Game machine

The gaming machine improves entertainment value by incorporating synchronized visual and auditory effects to enhance player engagement and enjoyment through varied game outcomes.

JP2025142191APending Publication Date: 2025-09-30NEWGIN KK
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Patent Information

Application Number
JP2025027796
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-25
Publication Date
2025-09-30

AI Technical Summary

Technical Problem

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

Method used

A gaming machine equipped with display and effect control mechanisms that create varied and synchronized visual and auditory effects, including multiple images displayed simultaneously with differing probabilities and movement speeds, to suggest game outcomes and increase engagement.

Benefits of technology

The enhanced display and control systems increase the enjoyment of games by providing dynamic and engaging visual and auditory experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase game interest.SOLUTION: In a game machine, performances include a predetermined display performance that displays multiple predetermined images related to each other. The predetermined display performance can suggest or indicate the expectation degree of a winning game outcome. Performance control means can control display means so as to execute the predetermined display performance one or more times in a single game. Some or all of the multiple predetermined images displayed in the predetermined display performance each begin displaying at different times and are displayed in parallel for a specific period of time, and each end displaying at different times. In the predetermined display performance, the execution probability and / or the expectation degree vary depending on the situation. In the display means, the multiple predetermined images move at the same or approximately the same speed and at least some of the multiple predetermined images move in the same or approximately the same direction.SELECTED DRAWING: Figure 5
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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 effects in connection with a game in which symbols are varied comprises a display means capable of displaying the effects, and an effect control means capable of controlling the display means, wherein the effects include predetermined display effects that display a plurality of predetermined images related to each other, the predetermined display effects are capable of suggesting or notifying the likelihood of the game resulting in a win, the effect control means is capable of controlling the display means to execute the predetermined display effect one or more times in one game, some or all of the plurality of predetermined images displayed in the predetermined display effect each start displaying at a different time and are displayed in parallel for a specific period of time, and each end displaying at a different time, the execution probability and / or the expectation level of the predetermined display effects differ depending on the situation, the speed at which the plurality of predetermined images move on the display means is the same or approximately the same, and at least some of the plurality of predetermined images move in the same or approximately the same direction. [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] This is a screen transition diagram (part 1) showing the display screen of the display device in chronological order. [Figure 6] This is a screen transition diagram (part 2) showing the display screen of the display device in chronological order. [Figure 7] This is an allocation table for a lottery for chance effects. [Figure 8]FIG. 10 is a screen transition diagram showing display screens of a display device in chronological order, relating to Modification 1. [Figure 9] 10 is a screen transition diagram (part 1) showing the display screen of the display device in chronological order, regarding Modification 2. FIG. [Figure 10] 10 is a screen transition diagram (part 2) showing the display screen of the display device in chronological order, relating to Modification 2. FIG. [Figure 11] FIG. 10 is a screen transition diagram showing display screens of a display device in chronological order, relating to Modification 3. [Figure 12] FIG. 10 is a screen transition diagram showing display screens of a display device in chronological order, relating to Modification 4. 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] [Screen transition] 5 and 6 are screen transition diagrams showing the display screen of the display device 41 in chronological order. FIG. 6 is a diagram following FIG. 5. Note that displays, images, and other items displayed on the display screen may be displayed decoratively as part of the presentation, even if they are intended to convey information. In FIGS. 5 and 6, chance presentations (predetermined display presentations) on the display screen are exemplified as part of advance notice presentations that can suggest or notify the probability of a win (probability of a small win, probability of a big win). Note that other advance notice presentations may be executed instead of or in addition to the chance presentations.

[0172] In FIG. 5A, a special symbol 1 variable display game is being executed in the normal game mode, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 710 in the center of the display screen. In the left area 710A, middle area 710B, and right area 710C of the variable display area 710, the left symbol, right symbol, and middle symbol are fluctuating (scrolling) as three decorative special symbols, respectively. At the same time, the decorative special symbol (small symbol) may be fluctuating in a small variable display area of ​​the display screen as the special symbol 1 variable display game. The special symbol 1 variable display game is also being executed on the special symbol 1 display 51, and the special symbol is fluctuating. BGM (background music) is output from the speaker 19 based on the volume (volume level) adjusted using the directional key switch 450 or the like.

[0173] The special chart 1 change display game is shown as an example of a game (special chart change display game, normal chart change display game), and may be replaced with a special chart 2 change display game or a normal chart change display game (in the normal chart ST state) during a time-saving state, etc.

[0174] 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, three hold displays 741a corresponding to the first start memory are displayed. Additionally, in the lower center section 740 located next to the first hold display section 745 in the horizontal direction, a change icon 741b (pattern change display) indicating that the pattern is changing for the currently running special chart 1 variable display game is displayed. The change icon 741b is a different size from the hold display 741a but has a shape similar to that of the hold display 741a. In the corners of the display screen of the display device 41, a special chart 1 hold number display section 750 indicating the number of special chart 1 holds and a special chart 2 hold number display section 760 indicating the number of special chart 2 holds are provided. The special chart 1 hold number display section 750 and the special chart 2 hold number display section 760 respectively display the number "3" indicating the number of special chart 1 holds and the number "0" indicating the number of special chart 2 holds.

[0175] Next, in (A), the first chance effect (predetermined display effect, advance notice effect) begins on the display screen. In the chance effect, the weight of the character represented by character image 801 (801a, 801b, 801c) makes it appear as if a banner represented by banner image 820 (820a, 820b, 820c) is falling. Simply put, a pair of character image 801 and a corresponding banner image 820 adjacent to it moves linearly by scrolling, but they may also move in other ways, such as gently curving instead of linearly.

[0176] While a chance effect is being executed, the output (generation) of background music from the speaker 19 is restricted as a specific effect, and the volume is reduced by reducing the output or muted by ceasing the output (muted in FIG. 5). Because the execution of background music can be restricted when a chance effect is being executed on the display screen, it is possible to make the player focus (engage) on the chance effect and to highlight sound effects (for example, sound effects) related to the chance effect, thereby increasing the enjoyment of the game.

[0177] The chance effect can suggest or notify the probability of winning (small win expectation probability, big win expectation probability) when the game results in a win (small win result, big win result). In this embodiment, the probability of winning differs depending on whether or not the chance effect is present. In addition, the probability of winning can be made to differ in detail depending on the display mode of the chance effect.

[0178] Character image 801 is a pictorial image consisting of a face (head), a torso connected to the underside of the face, and two arms extending from the torso. In (A), of the multiple character images 801a, 801b, and 801c, the left character image 801a appears first from the upper left of the display screen and begins to be displayed. Character image 801a descends downward along the scrolling direction (up and down direction) of the left design scrolling in left area 710A.

[0179] Next, in (c), the character represented by the left character image 801a grasps (grabs) the bottom edge of the banner represented by the banner image 820a with the hand at the tip of its arm, causing the banner to descend. Of the multiple banner images 820a, 820b, and 820c, the left banner image 820a appears first from the upper left of the display screen to begin display. Then, within the banner image 820, one of the multiple character images "cha," "ya," "n," and "su" that make up the word "chance," which is a displayable word (here, a single word), is displayed, namely, "su," which can be visually recognized by the player. Note that, instead of the word "chance," a longer phrase or sentence (e.g., "Chance is coming, keep your eye on the screen") or a shorter sentence (e.g., "It's super hot!") may be displayed within the banner image 820. Furthermore, while the banner image 820 is descending, the words in the banner image 820 may change from the initial "Chance" to other words such as "Hot!" The change may occur when a predetermined time has elapsed since the start of the display of the banner image 820, or when the effect button 25 is operated.

[0180] Furthermore, of the multiple character images 801a, 801b, and 801c, the central character image 801b appears from the top center of the display screen and is displayed second after the left character image 801a. The character image 801b descends downward in the scroll direction (up and down) of the middle symbol scrolling in the middle area 710B. Furthermore, of the multiple character images 801a, 801b, and 801c, the right character image 801c appears from the top right of the display screen and is displayed third after the central character image 801b. The character image 801c descends downward in the scroll direction (up and down) of the right symbol scrolling in the right area 710C.

[0181] In this way, in the chance effect, the character images 801a, 801b, and 801c (plurality of predetermined images) start to be displayed at different times. Then, thereafter, the character images 801a, 801b, and 801c are displayed in parallel for a while (during the specific period from (c) to (e)). Therefore, in the chance effect, the plurality of character images 801 start to be displayed at different times and then a unified collectively effect can be shown, which makes the effect more interesting and enhances the enjoyment of the game. Note that instead of all (three) character images 801, only one character image 801 may start to be displayed at a different timing from the other two character images 801, and the two character images 801 may start to be displayed at the same timing.

[0182] Next, in (D), multiple character images 801a, 801b, and 801c are displayed in parallel and simultaneously, moving through the variable display area 710 in the center of the display screen. The speeds at which the multiple character images 801a, 801b, and 801c move on the display screen are identical or approximately identical. This facilitates the performance and display control of the performance control device 300, and also makes it easy to follow the movement of the multiple character images 801, creating a highly visible chance effect that enhances the enjoyment of the game. Note that "approximately identical" means that the images are close enough for a player to recognize them as identical, even if they are not completely identical. The paths along which the multiple character images 801a, 801b, and 801c move are different from one another and are not identical. In (D), the positions of the three moving character images 801a, 801b, and 801c are slightly offset from a diagonal straight line sloping upward to the right to create a natural sense of disorder, but they can also be precisely aligned on this straight line.

[0183] In the chance effects (predetermined display effects, advance notice effects), the multiple character images 801a, 801b, and 801c (predetermined images) all correspond to the same character, and therefore share common morphological (shape) characteristics, are related to each other, and are the same or approximately the same size when displayed as a whole. This creates a sense of unity among the multiple character images 801 displayed in the chance effects, enhancing the excitement of the game. Here, if the multiple character images 801a, 801b, and 801c are approximately the same size, they are close enough in size for a player to recognize them as the same. For convenience, (D) shows a case in which the multiple character images 801a, 801b, and 801c are all the same image, have the same form (shape, pattern, and color), and are the same size. Note that only some (here, two) of the multiple character images 801a, 801b, and 801c may be related to each other or have the same or approximately the same size.

[0184] Furthermore, character images 801a, 801b, and 801c are related to each other even when they have the same motif. A motif is an image or concept that arises from an image. For example, even if the character images 801a, 801b, and 801c have different patterns or colors or different facial expressions or orientations, the motif is the same if the same character can be imagined or recognized from the character images 801a, 801b, and 801c. Alternatively, even if the character images 801a, 801b, and 801c evoke or recognize different characters, the motif is the same if they are characters that belong to the same content (e.g., animation or movie) related to the copyright of the gaming machine 10 (characters that appear in the same content).

[0185] Furthermore, in (D), of the multiple banner images 820a, 820b, and 820c, the central banner image 820b appears second after the left banner image 820a, starting from the upper center of the display screen. Continuing from (C), the banner image 820a descends downward in the scroll direction (vertical direction) of the left image scrolling in the left region 710A. The banner image 820b descends downward in the scroll direction (vertical direction) of the center image scrolling in the middle region 710B. Furthermore, of the multiple banner images 820a, 820b, and 820c, the right banner image 820c appears third after the central banner image 820b, starting from the upper right of the display screen. The banner image 820c descends downward in the scroll direction (vertical direction) of the right image scrolling in the right region 710C.

[0186] The paths along which the multiple banner images 820a, 820b, and 820c move are different from one another and are not the same. However, the paths along which the multiple character images "cha," "ya," "n," and "su" that make up the word "chance" that can be displayed within one banner image 820 move are naturally the same. In particular, if "su," one of the multiple character images, is taken as the reference image (special image), the paths along which the reference image and the other character images move are the same.

[0187] In this way, in the chance effect, the banner images 820a, 820b, and 820c (plurality of predetermined images) each begin displaying at a different timing. Then, they are displayed in parallel for a while (during the specific period from (d) to (g)). Therefore, in the chance effect, the multiple banner images 820 begin displaying at different times and then can be displayed as a group to create a cohesive effect, which creates an interesting effect and increases the enjoyment of the game. Note that instead of all of the banner images 820, only one banner image 820 may begin displaying at a different timing from the other two banner images 820, and the two banner images 820 may begin displaying at the same timing.

[0188] The character shown in the central character image 801b and the character shown in the right character image 801c grasp the bottom ends of the curtains shown in the central banner image 820b and the right banner image 820c with the hands located at the ends of their arms, respectively, and the curtains descend.

[0189] On the display screen, the speeds at which the multiple banner images 820a, 820b, and 820c move are the same or approximately the same as each other and are also the same or approximately the same as the speeds at which the character images 801a, 801b, and 801c move. This facilitates the performance control and display control of the performance control device 300, and also makes it easy to follow the movement of the multiple banner images 820, resulting in a chance effect that is easy to see and increases the enjoyment of the game. Naturally, the speeds at which the multiple identical characters (e.g., three "su") displayed in different banner images 820 move are also the same or approximately the same as each other and are also the same or approximately the same as the speeds at which the character images 801a, 801b, and 801c move. This facilitates the performance control and display control of the performance control device 300, and also makes it easy to follow the movement of the multiple identical characters, resulting in a chance effect that is easy to see and increases the enjoyment of the game. The speeds at which the multiple character images "cha," "ya," "n," and "su" move within one banner image 820 are the same or approximately the same.

[0190] Among the multiple character images (predetermined images) constituting the word "chance" that can be displayed within the banner image 820a, "Ya," "N," and "Su" are displayed and can be visually recognized by the player. Among the multiple character images constituting the word "chance" that can be displayed within the banner image 820b, "Su" is displayed and can be visually recognized by the player. In this way, in the chance effect, the multiple character images "Su" are each displayed on a different banner image 820 and start to be displayed at different times. Thereafter, the multiple character images "Su" are displayed in parallel for a while (for a specific period before and after (O)). Therefore, in the chance effect, the multiple same character images (here, "Su") arranged on different banner images 820 start to be displayed at different times, and then can present a unified effect as a group, which can leave an impression on the characters and increase the interest in the game. In addition, instead of displaying all of the multiple (three) character images "Su", only one character image "Su" may start displaying at a different timing than the other two character images "Su", and the two character images "Su" may start displaying at the same timing.

[0191] The layer on which multiple character images 801a, 801b, and 801c and multiple banner images 820a, 820b, and 820c are drawn is in front of the layer on which the three decorative special patterns, the left pattern, the right pattern, and the center pattern, are drawn. Therefore, character image 801a and / or banner image 820a are displayed so as to obscure part or all of the changing left pattern in left region 710A. Character image 801b and / or banner image 820b are displayed so as to obscure part or all of the changing center pattern in center region 710B. Character image 801c and / or banner image 820c are displayed so as to obscure part or all of the changing right pattern in right region 710C. Furthermore, since the left-right widths of the character image 801 and the banner image 820 are different, or even within the character image 801, the left-right widths of the face (head) and torso are different, the proportion of the pattern that is obscured changes over time, resulting in a change in the visibility of the pattern over time, which can increase the enjoyment of the game.

[0192] In this way, while the chance effect is being executed (here, from (A) to (G) described later), the visibility of the symbols on the display screen can be made lower than when the chance effect is not being executed. Therefore, after the chance effect is executed and the visibility of the symbols is lowered, an interesting effect can be created in which the visibility is increased after the chance effect ends, thereby increasing the enjoyment of the game.

[0193] In (D), the output of the background music (BGM) is limited and muted (zero output). However, a sound effect such as "beep beep beep" is output from the speaker 19. Instead of or in addition to the sound effect, the voice of the words "chance" that can be displayed in the banner image 820 may be output. The sound effect continues until the chance effect ends in (G) described below, but may end before (G).

[0194] Next, in (E), continuing from (D), multiple character images 801a, 801b, and 801c are displayed in parallel and are moving within the display screen at the same or approximately the same speed, but character image 801a is disappearing from the display screen and will soon end its display. Multiple banner images 820a, 820b, and 820c are also moving within the display screen at the same or approximately the same speed.

[0195] All of the multiple character images that make up the displayable word "chance" - "cha," "ya," "n," and "su" - are displayed within banner image 820a and can be seen by the player. Of the multiple character images that make up the displayable word "chance" - "ya," "n," and "su" - are displayed within banner image 820b and can be seen by the player. All of the multiple character images that make up the displayable word "chance" - "n," and "su" - are displayed within banner image 820a and can be seen by the player.

[0196] In this way, in the chance effect, similar to the multiple character images "su", the multiple character images "n" are each displayed on a separate banner image 820 and start displaying at different times. Then, similar to the multiple character images "su", the multiple character images "n" are subsequently displayed in parallel for a while (during a specific period from (o) to (ka)). The multiple character images "chi" and the multiple character images "ya" are displayed in a similar manner. Therefore, in the chance effect, multiple identical character images (here, "n", "ya", or "chi") arranged on different banner images 820 start displaying at different times and then can present a unified effect as a group, which makes the characters more memorable and increases the enjoyment of the game.

[0197] In the chance effects (predetermined display effects, advance notice effects), multiple identical character images (predetermined images) of "cha," "ya," "n," or "su" correspond to the same character even when displayed on separate banner images 820, and therefore share common morphological (shape) characteristics and are related to each other, and furthermore, have the same or approximately the same size when displayed as a whole. Therefore, the multiple identical characters displayed in the chance effects appear cohesive, which can enhance the enjoyment of the game. Note that multiple character images corresponding to the same character may not be the same or approximately the same images, but may have different fonts or sizes, and can still be related to each other because they correspond to the same character.

[0198] The layer on which the multiple character images 801a, 801b, 801c and the multiple banner images 820a, 820b, 820c are drawn is on the front side of the layer on which the hold display 741a and the variable icon 741b are drawn. Therefore, the character image 801a and / or the banner image 820a are displayed so as to obscure part or all (here, all) of the hold display 741a. The character image 801b and / or the banner image 820b are displayed so as to obscure part or all (here, all) of the variable icon 741b.

[0199] In this way, when a chance effect is being executed, the execution of displaying the hold display 741a and the variable icon 741b as specific effects may be restricted. Then, when a chance effect is being executed on the display screen, it is possible to make the player focus (engage) on the chance effect or make the chance effect stand out, thereby increasing the interest in the game. Note that the effect control device 300 can also be configured not to execute display control of the hold display 741a and the variable icon 741b itself when the display positions of the character image 801 and the banner image 820 overlap with the hold display 741a and the variable icon 741b.

[0200] As shown in (A) to (E), the multiple character images 801a, 801b, and 801c move in the same or approximately the same direction (downward or approximately downward in this case). Furthermore, the multiple banner images 820a, 820b, and 820c move in the same or approximately the same direction (downward or approximately downward in this case). Naturally, the multiple identical character images (e.g., "su") displayed in different banner images 820a, 820b, and 820c move in the same or approximately the same direction (downward or approximately downward in this case). The multiple character images "cha," "ya," "n," and "su" in one banner image 820 also move in the same or approximately the same direction. Furthermore, the character images 801a, 801b, and 801c move in the same or approximately the same direction as the banner images 820a, 820b, and 820c, respectively. In addition, only some (two) of the multiple character images 801a, 801b, and 801c may move in the same or approximately the same direction, or only some (two) of the banner images 820a, 820b, and 820c may move in the same or approximately the same direction.

[0201] Next, in (F), the left character image 801a that was displayed in (E) disappears first from the bottom left of the display screen and is no longer displayed. The center character image 801b is disappearing at the bottom center of the display screen and is the second to be displayed after the left character image 801a. The right character image 801c is also beginning to disappear at the bottom right of the display screen and is the third to be displayed after the center character image 801b.

[0202] The character image "S" that was displayed as (O) at the bottom of banner image 820a disappears from the bottom left of the display screen and is no longer displayed, but a new character image "S" appears from the top left of the display screen at the top of banner image 820a. This is the same for banner images 820b and 820c, and the word "chance" is displayed repeatedly within each banner image 820.

[0203] Next, at (G), the display of the last character image 801c has finished, and therefore the display of all character images 801a, 801b, and 801c has finished. In this way, in the chance effect, from (E) to (G), the display of character images 801a, 801b, and 801c (plurality of predetermined images) each finishes at a different timing. Therefore, in the chance effect, after a plurality of character images 801 show a collective effect, they can finish displaying at different timings, which makes the effect more interesting and increases the enjoyment of the game. Note that instead of all character images 801, only one character image 801 may finish displaying at a different timing from the other two character images 801, and the two character images 801 may finish displaying at the same timing.

[0204] Furthermore, the character images "Ya" and "N" that were displayed in (Ka) at the bottom of banner image 820a have disappeared from the bottom left of the display screen and have ceased to be displayed. The character image "S" that was displayed in (Ka) at the bottom of banner image 820b has disappeared from the bottom center of the display screen and have ceased to be displayed.

[0205] Immediately after (G), the chance effect ends, and banner images 820a, 820b, and 820c are hidden, and the character image "S" displayed at the bottom of banner image 820c also disappears from the display screen and ends display. From (F) to immediately after (G), in the chance effect, the three identical character images "S" are each displayed on a different banner image 820, and their display ends at different times. Therefore, in the chance effect, the multiple identical character images (here, "S") arranged on different banner images 820 can display a unified effect together and then end display at different times, which creates an interesting effect and increases the enjoyment of the game. It is also possible to configure the display of only one of the three identical "su" character images displayed on separate banner images 820 to end at a different timing than the other two character images, while the display of the other two character images to end at the same timing (for example, the display of banner images 820b and 820c is started at the same timing and scrolled).

[0206] Although not shown, when the chance effect ends, the banner images 820a, 820b, and 820c disappear in the order in which they started to be displayed, and become invisible (disappear from the display screen) at different times and end their display. Therefore, the three identical character images "n," three identical character images "ya," and three identical character images "chi" displayed on different banner images 820 also end their display at different times. Therefore, in the chance effect, the same character images (here, "n," "ya," or "chi") arranged on different banner images 820 can end their display at different times after presenting a unified effect, creating an interesting effect and increasing the enjoyment of the game. Instead of ending the display of all (three) banner images 820, only one banner image 820 may end its display at a different time from the other two banner images 820, and the two banner images 820 may end their display at the same time.

[0207] Next, in (H), a reach state is reached after the chance effect. In this reach state, an N reach effect is executed, and the left and right symbols are temporarily stopped in the variable display area 710 and undergo a swinging fluctuation such that they swing around the reference position. After the chance effect ends, the visibility of the symbols is increased compared to when the chance effect was being executed (returning to the visibility before the chance effect was executed), and an interesting effect such as switching the pattern fluctuation mode (variation mode) is possible, thereby increasing the enjoyment of the game. In FIG. 5, the pattern fluctuation mode can be switched from a scrolling fluctuation before the end of the chance effect to a swinging fluctuation (temporary stop) after the end of the chance effect. Note that after the chance effect ends, an interesting effect such as switching the display screen effects or background image instead of switching the fluctuation mode may be executed.

[0208] The chance effects (A) to (G) may be precursor effects that are a sign of a reach state, and may be executed in relation to the reach state. Alternatively, the chance effects may not be directly related to the occurrence of the reach state, and the reach state may occur a while after returning to the state (A) after the chance effect. After the chance effect ends, the BGM output restriction during the chance effect is lifted, and the BGM corresponding to the reach state or the same BGM as (A) is output from the speaker 19 based on the volume (volume level) adjusted using the directional key switch 450 or the like.

[0209] Next, from (Ke) to (S), a second chance effect (predetermined display effect, advance notice effect) is executed on the display screen. The second chance effect is the same as the first chance effect from (A) to (G). However, unlike the first chance effect, in the second chance effect, some character images 801b among the multiple character images 801a, 801b, and 801c are missing, and some banner images 820b among the banner images 820a, 820b, and 820c are missing. With regard to character image 801a and banner image 820a, (Ke) to (S) are the same as (A) to (F), respectively.

[0210] It is also possible to configure the second chance effect to be executed in exactly the same manner as the first chance effect, using three character images 801 and three banner images 820. Furthermore, if a reach state does not occur, the second chance effect does not have to be executed, or the second chance effect may be executed before the reach state occurs. After the second chance effect, a third or fourth chance effect may also be executed.

[0211] The multiple character images 801a, 801c (multiple predetermined images) start to be displayed at different times as shown in (J), are displayed in parallel for a while (a specific period from (J) to (L)), and end to be displayed at different times as shown in (L). Therefore, in the chance presentation, the multiple character images 801 start to be displayed at different times and then show a unified presentation, and can end to be displayed at different times, which makes the presentation more interesting and enhances the enjoyment of the game.

[0212] The multiple banner images 820a, 820c (multiple predetermined images) start displaying at different times as shown in (J) and are displayed in parallel for a while (a specific period from (K) to (M)). Then, although not shown, when the chance effect ends after (M), the multiple banner images 820a, 820c are hidden (disappear from the front screen) at different times in the order in which they started displaying and end their display. Therefore, in the chance effect, the multiple banner images 820 start displaying at different times and then present a unified effect, and can end displaying at different times, which creates an interesting effect and increases the enjoyment of the game.

[0213] Similarly, two identical character images "Su" displayed on different banner images 820a, 820c start to display at different times, like (Ko), are displayed in parallel for a while (a specific period from (Sa) to (Shi)), and end to display at different times, like (Su). Therefore, in a chance presentation, multiple identical character images arranged on different banner images 820 start to display at different times and then present a unified presentation, and then end to display at different times, making the characters more memorable and increasing the enjoyment of the game.

[0214] On the display screen, the speeds and directions of movement of multiple character images 801a, 801c are the same or approximately the same. The speeds and directions of movement of multiple banner images 820a, 820c are also the same or approximately the same. Naturally, the speeds and directions of movement of multiple identical character images (e.g., "su") displayed in different banner images 820a, 820c are also the same or approximately the same, and the speeds and directions of movement of multiple character images "cha," "ya," "n," and "su" in one banner image 820 are also the same or approximately the same. This facilitates the performance and display control of the performance control device 300, and also makes it easy to follow the movement of multiple character images 801, multiple banner images 820, and multiple identical characters, resulting in a chance performance that is easy to see and enhances the enjoyment of the game. The speeds and directions of movement of character images 801a, 801c are the same or approximately the same as the speeds of movement of banner images 820a, 820c.

[0215] The pair of character image 801a and adjacent banner image 820a, and the pair of character image 801c and adjacent banner image 820c, are scrolled and move linearly downward along the scroll direction (up and down) of the center symbol. Character image 801a and / or banner image 820a pass over the left region 710A, partially or completely obscuring the left symbol of the number "3" temporarily stopped, making it difficult to see. Character image 801c and / or banner image 820c pass over the right region 710C, partially or completely obscuring the right symbol of the number "3" temporarily stopped, making it difficult to see. In addition, since the widths of the character image 801 and the banner image 820 in the left-right direction are different, or even within the character image 801, the widths of the face and the body in the left-right direction are different, the proportion of the pattern that is obscured during the temporary stop changes over time, and the visibility of the pattern during the temporary stop changes over time, which can increase the enjoyment of the game.

[0216] In this way, when a chance effect is being executed, the visibility of the left and right symbols (first symbols) on the display screen can be lowered compared to when the chance effect is not being executed. However, when a chance effect is being executed, the visibility of the center symbol (second symbol) on the display screen does not decrease compared to when the chance effect is not being executed. Therefore, an interesting effect can be created in which the visibility of the left and right symbols (first symbols) is lowered when a chance effect is executed, and then the visibility is increased after the chance effect ends, thereby increasing the enjoyment of the game. On the other hand, even when a chance effect is executed, the visibility of the center symbol (second symbol) is not lowered, and the player can be made aware that the symbols are changing (i.e., a game is in progress), thereby increasing the enjoyment of the game.

[0217] From (I) to (M), the output of background music (specific effects) from speaker 19 is restricted, and the sound is reduced by reducing the output or muted by ceasing the output (here, muted), but from (K) to (M), sound effects are output. In this way, when the second chance effect is being executed on the display screen, the execution of background music can be restricted, which can make the player focus (engage) on the chance effect and make the sound effects related to the chance effect (for example, sound effects) stand out, thereby increasing the enjoyment of the game.

[0218] The character image 801a and / or the banner image 820a are displayed so as to cover part or all (here, all) of the reserved display 741a. In this way, when a chance effect is being executed, the execution of displaying the reserved display 741a as a specific effect may be restricted. When a chance effect is being executed on the display screen, it is possible to make the player focus (engage) on the chance effect or make the chance effect stand out, thereby increasing the enjoyment of the game.

[0219] Next, in (Ce1) and (Ce2), after the second chance effect from (Ke) to (S), the left and right symbols that were obscured by the banner images 820a and 820c in (Ce1) and (Se2), respectively, are displayed unobstructed and visible. In (Ce1), the left and right symbols during the temporary stop change from the number "3" symbol before obscuration to the number "7." In this way, after the chance effect ends, the visibility of the left and right symbols (first symbols) during the temporary stop is increased compared to that during the chance effect (returning to the visibility before the chance effect was executed), and an interesting effect is possible in which the left and right symbols during the temporary stop are switched (switching from the number "3" to the number "7"), thereby increasing the excitement of the game. On the other hand, in (Ce2), the left and right symbols during the temporary stop maintain the number "3" symbol before obscuration. The effect control device 300 selects by lottery (allocation) which of the number "7" symbol (Se1) and the number "3" symbol (Se2) (original symbol) will be displayed after the chance effect ends.

[0220] When the game result is a win and the player receives a larger bonus, the number "7" symbol has a higher selection rate (allocation rate) in the lottery than the number "3" symbol. This encourages the player to focus on the left and right symbols after the chance effect ends (after the shielding ends), increasing the player's interest in the game. Here, the player receives a larger bonus when, for example, there are many rounds (or many balls) during the win or when a normal power support state (high base state) occurs after the win state ends.

[0221] Next, in (So1) and (So2), after (Se1) and (Se2), respectively, the N reach effect (N reach state) develops into the SP reach effect (SP reach state), and the left and right patterns that are temporarily stopped move to the upper left and upper right corners, respectively, and are displayed small, and a movie (video) is displayed in the center of the display screen.

[0222] The above has been explained with reference to Figures 5 and 6, but the following configurations are also possible. The execution timing of the aforementioned chance effects during the game is not limited to the execution timing of Figures 5 and 6, and can be changed to another timing as appropriate. As an example, in (H), the chance effect (either the first or second) may be executed in a short time immediately after or when a reach state occurs.

[0223] Furthermore, the period during which the BGM is muted (limited) may be part of, rather than the entire period during which the chance effect is being executed. The number of each character image 801 and banner image 820 may be more than three. The length of each banner image 820 may be long enough to display the word "chance" only once (the length corresponding to the display of the word "chance"), and in (f) and (g), the word "chance" may not be repeated within one banner image 820. Although the case where the movement direction of character image 801 and the banner image is the same as the scrolling direction of the patterns (up and down) has been described, they may also be in a diagonal direction deviating from the scrolling direction of the patterns, or in the opposite direction or perpendicular to the scrolling direction of the patterns.

[0224] In the second chance effect, only some of the character images 801a, 801c out of the multiple character images 801a, 801b, 801c used in the first chance effect are used, and only some of the banner images 820a, 820b, 820c out of the banner images 820a, 820b, 820c used in the first chance effect are used. However, in the second chance effect, only some of the other character images 801a, 801b and some of the other banner images 820a, 820b located on the left and in the center may be used. In either or both of the first chance effect and the second chance effect, only one of the character image 801 and the banner image 820 may be displayed (used), and the other of the character image 801 and the banner image 820 may not be displayed.

[0225] Furthermore, in the second chance effect, all three character images 801a, 801b, and 801c and all three banner images 820a, 820b, and 820c may be used in the same manner as in the first chance effect. Furthermore, in the first chance effect, two character images 801a and 801c and two banner images 820a and 820c may be used in the same manner as in the second chance effect. In this way, the first and second chance effects may be made the same effect, simplifying effect control.

[0226] In the above description, the start timing of an image display is determined as the timing when a portion of the image begins to be displayed, such as character image 801a in (A) or banner image 820a in (C), and the end timing of an image display is determined as the timing when the entire image is hidden (disappears from the display screen), such as character image 801a that was hidden just before (F) or banner image 820a that was hidden just after (G). However, the start timing of an image display may be determined as the timing when the entire image is displayed, and the end timing of an image display may be determined as the timing when a portion of the image is hidden. Also, instead of gradually starting to display or gradually hiding a portion of the image, the entire image may suddenly appear or disappear.

[0227] [Allocation table for the performance lottery] 7 is an allocation table for the chance effect lottery, showing the allocation rate (or selection rate) when the chance effect is executed (with chance effect) and when it is not executed (without chance effect). The allocation rate with chance effect is the execution probability (or appearance rate) of the chance effect in one lottery.

[0228] In this embodiment, the effect control device 300 performs a lottery for a chance effect, which is a type of preview effect, in a variation-related effect setting process when a game starts (when the pattern begins to vary). As the chance effect, one executed before the occurrence of a reach state (first chance effect) and one executed after the occurrence of a reach state (second chance effect) are selected by lottery. Note that in a game in which a reach does not occur, a lottery is not held for the second chance effect. In addition to dividing the period into two periods, before and after the reach occurs, the first half period before the reach occurs may be divided into smaller periods, and the second half period after the reach occurs may be divided into even smaller periods, and whether or not to execute a chance effect may be selected for each of these smaller periods.

[0229] In normal gaming mode, if the game result is a loss, the allocation rate (selection rate) with chance effects is 3.0%, and the allocation rate (selection rate) without chance effects is 97.0%.In normal gaming mode, if the game result is a win, the allocation rate with chance effects is 50.0%, and the allocation rate without chance effects is 50.0%.

[0230] In the time-saving mode (normal power support mode, high base mode, RUSH mode), if the game result is a miss, the allocation rate with chance effects is 0.2%, and the allocation rate without chance effects is 99.8%.In the time-saving mode, if the game result is a win, the allocation rate with chance effects is 50.0%, and the allocation rate without chance effects is 50.0%.

[0231] In Figure 7, the execution probability (appearance rate) of chance effects is lower in the time-saving state (0.2%) than in the normal game state (3.0%) when the game result is a loss, and is the same 50.0% in both the time-saving state and the normal game state when the game result is a win. Note that because game results are very often losses and rarely wins, the execution probability (appearance rate) of chance effects per game is lower in the time-saving state than in the normal game state. Furthermore, corresponding to the low allocation rate of chance effects in the case of losses in the time-saving state (0.2%) (i.e., corresponding to the difficulty of executing chance effects in the case of losses in the time-saving state), the expected probability of winning a chance effect is higher in the time-saving state than in the normal game state.

[0232] In this way, the chance effects (predetermined display effects) differ in both their execution probability and win expectation depending on the game state (situation, condition), and therefore the effects are more dynamic depending on the game state (situation, condition), thereby increasing the enjoyment of the game. By appropriately adjusting the allocation rate (selection rate) for both losses and wins, it is possible to make only one of the execution probability of the chance effects or the win expectation different depending on the game state. Even if the game state is the same, the execution probability and / or the win expectation may differ depending on the presentation style (situation, presentation state) such as the presentation stage. The presentation stage may be selected by the player by operating the presentation button 25 and the directional key switch 450, etc.

[0233] Conversely, the execution probability of the chance effect may be set to be higher in the time-shortened state than in the normal game state when the game result is a loss, and the execution probability of the chance effect per game may be set to be higher in the time-shortened state than in the normal game state. In this case, the expected success rate of the chance effect is lower in the time-shortened state than in the normal game state.

[0234] In addition, in the time-saving state, it is also possible to configure the allocation rate with chance effects to be 0% and the allocation rate without chance effects to be 100% for both cases where the game results in a loss and a win. In this configuration, chance effects are not executed in the time-saving state.

[0235] In this embodiment, for simplicity, the allocation table is the same for the first chance effect and the second chance effect, but they may be different. This allows the execution probability and expected win rate to be different between the first chance effect and the second chance effect, increasing the excitement of the game.

[0236] [Variation 1] FIG. 8 is a screen transition diagram showing the display screen of display device 41 in chronological order for Modified Example 1. In this modified example, in the chance effect described above, some of the pairs of character image 801 and banner image 820 move by scrolling display in the opposite direction to the other pairs. FIG. 8 illustrates the second chance effect, but the same applies to the first chance effect. Regarding Modified Example 1, the configuration other than that described below is the same as that of the above-described embodiment.

[0237] 8(i) is the same as FIG. 5(i), but a second chance effect starts. Of the multiple character images 801a and 801c, the left character image 801a appears first from the top left of the display screen and starts to be displayed.

[0238] The next (K1) corresponds to (K) in Fig. 5, but the pair of character image 801a and banner image 820a scrolls downward along the scroll direction (vertical direction) of the center symbol. Also, right character image 801c appears from the bottom right of the display screen and is displayed after left character image 801a. Right character image 801c rises upward along the scroll direction (vertical direction) of the center symbol.

[0239] The right character image 801c is the left character image 801a with wings, and has its arms lowered while the left character image 801a has its arms raised. The right character image 801c and the left character image 801a have at least the same face and torso, and are related to each other by sharing common morphological (shape) features.

[0240] The next (Sa1) corresponds to (Sa) in FIG. 6, in which a pair of character image 801a and banner image 820a is scrolled downward in the scroll direction (vertical direction) of the center symbol. A pair of character image 801c and banner image 820c is scrolled upward in the scroll direction (vertical direction) of the center symbol. The right banner image 820c appears from the bottom right of the display screen and is displayed after the left banner image 820a. The character represented by the right character image 801c is holding the banner represented by banner image 820c slightly below the top edge with the hands at the ends of both arms, causing the banner to rise.

[0241] The multiple character images 801a, 801c move at the same or approximately the same speed. The multiple banner images 820a, 820c also move at the same or approximately the same speed. The multiple character images 801a, 801c move in opposite or approximately opposite directions. The multiple banner images 820a, 820c also move in opposite or approximately opposite directions.

[0242] As shown in (Ko1), character images 801a and 801c (plurality of predetermined images) begin to be displayed at different times. Then, as shown in (Sa1), character images 801a and 801c are subsequently displayed in parallel simultaneously for a while (a specific period from (Ko1) to (Shi1)). As shown in (Sa1), banner images 820a and 820c (plurality of predetermined images) begin to be displayed at different times. Then, as shown in (Sa1), banner images 820a and 820c are subsequently displayed in parallel simultaneously for a while (a specific period from (Sa1) to (Shi3)).

[0243] The next (Shi1) corresponds to (Shi) in Figure 6, in which the pair of character image 801a and banner image 820a and the pair of character image 801c and banner image 820c are moving, but character image 801a is disappearing from the display screen and will soon end its display.

[0244] Furthermore, the same character images (for example, "cha," "ya," and "n") displayed in different banner images 820a and 820c move at the same or nearly the same speed, but move in opposite or nearly opposite directions. The speeds and directions of the movement of the character images "cha," "ya," "n," and "su" in one banner image 820 are the same or nearly the same.

[0245] The next (S1) corresponds to (S) in FIG. 6, and the left character image 801a disappears first from the bottom left of the display screen and ends its display. The right character image 801c also disappears from the top right of the display screen following the left character image 801a and ends its display. The character images 801a and 801c (plurality of predetermined images) each end their display at different times. The character image "S" that was displayed in the banner image 820a in (S1) disappears from the bottom left of the display screen and ends its display.

[0246] Next, in (S2), the character images "Ya" and "N" that were displayed in banner image 820a in (S1) disappear from the bottom left of the display screen and end their display. The character image "Chi" that was displayed in banner image 820c in (S1) disappears from the top right of the display screen and end their display.

[0247] Next, in (S3), the character image "Chi" that was displayed in the banner image 820a in (S2) disappears from the bottom left of the display screen and ends its display. The character images "Ya" and "N" that were displayed in the banner image 820c in (S2) disappear from the top right of the display screen and end their display. After (S3), the chance effect ends, and similarly to FIG. 6, the display shifts to (S1) or (S2), and the banner image 820 and all of the character images therein disappear. Although not shown, when the chance effect ends, the multiple banner images 820a and 820c become non-displayable (disappear from the front screen) at different times, and their display ends.

[0248] As shown in (Ko1) to (Su3), the two identical character images ("Cha", "Ya", "N", and "Su" respectively) displayed on separate banner images 820a and 820c start to display at different times, are displayed in parallel for a while, and end to display at different times.

[0249] In FIG. 8, the pair of character image 801a and banner image 820a, and the pair of character image 801b and banner image 820b are scrolled and move linearly downward or upward along the scroll direction (vertical direction) of the center symbol. Then, character image 801a and / or banner image 820a pass so as to partially or entirely obscure the left symbol of the number "3" temporarily stopped in left region 710A, making it difficult to see. Character image 801c and / or banner image 820c pass so as to partially or entirely obscure the right symbol of the number "3" temporarily stopped in right region 710C, making it difficult to see. In this way, when a chance effect is being executed, the visibility of the left and right symbols (first symbols) on the display screen can be reduced compared to when the chance effect is not being executed. However, when the chance effect is being executed, the visibility of the middle symbol (second symbol) on the display screen does not decrease more than when the chance effect is not being executed.

[0250] The character image 801a and / or the banner image 820a are displayed so as to cover a part or all (here, all) of the reserved display 741a. In this way, when a chance effect is being executed, the execution of the display of the reserved display 741a as a specific effect may be restricted.

[0251] [Variation 2] 9 and 10 are screen transition diagrams showing the display screen of the display device 41 in chronological order, relating to Modification 2. The configuration of Modification 2 is the same as that of the above-described embodiment, except for the configuration described below. Note that in FIG. 9, the chance effect according to Modification 2 is a modification of the first chance effect (chance effect before the occurrence of a reach state) in FIG. 5 described above, but it may also be a modification of the second chance effect (chance effect after the occurrence of a reach state) in FIG. 5 and FIG. 6 described above.

[0252] In (Na) of Figure 9, the special symbol 1 variation display game is being executed, similar to (A) of Figure 5, and the variation (↓↓↓) of the decorative special symbol (large symbol) is being executed in the variation display area 710 in the center of the display screen. There is no first start memory (special symbol 1 start memory), so the hold display 741a is not displayed. The number "0" indicating the number of special symbol 1 reservations and the number "0" indicating the number of special symbol 2 reservations are displayed in the special symbol 1 reservation number display section 750 and the special symbol 2 reservation number display section 760, respectively.

[0253] Next, in (iv), similar to (a) of FIG. 5, the first chance effect (predetermined display effect, advance notice effect) begins. In variant 2, in the chance effect, the weight of the multiple characters represented by character images 801, 803, and 805 makes it appear as if a single large banner image 825 is descending. Banner image 825 can eventually spread across the entire display screen, and is wider in the left-right direction than banner images 820a, 820b, and 820c in FIG. 5 (see (f) and (f) below). Character images 801, 803, and 805 and the corresponding banner images 825 adjacent to them descend linearly and move downward by scrolling display.

[0254] While the chance effect is being executed, the output (generation) of background music from the speaker 19 is restricted as a specific effect, and the sound is reduced by reducing the output or muted by stopping the output (muted in Figures 9 and 10).

[0255] In (d), of the multiple character images 801, 803, and 805, the left character image 801 appears first from the top left edge of the display screen to begin display. The character represented by the left character image 801 is shown grasping (grasping) the bottom edge of the banner represented by banner image 825 with the hand at the tip of its right arm, causing the banner to descend. At the left edge of the display screen, the face, half of the torso, and the right arm of the character image 801 are displayed, and the image descends downward along the left edge of the display screen and in the scrolling direction (up and down). As a result, the left character image 801 moves along a path that prevents the entire image (entire body) from being displayed on the display screen from start to end.

[0256] Next, in (J), character image 803 appears from the top left of the display screen and is displayed second after character image 801 on the left. The character represented by character image 803 is shown grabbing a banner represented by banner image 825 with the hands located at the ends of both arms, causing the banner to descend. Unlike the characters represented by character images 801 and 805, the character represented by character image 803 is grabbing the upper part of the banner rather than the bottom end.

[0257] Next, in (N), character image 805 appears from the top center of the display screen and is displayed third after character images 801 and 803. The character represented by character image 805 is shown grasping the bottom edge of a banner represented by banner image 825 with the hands located at the ends of both arms, causing the banner to descend.

[0258] Next, in (No), the right character image 801 appears from the top right of the display screen and is displayed fourth after character images 801, 803, and 805 from the left. Note that the left character image 801 that was displayed on the left edge of the display screen in (D) to (N) is the right character image 801 divided in half, but in (No), it is disappearing from the display screen and will soon cease to be displayed. Also, one of the multiple character images "Chi", "Ya", "N", and "Su" that make up the word "Chance" that can be displayed (here, a single word) within the banner image 825 is displayed, and the player can see it.

[0259] Although the multiple character images 801, 803, and 805 are different characters, they are related to each other because they share the same external shapes of their torsos and faces, and are the same or approximately the same size when displayed as a whole. Furthermore, the multiple character images 801, 803, and 805 are characters that belong to the same content (for example, animation or movie) (characters that appear in the same content), have the same motif, and are related to each other.

[0260] The positions of the two character images 801, 803, and 805 while they are moving are slightly offset from the diagonal straight line that slopes upward to the right, which is the bottom edge of the banner image 825, in order to give a natural sense of disorder to character image 803 in particular, but it is also possible to arrange them so that they are precisely aligned on the straight line.

[0261] Next, in (C), character images 801, 803, 805 and banner image 825 scroll downward from (N). Then, character image 801 on the left disappears and its display ends. All of the multiple character images "cha," "ya," "n," and "su" that make up the word "chance," which can be displayed within banner image 825, are displayed and visible to the player.

[0262] Next, in (Hi), character images 801, 803, and 805 and banner image 825 scroll downward from (C). Then, character image 803 disappears and the display ends. Within banner image 825, the second word "chance" is displayed following the first word "chance."

[0263] Next, in (F), character images 801 and 805 and banner image 825 scroll downward from (H). Then, character image 805 disappears and the display ends. The third word, "Chance," is displayed within banner image 825.

[0264] Next, in (F), the character image 801 and the banner image 825 scroll downwards from (F). Then, the character image 801 disappears, ending the display. Also, of the multiple character images "Cha", "Ya", "N", and "Su" that make up the word "Chance" that was initially displayed, "Cha", "Ya", and "N" disappear, ending the display.

[0265] The next (E) is the same as (N), but the chance effect has ended. Therefore, the banner image 825 and the word "chance" displayed within it disappear, and the display ends. Note that in Modification 2, the chance effect is executed independently, without being related to the occurrence of a reach state.

[0266] The chance presentation according to the second modification has been explained above, but the display of the plurality of character images 801, 803, 805 (plurality of predetermined images) starts at different times from each other, as in (d) to (n), is displayed in parallel for a while (during a specific period before and after (n)), and ends at different times from each other, as in (c) to (f). Therefore, in the chance presentation, the plurality of character images 801, 803, 805 start to be displayed at different times and then show a unified presentation, and can end to be displayed at different times, which results in an interesting presentation and can increase the enjoyment of the game.

[0267] The three identical letter images ("cha," "ya," "n," and "su") displayed on the banner image 825 start to be displayed at different times, such as (no) to (fu), are displayed in parallel for a while, and end to be displayed at different times, such as (he) to (ho). Therefore, in a chance presentation, the multiple identical letter images arranged on one banner image 825 start to be displayed at different times, then show a unified presentation together, and then end to be displayed at different times, which makes the letters more memorable and increases the enjoyment of the game.

[0268] On the display screen, the speeds and directions of movement of the multiple character images 801, 803, and 805 are the same or approximately the same. In addition, the speeds and directions of movement of the multiple identical character images (each of "cha," "ya," "n," and "su") displayed in the banner image 825 are also the same or approximately the same. This facilitates the performance control and display control of the performance control device 300, and also makes it easy to follow the movement of the multiple character images 801, 803, and 805 and the multiple identical characters in the multiple banner images 825, resulting in a chance performance that is easy to see and increases the enjoyment of the game.

[0269] A set of multiple character images 801, 803, 805 and a banner image 825 adjacent thereto scrolls linearly downward along the scroll direction (vertical direction) of the symbols. Then, as shown in (J) to (F), the character images 801, 803, 805 and / or the banner image 825 pass through, obscuring part or all of the left symbol changing in the left region 710A, part or all of the middle symbol changing in the middle region 710B, and part or all of the right symbol changing in the right region 710C, making them difficult to see. In this way, while a chance effect is being executed, the visibility of the symbols on the display screen can be reduced compared to when the chance effect is not being executed. Therefore, an interesting effect can be created in which the visibility of the symbols is reduced by executing a chance effect, and then the visibility is increased after the chance effect ends, thereby enhancing the enjoyment of the game.

[0270] The paths along which the multiple character images 801, 803, and 805 move are different from one another and are not the same. In particular, when the character image 801 is an image of a main character appearing in the performance (a reference image, a special image), the paths along which the character image 801 and the other character images 803 and 805 (images of non-main characters) move are not the same. This makes it easier to distinguish between the images of the main characters and the images of the non-main characters.

[0271] The character images 801, 803, 805 and / or the banner image 820a can be displayed so as to obscure part or all (here, all) of the variable icon 741b. When the hold display 741a is present, the character images 801, 803, 805 and / or the banner image 820a can be displayed so as to obscure part or all (here, all) of the hold display 741a. In this way, when a chance effect is being executed, the execution of the display of the hold display 741a and the variable icon 741b as a specific effect may be restricted. When a chance effect is being executed on the display screen, it is possible to make the player focus (become absorbed) on the chance effect or to make the chance effect stand out, thereby increasing the enjoyment of the game.

[0272] In addition, the character images 801, 803, 805 and / or the banner image 825 do not obscure the number "0" indicating the number of reserved special figures 1 in the reserved special figure 1 number display unit 750 and the number "0" indicating the number of reserved special figures 2 in the reserved special figure 2 number display unit 760, which is beneficial to players who want to know the number of reserved special figures 1 and 2. In addition, it is also possible to configure the number of reserved special figures 1 and 2 so that they are obscured and cannot be seen.

[0273] Furthermore, the number of character images that can be displayed in the chance effects may be more than 4. For example, in (No) and (C), a character image different from character images 801, 803, and 805 may be displayed in an area diagonally above and to the left of character image 803 within banner image 825.

[0274] Next, in (Ma), the special chart 1 variable display game ends and the decorative special symbols are displayed, and the result of the game is displayed as a losing decorative stop symbol (losing symbol). For example, the losing decorative stop symbols are the left symbol of the number "3", the middle symbol of the number "8", and the right symbol of the number "2". The special chart 1 display 51 also displays the predetermined stop symbols (losing symbols).

[0275] Thereafter, in (M) and (M), the machine enters a customer waiting state in which no game is being executed, the display screen of the display device 41 becomes a demo screen, and a customer waiting demo is executed. In the customer waiting demo, the execution of the chance effects of Figures 5 to 9 is restricted, and similar display effects that are different from but similar to the chance effects in the game as shown in Figures 5 to 9 are executed. Note that in the customer waiting demo, the execution of the chance effects of Figures 5 to 9 may be restricted by not executing either the chance effects themselves of Figures 5 to 9 or similar display effects similar thereto.

[0276] Furthermore, the waiting state is an example of a state (situation) in which a game is not being executed. When a winning result (winning symbols "7", "7", "7", etc.) is displayed statically in (Ma), the state in (Mi) and (M) in which a game is not being executed may be a winning state instead of a waiting state. In other words, even during a winning state such as during the opening, round, or ending, the execution of the chance effects in Figures 5 to 9 is restricted.

[0277] In this way, when a game is not being executed (situation), the execution of the chance effects (predetermined display effects) of Figures 5 to 9 can be restricted, so that the execution of the chance effects (predetermined display effects) is restricted while customers are waiting or when a winning state is being achieved, making the chance effects during the game stand out and increasing the enjoyment of the game.

[0278] Specifically, in (Mi), a similar display effect is executed that is similar to the first chance effect of (A) to (G) in FIG. 5, but different from this effect itself. Note that (Mi) shows a part of the similar display effect, and corresponds to (D), which is a part of the chance effect of FIG. 5. In (Mi), for example, the torso portion, which is a part of each character image 801a, 801b, and 801c, is colored a different color (e.g., green or purple) from the colors (e.g., white or blue) of (A) to (G) in FIG. 5. Also, in (Mi), for example, each banner image 820a, 820b, and 820c is colored a different color (e.g., black or red) from the colors (e.g., white or blue) of (A) to (G) in FIG. Note that the character "Chance" is white. The similar display effect of (Mi) in FIG. 10 has the same configuration as the chance effect of (D) in FIG. 5, except for the color.

[0279] Furthermore, in (M), after (Mi), a similar display effect is executed that is similar to the second chance effect from (Ke) in FIG. 5 to (S) in FIG. 6, but different from this effect itself. Note that (M) shows a part of the similar display effect, but corresponds to (S), which is a part of the chance effect in FIG. 5 and FIG. 6. In (M), for example, the torso, which is a part of each character image 801a, 801c, is colored a different color (e.g., green or purple) from the colors (e.g., white or blue) of (Ke) in FIG. 5 to (S) in FIG. 6. Also, in (M), for example, each banner image 820a, 820c is colored a different color (e.g., black or red) from the colors (e.g., white or blue) of (Ke) in FIG. 5 to (S) in FIG. 6. Note that the character "Chance" is white. The similar display effect in (M) in FIG. 10 has the same configuration as the chance effect in (S) in FIG. 6, except for the color.

[0280] In the customer waiting demo, it is not necessary to execute both the (Mi) and (Mu) display effects, and only one of the display effects may be executed.

[0281] [Variation 3] 11 is a screen transition diagram showing the display screen of the display device 41 in chronological order, regarding Modification 3. Regarding Modification 3, the configuration other than that described below is the same as that of the above-described embodiment.

[0282] In FIG. 11, (D) is the same as (D) in FIG. 5, but after (D), the condition for ending the chance effect (predetermined display effect) is met in response to a win, and the chance effect ends.

[0283] In the examples of (Ya1) and (Ya2), first, in (Ya1), a game ball enters the start winning slot 36, generating a first start memory (special chart 1 start memory, special chart 1 reserve). A reserve display 741a is added and displayed corresponding to the generated first start memory. Furthermore, in the center of the display screen, a predetermined effect display 832 is displayed large because the number of reserved special charts reaches a predetermined number (here, the upper limit is four). The predetermined effect display 832 is, for example, a reserve MAX effect consisting of the line "Congratulations: Reserve MAX" and a cloud-shaped line frame, and notifies the user that the number of reserved special charts has reached a predetermined number (here, the upper limit is four). Then, the chance effect being executed in (D) ends, disappears from the display screen, and the predetermined effect display 832 takes priority. After (Ya1), in (Ya2), a special chart 1 variable display game is executed without the chance effect, similar to (A) in FIG. 5.

[0284] In addition, in (Ya1), a sound effect 2 (for example, "boom") different from the sound effect 1 (for example, "beep beep beep") in the chance presentation is output from the speaker 19. Instead of or in addition to the sound effect 2, a voice of a line (for example, "Congratulations") may be output.

[0285] In the examples of (Y1) and (Y2), first, in (Y1), a game ball enters the start winning slot 36, generating the first start memory (special symbol 1 start memory, special symbol 1 hold). An additional hold display 741a is displayed corresponding to the generated first start memory. Here, a hold change notice is executed, and the display mode (color) of the hold display 741a changes from the normal (default) white to blue, suggesting or informing that the probability of winning the special symbol 1 variable display game based on the first start memory is higher than when the hold does not change (normal, default). A predetermined display effect 834 (effects and images) is displayed large as a pre-reading effect when a win occurs (when a hold occurs). Then, the chance effect executed in (D) ends, disappears from the display screen, and the predetermined display effect 834 takes priority. After (Y1), in (Y2), the special symbol 1 variable display game is executed without the chance effect, as in (A) of Figure 5.

[0286] In (Yu1), the speaker 19 outputs sound effect 3 (for example, "keen") which is different from sound effect 1 (for example, "beep beep beep") and sound effect 2 (for example, "boom") in the chance presentation.

[0287] A winning entry into the start slot (here, start winning slot 36) generates a start memory (here, the first start memory), and a game based on the start memory (here, the special chart 1 variable display game) can be executed. During the game, if a lottery is drawn to select a chance effect, the chance effect can begin. That is, a winning entry into the start slot can trigger the start condition of the chance effect (predetermined display effect). Then, as in (Ya1) or (Yu1), another winning entry into the start slot (here, start winning slot 36) can trigger the end condition of the chance effect (predetermined display effect). Therefore, effects triggered by another winning entry (such as a pre-reading effect at the time of winning or a reserve MAX effect) can take priority over the chance effect, enhancing the enjoyment of the game. The other winning entry is a winning entry different from the winning entry that generated the start memory, which qualifies for the execution of the game that generates the chance effect.

[0288] If the probability of a game based on the generated start memory (hold) becoming a hit is higher than a predetermined value, i.e., if the expectation of the generated hold is high, the pre-reading effect (Yu1) may be executed, and if the expectation of a win is equal to or lower than the predetermined value, i.e., if the expectation of the generated hold is low, the hold MAX effect (Ya1) may be executed.

[0289] As explained above with reference to FIG. 11, in normal game mode, a winning entry into a start port (normal variable winning device 37, second start winning port) other than start winning port 36 can trigger the end condition of the chance effect (predetermined display effect). For example, although it is extremely rare, in normal game mode, if a player hits the right side and wins a normal symbol, opening normal variable winning device 37 and allowing the game ball to enter normal variable winning device 37, the chance effect being executed in (D) will end and disappear from the display screen, and a predetermined effect display 834 can be displayed preferentially as a winning prediction effect. Instead of the winning prediction effect, a predetermined effect display 832 may be displayed preferentially, informing that the total number of reserved special symbol 1 and reserved special symbol 2 has reached a predetermined number (here, four).

[0290] 11, if the game is in the time-saving state and the game is a special chart 2 variable display game, when the player hits the left side in the time-saving state and the game ball enters the start winning slot 36, which is always open, the chance effect being executed in (D) ends and disappears from the display screen and becomes hidden, and a predetermined effect display 834 can be displayed preferentially as a pre-reading effect at the time of winning. Instead of the pre-reading effect at the time of winning, a predetermined effect display 832 that notifies that the total of the special chart 1 reserved number and the special chart 2 reserved number has reached a predetermined number (here, 4) may be displayed preferentially.

[0291] As described above, the start condition for the chance effect (predetermined display effect) can be established when a winning entry into a start port (e.g., start winning entry port 36) is triggered, but the end condition for the chance effect (predetermined display effect) can be established when a winning entry into a start port other than the start winning entry (e.g., start winning entry port 36) is triggered. Therefore, an effect triggered by a winning entry into another start port (such as a pre-reading effect at the time of winning) can be prioritized over the chance effect, increasing the excitement of the game. The other winning entry port is a winning entry port other than the start port where the winning entry that generated the start memory that gives the right to play the game that generates the chance effect.

[0292] In the cases of (Ya1) and (Yu1), the chance effect does not necessarily end, and the end of the chance effect may be postponed. For example, if a predetermined time has passed since the winning and a pre-reading effect or a reserved MAX effect is executed at the time of the winning, the end of the chance effect may be postponed by the predetermined time.

[0293] [Variation 4] 12 is a screen transition diagram showing the display screen of the display device 41 in chronological order in relation to Modification 4. The configuration of Modification 4 is the same as that of the above-described embodiment except for the points described below.

[0294] In the fourth modification, the chance effect (predetermined display effect) can be executed in response to the operation of the effect button 25 (operation means). By involving the player's operation in the occurrence of the chance effect, the excitement of the game can be increased. If other operation means such as an operation lever are present, the chance effect may be executed in response to the operation of the other operation means instead of the effect button 25.

[0295] (A) in Figure 12 is the same as (A) in Figure 5. After (A), either operation prompt effect A (Ra1) or operation prompt effect B (Ra2) occurs. When the game starts (when the symbols start to change), the effect control device 300 selects by lottery which of operation prompt effects A or B will occur in the change-related effect setting process.

[0296] In either operation prompting effect A or B, an operation prompting display 840 is displayed on the display screen of the display device 41. The operation prompting display 840 consists of an image display 840a that prompts the player to press the effect button 25, a gauge 840b that indicates the operation valid period during which the operation is validly accepted by the effect control device 300, and a text display 840c that indicates the operation mode of the effect button 25.

[0297] Image display 840a may be modeled after the shape of effect button 25. A bar-shaped gauge 840b indicates the remaining valid operation period in black, for example, and allows the user to visually see how the valid operation period decreases from the initial value. The valid operation period is longer in operation prompt effect B (La2) than in operation prompt effect A (La1). Correspondingly, in (La1), text display 840c indicates that the operation mode is to simply press for a short time (short press, single press), and displays "Press," while in (La2), text display 840c indicates that the operation mode is to press for a long time (long press), and displays "Long press."

[0298] In (La1) and (La2), when the effect button 25 is pressed as instructed by the text display 840c during the valid operation period, the display screen will basically switch to (Li1), but it may also switch to (Li2). In (Li1), a first state is displayed in which a large cloud-like image 843a is displayed, and in (Li2), a second state is displayed in which a cloud-like image 843b smaller than image 843a is displayed. The first state of (Li1) continues for a longer period of time than the second state of (Li2). The display screens of (Li1) and (Li2) differ only with respect to images 843a and 843b.

[0299] The probability of transitioning to the first state (R1) is higher when there is a long press at (R2) than when there is a short press at (R1). The probability of transitioning to the second state (R2) is lower when there is a long press at (R2) than when there is a short press at (R1). These probabilities may correspond to the probability of winning (allocation rate) of images 843a and 843b when images 843a and 843b are selected (allocated) in response to a short press or a long press in the variable-related effect setting process of the effect control device 300. In this way, depending on the operation mode of the effect button 25 (operation means), the first state is more likely to occur than the second state, which can increase the excitement of the game.

[0300] A chance effect can be executed from either the first state (R1) or the second state (R2), but there are cases where the chance effect is not executed. In the first state, the execution probability of the chance effect (predetermined display effect) is higher than in the second state. Therefore, the difference between the first state and the second state adds variety to the effects, increasing the enjoyment of the game. When a chance effect is executed (when there is a chance effect), the display screen changes to (B) of FIG. 5, and when a chance effect is executed (when there is no chance effect), the display screen changes to (A) of FIG. 5. Note that if different allocation tables for the chance effects in FIG. 7 are provided for the first state and the second state, the execution probability of the chance effect will differ between the first state and the second state.

[0301] In addition, in (La1) and (La2), if there is no operation according to the operation mode instructed by the character display 840c or if there is no operation at all, after transitioning to (R2), the chance effect is not executed and transitioning to the display screen of (A) in FIG. 5 is made. Therefore, the chance effect (predetermined display effect) can be executed in response to operation of the effect button 25 (operation means). In addition, this is not limited to this, and if the effect button 25 is operated, the chance effect can be executed after transitioning to (R2), even if it is not in the operation mode instructed by the character display 840c. Even in this way, the chance effect (predetermined display effect) can be executed in response to operation of the effect button 25 (operation means).

[0302] [Other Modifications] Modifications not mentioned in the above description are summarized below. The following modifications can also enhance the enjoyment of the game.

[0303] 5, only some (two) of the multiple character images 801a, 801b, and 801c may move at the same or approximately the same speed, or only some (two) of the banner images 820a, 820b, and 820c may move at the same or approximately the same speed. This increases the variety of image movement patterns and increases the enjoyment of the game.

[0304] The second chance effect may be executed in the same manner as described above with the same action and effect after the occurrence of the SP reach effect (SP reach state) of (So1) and (So2) (during the SP reach effect). When a chance effect is executed after the occurrence of the SP reach effect, the character image and / or the banner image may be moved on the display screen so that the left and right symbols, which are temporarily stopped, are displayed small and moved to the upper left and upper right corners, respectively, in the chance effect, thereby reducing their visibility. Furthermore, when a chance effect is executed after the occurrence of the SP reach effect, the display of the hold display 741a and / or the variable icon 741b as a specific effect may be restricted. In this case, the layer on which the multiple character images 801 and the multiple banner images 820 are drawn is located in front of the layer on which the left and right symbols, which are temporarily stopped, are drawn and the layer on which the hold display 741a and the variable icon 741b are drawn. Conversely, the layer on which the plurality of character images 801 and the plurality of banner images 820 are drawn may be behind the layer on which the left and right symbols that are temporarily stopped are drawn and the layer on which the reserved display 741a and the variable icon 741b are drawn. In this case, the visibility of the left and right symbols that are temporarily stopped and the visibility of the reserved display 741a and the variable icon 741b are not obstructed by the character image 801 and / or the banner image 820, which can increase the enjoyment of the game.

[0305] The lengths of the specific period during which multiple character images 801 are displayed simultaneously in parallel, the specific period during which multiple banner images 820 are displayed simultaneously in parallel, and the specific period during which multiple identical character images are displayed simultaneously in parallel may be different from one another. This makes the chance effects more diverse and increases the enjoyment of the game. Furthermore, these specific periods may be the same or approximately the same from one another. This makes the display of images in the chance effects more regular, and increases the enjoyment of the game.

[0306] 5 and 6, the layer on which the multiple character images 801 and the multiple banner images 820 are drawn may be behind (behind) the layer on which the three decorative special symbols, the left symbol, the right symbol, and the center symbol, are drawn. In this case, the visibility of the symbols that are varying or temporarily stopped is not obstructed by the character images 801 and / or the banner images 820, which can increase the enjoyment of the game.

[0307] As described above, the variation of small symbols, which are smaller than the large symbols, may be performed in a small variable display area on the display screen. However, the layer on which the multiple character images 801 and the multiple banner images 820 are drawn may be located in front of the layer on which the small symbols are drawn. The character image 801 and the banner image 820 may be displayed so as to obscure part or all of the small symbols. In this manner, when a chance effect is being performed by the character image 801 and the banner image 820, the execution of the variable display of small symbols as a specific effect may be restricted. This allows the player to focus (engage) in the chance effect or make the chance effect stand out, thereby increasing the enjoyment of the game. The effect control device 300 may also be configured not to execute the display control of the small symbols itself when the display position of the character image 801 and the banner image 820 overlaps with the small variable display area in which the small symbols are varied.

[0308] [Effects of the embodiment or its modified example] In this embodiment or its modified example, a gaming machine capable of executing effects in association with a game in which symbols are varied includes display means (e.g., display device 41) capable of displaying the effects, and effect control means (e.g., effect control device 300) capable of controlling the display means. The effects include predetermined display effects (e.g., chance effects) that display multiple predetermined images (e.g., character images 801a, 801b, 801c, banner images 820a, 820b, 820c) that are related to each other. The predetermined display effects can suggest or notify the likelihood of a winning game. The effect control means can control the display means to execute the predetermined display effect once or multiple times in a single game. Some or all of the multiple predetermined images displayed in the predetermined display effect each start displaying at different times, are displayed in parallel for a specific period, and end displaying at different times. The predetermined display effects have different execution probabilities and / or expectations depending on the situation. In the display means (for example, the display device 41), the speeds at which the plurality of predetermined images move are the same or approximately the same, and at least some of the plurality of predetermined images move in the same or approximately the same direction.

[0309] In such a gaming machine 10, in a predetermined display effect that displays a plurality of predetermined images related to each other, some or all of the plurality of predetermined images start displaying at different times, are simultaneously displayed in parallel for a specific period, and end displaying at different times. Therefore, in a predetermined display effect (for example, a chance effect), a plurality of predetermined images related to each other (for example, character images 801a, 801b, 801c, banner images 820a, 820b, 820c) start displaying at different times, then show a collective effect for a specific period, and then end displaying at different times, which results in an interesting effect and can increase the enjoyment of the game.

[0310] Furthermore, the execution probability and / or expected degree of the predetermined display effect varies depending on the situation, which adds variety to the effect and increases the enjoyment of the game. In the display means, the speed at which the multiple predetermined images move is the same or approximately the same. This makes it easy to control the effect and display, and also makes it easy to follow the movement and easy to see the predetermined display effect, which increases the enjoyment of the game. Since at least some of the multiple predetermined images move in the same or approximately the same direction, it is easy to follow the movement of the parts together and makes it easy to see the predetermined display effect, which increases the enjoyment of the game.

[0311] In this embodiment or its modified example, a gaming machine capable of executing effects in association with a game in which symbols are varied includes display means (e.g., display device 41) capable of displaying the effects, and effect control means (e.g., effect control device 300) capable of controlling the display means. The effects include predetermined display effects (e.g., chance effects) that display multiple predetermined images (e.g., character images 801a, 801b, 801c, multiple identical character images), and the multiple predetermined images displayed in the predetermined display effects include images that are the same or approximately the same size. The predetermined display effects can suggest or notify the likelihood of a winning game. The effect control means can control the display means to execute the predetermined display effects one or multiple times in a single game. Some or all of the multiple predetermined images displayed in the predetermined display effects are displayed at different times, are displayed in parallel for a specific period, and end at different times. The execution probability and / or expectation level of the predetermined display effects vary depending on the situation. In the display means (for example, the display device 41), the speeds at which the plurality of predetermined images move are the same or approximately the same, and at least some of the plurality of predetermined images move in the same or approximately the same direction.

[0312] In such a gaming machine 10, in a predetermined display effect that displays a plurality of predetermined images including images that are the same or approximately the same size, some or all of the plurality of predetermined images start displaying at different times, are simultaneously displayed in parallel for a specific period, and end displaying at different times. Therefore, in a predetermined display effect (for example, a chance effect), a plurality of predetermined images (for example, character images 801a, 801b, 801c and banner images 820a, 820b, 820c) including images that are the same or approximately the same size start displaying at different times, and then present a collective effect for a specific period, and then end displaying at different times, which results in an interesting effect and can increase the enjoyment of the game.

[0313] In this embodiment or its variations, a winning entry into a start port (e.g., start winning port 36) can trigger the establishment of a start condition for a predetermined display effect (e.g., a chance effect), and a winning entry into another start port (e.g., normal variable winning device 37) can trigger the establishment of a termination condition for the predetermined display effect. Therefore, a performance triggered by a winning entry other than the winning entry that generated the start memory that qualifies the player to play a game that generates the predetermined display effect (e.g., a pre-reading effect upon winning) can be prioritized over the predetermined display effect, thereby enhancing the enjoyment of the game. Alternatively, a performance triggered by a winning entry into a start port other than the winning entry that generated the start memory that qualifies the player to play a game that generates the predetermined display effect (e.g., a pre-reading effect upon winning) can be prioritized over the predetermined display effect, thereby enhancing the enjoyment of the game.

[0314] In this embodiment or its modified example, when a predetermined display effect (for example, a chance effect) is being executed, the execution of a specific effect (for example, the output of background music, the hold display 741a, the variable icon 741b) may be restricted. Therefore, when a predetermined display effect is being executed on the display means, the execution of a specific effect may be restricted, which makes it possible to make the player focus (engross) on the predetermined display effect or make the predetermined display effect stand out, thereby increasing the enjoyment of the game.

[0315] In this embodiment or its modified example, the execution of a predetermined display effect (for example, a chance effect) can be restricted when a game is not being executed (for example, when waiting for customers or when a jackpot has been reached). Therefore, the execution of the predetermined display effect is restricted when a game is not being executed, which makes the predetermined display effect stand out during the game and increases the enjoyment of the game.

[0316] In this embodiment or its modified example, when a predetermined display effect (for example, a chance effect) is being executed, the visibility of the symbols on the display means (for example, the display device 41) can be reduced compared to when the predetermined display effect is not being executed. Therefore, after the predetermined display effect is executed on the display means (for example, the display device 41) to reduce the visibility of the symbols, an interesting effect can be achieved in which the visibility is increased after the predetermined display effect has ended, thereby increasing the enjoyment of the game.

[0317] In this embodiment or its variations, the symbols include a first symbol (e.g., left and right symbols) and a second symbol (e.g., a center symbol), and when a predetermined display effect (e.g., a chance effect) is being executed, the visibility of the first symbol can be reduced on the display means (e.g., display device 41) compared to when the predetermined display effect is not being executed, but the visibility of the second symbol is not reduced. Therefore, an interesting effect can be achieved by executing a predetermined display effect on the display means (e.g., display device 41) to reduce the visibility of the first symbol (e.g., left and right symbols), and then increasing the visibility after the predetermined display effect ends, thereby increasing the enjoyment of the game. On the other hand, even when a chance effect is executed, the visibility of the second symbol (e.g., a center symbol) is not reduced on the display means (e.g., display device 41), allowing the player to recognize that the symbols are changing (i.e., a game is in progress), thereby increasing the enjoyment of the game.

[0318] In this embodiment or its modified example, a predetermined display effect (for example, a chance effect) can be executed in response to an operation of an operation means (for example, the effect button 25). Therefore, by involving a player's operation in the occurrence of the predetermined display effect, the excitement of the game can be increased.

[0319] In this embodiment or its variations, depending on the operation mode (e.g., short press, long press) of the operating means (e.g., effect button 25), the first state (e.g., a state in which a large image 843a is displayed) is more likely to occur than the second state (e.g., a state in which a small image 843b is displayed), and the first state continues for a longer time than the second state. In the first state, the probability of a predetermined display effect (e.g., a chance effect) being executed is higher than in the second state. Therefore, the first state and the second state differ in the ease of occurrence and the probability of a predetermined display effect being executed depending on the operation mode. This difference between the first state and the second state adds variety to the effects, increasing the enjoyment of the game.

[0320] 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.

[0321] 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.

[0322] In a typical slot machine, a player inserts (consumes) medals, performs a bet operation by pressing the BET button, operates the start lever to start a game in which the symbols change as the reels on which the symbols are arranged rotate (a symbol change game), and stops the three spinning reels by pressing three reel stop buttons. When a combination of three stopped symbols on an active line in the window section of the slot machine cabinet forms a winning combination, medals are paid out (in the case of a small combination, etc.), the player is given the right to a payout (in the case of a bonus combination, etc.), or the next game can be played without consuming medals (in the case of a replay combination, etc.).

[0323] The control device determines whether a winning combination will be won for each game by an internal lottery using random numbers, and if a winning combination is won, controls the rotation of the reels to derive a combination of symbols that will stop corresponding to the winning combination on an active line. The control device can also execute the aforementioned chance effects (predetermined display effects, advance notice effects) on the display screen of the display device during the game or immediately after the deriving of the symbols that will stop.

[0324] On the display screen, the chance effect (predetermined display effect) may be started in response to the start of reel rotation (start of symbol variation), or in response to the operation of any of the reel stop buttons, or in response to the three reels stopping as a result of the operation of the three reel stop buttons. In other words, the execution timing (start timing) of the chance effect is when the reels start spinning, when any of the reel stop buttons is operated, or when the three stopped symbols are derived. [Explanation of symbols]

[0325] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board) 741a Pending display 741b Fluctuating Icon 801 character images 820 curtain images 840 Operation promotion display

Claims

1. In a gaming machine capable of executing effects in connection with a game in which symbols are varied, a display means capable of displaying the performance; a performance control means capable of controlling the display means, The effects include a predetermined display effect in which a plurality of predetermined images related to each other are displayed, The predetermined display effect can suggest or notify the probability of winning the game, the effect control means is capable of controlling the display means to execute the predetermined display effect once or a plurality of times in one game; A part or all of the plurality of predetermined images displayed in the predetermined display performance are started to be displayed at different timings and are displayed in parallel for a specific period, and the display is ended at different timings, The execution probability and / or the expected degree of the predetermined display effect varies depending on the situation, In the display means, the speeds at which the plurality of predetermined images move are the same or approximately the same, A gaming machine characterized in that at least some of the plurality of predetermined images move in the same or approximately the same direction.

2. In a gaming machine capable of executing effects in connection with a game in which symbols are varied, a display means capable of displaying the performance; a performance control means capable of controlling the display means, The effects include a predetermined display effect in which a plurality of predetermined images are displayed, The plurality of predetermined images displayed in the predetermined display performance include images having the same or substantially the same size as each other, The predetermined display effect can suggest or notify the probability of winning the game, the effect control means is capable of controlling the display means to execute the predetermined display effect once or a plurality of times in one game; A part or all of the plurality of predetermined images displayed in the predetermined display performance are started to be displayed at different timings and are displayed in parallel for a specific period, and the display is ended at different timings, The execution probability and / or the expected degree of the predetermined display effect varies depending on the situation, In the display means, the speeds at which the plurality of predetermined images move are the same or approximately the same, A gaming machine characterized in that at least some of the plurality of predetermined images move in the same or approximately the same direction.

3. A gaming machine as described in claim 1 or claim 2, characterized in that the start condition of the specified display effect can be met when a winning jackpot is won at the starting port, and the end condition of the specified display effect can be met when a winning jackpot is won at the same starting port or when a winning jackpot is won at another starting port.

Citation Information

Patent Citations

  • Game machine

    JP2015221239A