since the start of the display, while left-hit instruction display 504 ends (can be stopped or interrupted) when a different length of time has elapsed since the start of the display. In this way, the end conditions for left-hit instruction display 504 include conditions that do not occur (are met) as end conditions for left-hit instruction display 501. This allows left-hit instruction display 501 and left-hit instruction display 504 to be displayed appropriately.
[0245] In this embodiment, in order to reduce image data and enable dual display control, the left-handed hitting instruction display 504 in FIG. 10 performs the same vibration action as the left-handed hitting instruction display 501 in FIG. 7, and the configuration consisting of the text display 501a "Hit left" and the arrow image 501b is also the same as the left-handed hitting instruction display 501 in FIG. 7. The hitting style instruction sound (e.g., "Please hit left") accompanying the left-handed hitting instruction display 504 may also be the same as the hitting style instruction sound accompanying the left-handed hitting instruction display 501. However, to make it easier to distinguish and understand, the left-handed hitting instruction display 504 as a hitting style error or warning (ii) may have a different operating mode and / or configuration from the left-handed hitting instruction display 501 in FIG. 7. The hitting style instruction sound may also be different when accompanying the left-handed hitting instruction display 504 and when accompanying the left-handed hitting instruction display 501.
[0246] Next, in (nu), as in (ka1) and (e2) in Figure 8, a reach effect occurs, and the identical left and right symbols of the number "2" temporarily stop and fluctuate. Because the player has stopped hitting the right hand, the left hand hit instruction display 504, which is a hitting error or warning, has ended and disappeared. The other configurations are the same as in (ni).
[0247] After that, in (Ne), two wins occur in the first start winning slot 36, and the pending display 741a becomes three. Then, with the winning ball, the counter value of the counting counter rises from 94,999 to a value equal to or greater than the reference value (counter value ≥ 95,000). However, unlike (Sa) in Figure 8 and (Sa) in Figure 9, in the special chart 1 variable display game, during the period (specific period) after the reach effect occurs, the occurrence of the play restriction state can be postponed (delayed) even if a game ball enters the winning slot (winning means). Therefore, adjustments can be made, such as initiating the play restriction state at a convenient point after the effect or game has been excited, thereby increasing the enjoyment of play in the normal game state (non-advantageous state). Other configurations are the same as (Nu).
[0248] Next, in (no), the center symbol of the number "5" temporarily stops, and all the symbols on the left, right, and center are temporarily stopped, entering a temporary stop state. In the variable display area 610 in the center of the display screen, all three symbols are fluctuating, vibrating up and down slightly. The other configurations are the same as (ne).
[0249] Then, in (sa), just as in (sa) of Figure 8, the postponed (postponed) game restriction state begins just before the special chart 1 variable display game (special chart 1 variable) ends and all the symbols stop definitely and enter a fixed stop state (just before the game result is displayed). Therefore, the performance and gameplay can be enhanced until the special chart 1 variable display game ends, and then the game restriction state can be generated at a convenient point where the special chart 1 variable display game ends, which can increase the interest in the normal game state (non-advantageous state) that lacks excitement.
[0250] In FIG. 10 , the specific period during which the occurrence of the play restriction state is postponed is from the occurrence of the reach effect to the end of the special chart 1 variable display game, but it may be limited to the period during which the reach effect is executed. Furthermore, the specific period may include a period for other high-expectation effects instead of / in addition to the reach effect, or may include some or all of the winning effects. The winning effects may include the opening effect, round effect, interval effect, and ending effect described above. Furthermore, the specific period may be not only during the special chart 1 variable display game but also during the special chart 2 variable display game, and the occurrence of the play restriction state may be postponed based on the effects during the special chart 2 variable display game. The specific period during which the occurrence of the play restriction state is postponed may be a period preset by the game control device 100. The game control device 100 may transmit a command indicating the start and / or end of the specific period to the effect control device 300, or a command (signal) indicating the time value of the specific period. Then, in response to these received commands, the effect control device 300 may execute an effect (such as part or all of the reach effect or winning effect) corresponding to the specific period during the specific period.
[0251] [Other Modifications] Modifications not mentioned in the above description are summarized below. The following modifications can also enhance the enjoyment of the game.
[0252] In an example of (O1) (Ka1) in Figure 8, if a display effect such as a cut-in effect or a step-up effect occurs during the first period in which the left-hit instruction display 501 is executable, the execution of the left-hit instruction display 501 may be interrupted and then resumed (resumed), and if the display effect occurs during the second period in which the left-hit instruction display 501 is executable, the execution of the left-hit instruction display 501 may not be interrupted and then resumed (resumed).
[0253] Similarly, if there is a power outage (power failure, power cut) during a first period in which the left hit instruction display 501 can be executed (for example, the first half of the period in which the predetermined notification is "present" in FIG. 5), and then power is restored (when the power is restored), the execution of the left hit instruction display 501 may be suspended and then resumed (resumed). Also, if there is a power outage during a second period in which the left hit instruction display 501 can be executed (for example, the second half of the period in which the predetermined notification is "present" in FIG. 5), and then power is restored, the execution of the left hit instruction display 501 does not have to be suspended and then resumed (resumed). In this way, if there is a power outage restored during the second period and the time during which the left hit instruction display 501 can be executed thereafter is shortened, the effect of displaying the left hit instruction display 501 is reduced, and therefore the execution of the left hit instruction display 501 is not resumed to avoid confusing the player.
[0254] The first period and the second period may be other periods, and the period before the left-hit instruction display 501 may be the first period, or the period after the end of the left-hit instruction display 501 may be the second period. In other words, if the power outage is restored (power is restored) before the left-hit instruction display 501, the execution of the left-hit instruction display 501 may be resumed, and if the power outage is restored after the end of the left-hit instruction display 501 (for example, (O1)), the execution of the left-hit instruction display 501 thereafter does not need to be resumed (it may be canceled).
[0255] [Effects of the embodiment or its modified example] In this embodiment or its variant, a gaming machine 10 capable of executing game-related control includes a storage unit (e.g., RAM 111c) capable of storing information related to the game and a notification execution unit (e.g., consisting of a presentation control device 300 and a display device 41) capable of issuing a predetermined notification (e.g., a left-hand hit instruction display 501) within a predetermined period of time. The gaming machine 10 can generate a predetermined state (e.g., a normal game state) and a specific state (e.g., a time-saving state) with a higher base value than the predetermined state. The specific state can be generated based on the results of a variable game (e.g., a special symbol variable display game) executed after initialization of the storage unit. The predetermined period includes at least a portion of the special period from the end of the specific state to the start of a variable game based on the entry of a gaming ball into the first winning means (e.g., the first start winning slot 36). The predetermined notification (e.g., the left-hand hit instruction display 501) is a notification encouraging a player to perform a firing operation that will result in the entry of a gaming ball into the first winning means. The notification execution means can execute a predetermined notification even when a specific error (e.g., a minor error) occurs, and the notification time when the predetermined notification is executed and the notification time when the specific error is notified may differ. In a game restriction state (e.g., a game stop state) in which the execution of at least a variable game is restricted as a game, the predetermined notification is stopped or interrupted. The game restriction state can occur due to a game ball entering a winning means (e.g., a winning slot) including a first winning means. During a specific period different from the predetermined period (e.g., a period after the occurrence of a reach effect, a period during a big win or a small win), the occurrence of the game restriction state can be postponed even if a game ball enters the winning means. During a special period, when a predetermined condition different from the occurrence of the game restriction state (e.g., the occurrence of a serious error, the occurrence of an important effect with high expectation) is established, the execution of the predetermined notification is stopped or interrupted.
[0256] In such a gaming machine 10, if the player performs a firing operation so that the gaming ball enters the first winning means (for example, the first start winning slot 36) in accordance with a predetermined notification (for example, the left hit instruction display 501), the player will gain an advantage and the enjoyment of the game can be increased. Also, since the predetermined notification can be executed even when a specific error (for example, a minor error) occurs, the predetermined notification can be maintained as is when a non-serious specific error occurs, which does not confuse the player and increases the enjoyment of the game.
[0257] Furthermore, in such a gaming machine 10, if a game restriction state (e.g., a game stop state) in which the execution of a variable game is restricted is triggered by the entry of a game ball into the winning means (and thus the awarding of a number of prize balls) during the execution of a predetermined notification (e.g., left-hit instruction display 501), the predetermined notification is stopped or interrupted. During the special period from the end of a specific state (e.g., a time-shortened state) until the start of a variable game based on the entry of a game ball into the first winning means, there is an advantage to executing a predetermined notification that encourages a launch operation that allows the game ball to enter the first winning means. However, in the game restriction state, the predetermined notification is intentionally stopped or interrupted. As a result, in the game restriction state in which the execution of a variable game is restricted, unnecessary execution of the predetermined notification is appropriately suppressed, and notification regarding the game restriction state can be appropriately performed without being interrupted by the predetermined notification.
[0258] Furthermore, in such a gaming machine 10, even if a gaming ball enters a winning means (for example, a winning slot), the occurrence of a game restriction state can be postponed during a specific period (for example, a period after the occurrence of a reach effect, or a period during a big win or a small win) that is different from the predetermined period during which a predetermined notification can be executed. Therefore, it is possible to adjust the occurrence of a game restriction state as appropriate at a good point in the effect or game, thereby increasing the enjoyment of the game.
[0259] Furthermore, in such a gaming machine 10, if a predetermined condition different from the occurrence of a game limit state is met during a special period from the end of a specific state (e.g., a time-shortened state) until the start of a variable game based on the entry of a gaming ball into the first winning means, the execution of the predetermined notification is stopped or interrupted. Therefore, when a predetermined condition is met, such as the occurrence of an important effect with high expectations or the occurrence of a serious error, the execution of the predetermined notification is stopped or interrupted, allowing the execution of the important effect or the notification of a serious error to take priority, making it easier to recognize the important effect or the notification of a serious error. This can increase the enjoyment of the game.
[0260] Furthermore, in such a gaming machine 10, the notification time at which a predetermined notification is executed may differ from the notification time at which a specific error is notified, and it is easy for a situation to arise in which only one of the notifications is executed, thereby emphasizing the notification.
[0261] In this embodiment or its modified example, a predetermined state and a special state (e.g., a jackpot state) that is more advantageous than the predetermined state in terms of acquiring game value (e.g., prize balls) can be generated, and the special state can be generated according to the result of a variable game executed after the initialization of the storage means. The predetermined period during which a predetermined notification (e.g., left-hit instruction display 501) can be executed includes at least a part of the special period from the end of the special state to the start of a variable game based on the entry of a game ball into the first winning means.
[0262] Therefore, while there is an advantage in executing a predetermined notification that prompts a launch operation that allows a gaming ball to enter the first winning means during a special period from the end of a special state (for example, a jackpot state) until a variable game based on the entry of a gaming ball into the first winning means can begin, in the game restriction state, the predetermined notification is purposely stopped or interrupted. As a result, in the game restriction state in which the execution of a variable game is restricted, unnecessary execution of the predetermined notification is appropriately suppressed, and notification regarding the game restriction state can be appropriately performed without being interrupted by the predetermined notification.
[0263] Furthermore, during the special period from the end of a special state (e.g., a jackpot state) until the start of a variable game based on the entry of a gaming ball into the first winning means, if a predetermined condition different from the occurrence of a game restriction state is met, the execution of the predetermined notification is stopped or interrupted. Therefore, when a predetermined condition such as the occurrence of a rare effect (rare effect) or a serious error is met, the execution of the predetermined notification is stopped or interrupted, and notifications of rare effects or serious errors can be prioritized and made easier to recognize. This can increase the enjoyment of the game.
[0264] In this embodiment or its modified example, the predetermined notification (for example, the left hit instruction display 501) is displayed in a manner including dynamic elements (for example, the character display 501a and the arrow image 501b). This makes it easier for the player to recognize the predetermined notification, thereby increasing the player's interest in the game.
[0265] In this embodiment or its modified example, the variable game is executed by the fluctuation of the symbols, and the movement amount of the dynamic element (for example, amplitude W1) is larger than the movement amount of the fluctuation of the symbols at the time of temporary stop (for example, the amplitude of the fluctuation). Therefore, the player can easily recognize the movement of the dynamic element, which can increase the interest of the game.
[0266] In this embodiment or its modified example, a predetermined notification can be executed during the execution of a specific effect (for example, a special chart 2 variable display game effect based on remaining reservations or a reservation-related effect), and even during the execution of a specific effect, a game restriction state can be triggered by a game ball entering a winning means including the first winning means. Therefore, a predetermined notification can be executed without considering the specific effect, which can increase the excitement of the game. However, even during the execution of a specific effect, a game restriction state can be triggered by a game ball entering a winning means including the first winning means. Therefore, a game restriction state can be triggered appropriately.
[0267] In this embodiment or its modified example, the predetermined notification (for example, the left hit instruction display 501) is executed in a manner including a dynamic element, and does not obstruct (obscure) the visibility of the display related to the reservation (for example, the reservation display 631a, the display of the number of reservations, etc.). Therefore, the player can grasp important information such as the number of reservations, which increases the interest in the game.
[0268] In this embodiment or its modified example, the movement amount (e.g., W1 or 2×W1) of the dynamic elements (e.g., character display 501a and arrow image 501b) of the predetermined notification (e.g., left hit instruction display 501) may be smaller than the width of each component (e.g., character, arrow) that makes up the dynamic element. Therefore, even when the components of the predetermined notification (e.g., left hit instruction display 501) move and become dynamic elements, each component of the dynamic element itself becomes easier to recognize, thereby increasing the enjoyment of the game.
[0269] In this embodiment or its modified example, the operating cycle of the dynamic element is shorter than the predetermined change time (for example, the change time or the shortest change time of the change that starts when there are no or few reserved symbols) in the change game (for example, the special symbol 1 change display game) in a predetermined state (for example, the normal game state). Therefore, by making the operating speed of the dynamic element relatively faster, the predetermined notification becomes more noticeable and easier to recognize, which increases the interest in the game.
[0270] In this embodiment or its modified example, the predetermined notification is displayed in a manner including both dynamic and static elements. Therefore, only the necessary part of the display of the predetermined notification is moved, thereby reducing the image processing load.
[0271] In this embodiment or its modified example, the time and notification mode for the predetermined notification (e.g., left-hit instruction display 501) can be the same regardless of the content of the effect before the specific state (e.g., time-shortened state) ends. Therefore, the control related to the predetermined notification is simplified, and the load on the notification execution means can be reduced. Furthermore, because the predetermined notification is constant regardless of the content of the effect before the specific state ends, it becomes easier for the player to recognize the predetermined notification, thereby increasing the player's interest in the game.
[0272] In this embodiment or its modified example, the time and manner of execution of a predetermined notification (e.g., left-hit instruction display 501) can be the same when a specific error (e.g., a minor error) occurs and when the error does not occur. This simplifies the control of the predetermined notification, reducing the load on the notification execution means. Furthermore, because the predetermined notification is constant regardless of whether an error occurs or not, it becomes easier for the player to recognize the predetermined notification, thereby increasing the player's interest in the game.
[0273] The present invention is not limited to the above-described embodiments. Various modifications and variations are possible within the scope of its technical concept, and it is clear that these also fall within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability variable state. For example, the presentation control device can execute part of the processing executed by the game control device, or conversely, the game control device can execute part of the processing executed by the presentation control device. For example, multiple embodiments and multiple modified examples can be combined in various ways. Furthermore, while the above-described embodiment describes an example in which the gaming machine 10 is configured as a sealed-in pachinko machine (smart pachinko machine), the above-described embodiment may also be applied to a regular pachinko machine that is not a sealed-in pachinko machine. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is defined by the claims, and all modifications within the scope of meaning and content equivalent to the claims are intended to be included.
[0274] 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]
[0275] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board) 501 Left-handed instruction display 501a Character display 501b Arrow Image 515 error message 520 Complete function operation warning 523 character images 525 Complete function operation notification 531 Error message 536 character images 610 Variable Display Area 615 Variable Display Area 631a Hold display 741a Pending display
Claims
1. In a gaming machine capable of executing control related to a game, a storage means capable of storing information relating to games; notification execution means capable of executing a predetermined notification within a predetermined period of time; a predetermined state and a specific state having a base value higher than that of the predetermined state can be generated, and the specific state can be generated according to the results of a variable game executed after the initialization of the storage means; The predetermined period includes at least a part of a special period from the end of the specific state to the start of a variable game based on the entry of a game ball into the first winning means, The predetermined notification is a notification that prompts a launch operation that allows a gaming ball to enter the first winning means, The notification execution means is capable of executing the predetermined notification even when a specific error occurs, The notification time when the predetermined notification is executed may be different from the notification time when the specific error is notified, In a game restriction state in which the execution of at least a variable game is restricted as a game, the predetermined notification is stopped or interrupted, The game restriction state can occur due to a game ball entering a winning means including the first winning means, During a specific period different from the predetermined period, even if a game ball enters the winning means, the occurrence of the game restriction state can be postponed, A gaming machine characterized in that, when a predetermined condition different from the occurrence of the gaming restriction state is met during the special period, the execution of the predetermined notification is stopped or interrupted.
2. In a gaming machine capable of executing control related to a game, a storage means capable of storing information relating to games; notification execution means capable of executing a predetermined notification within a predetermined period of time; a predetermined state and a special state that is more advantageous in terms of acquiring game value than the predetermined state can be generated, and the special state can be generated according to the results of a variable game that has been executed since the initialization of the storage means; The predetermined period includes at least a part of a special period from the end of the special state to the start of a variable game based on the entry of a game ball into the first winning means, The predetermined notification is a notification that prompts a launch operation that allows a gaming ball to enter the first winning means, The notification execution means is capable of executing the predetermined notification even when a specific error occurs, The notification time when the predetermined notification is executed may be different from the notification time when the specific error is notified, In a game restriction state in which the execution of at least a variable game is restricted as a game, the predetermined notification is stopped or interrupted, The game restriction state can occur due to a game ball entering a winning means including the first winning means, In the special state, even if a game ball enters the winning means, the occurrence of the game restriction state can be postponed, A gaming machine characterized in that, when a predetermined condition different from the occurrence of the gaming restriction state is met during the special period, the execution of the predetermined notification is stopped or interrupted.
3. 3. The gaming machine according to claim 1, wherein the predetermined notification is displayed in a manner including a dynamic element.
4. The variable game is executed by varying symbols, 4. The gaming machine according to claim 3, wherein the amount of movement of the dynamic element is greater than the amount of movement of the swing fluctuation of the symbols when the symbols are temporarily stopped.
Citation Information
Patent Citations
Game machine
JP2015221239A