Game machine

By incorporating specific gaming states with multiple conditions and stage-based special effects, the gaming machine enhances player engagement and entertainment value.

JP2025151214AActive Publication Date: 2025-10-09NEWGIN KK
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Patent Information

Application Number
JP2024052529
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-27
Publication Date
2025-10-09
Estimated Expiration
2044-03-27

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value in their game design, particularly in the progression and variation of special gaming states.

Method used

The gaming machine introduces specific gaming states with varying conditions and stages, including main and non-main conditions, where meeting main conditions more frequently triggers special effects, and special effects can vary based on stage progression, enhancing player engagement.

Benefits of technology

This design increases the enjoyment of the game by providing more dynamic and engaging gameplay experiences through varied special effects and state transitions.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: In a game machine that can take a specific game state more advantageous to a player than a normal game state, the specific game state is completed when a completion condition is satisfied, the completion condition includes a main condition and a non-main condition, a progress situation of a process is shown in the process until the main condition is satisfied, and a progress situation of a process is not shown in the process until the non-main condition is satisfied, one or multiple main conditions are available and the main condition has a higher frequency of satisfaction than that of the non-main condition, at least one condition from among the main conditions can be satisfied after going through multiple stages, and a special performance can be executed when going through a specific stage and a particular performance different from the special performance can be executed when not going through the specific stage from among the multiple stages.SELECTED DRAWING: Figure 14
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Description

[Technical Field]

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

[0002] Conventionally, there exist gaming machines in which a time-shortening state (specific gaming state) ends based on the number of times a variable display game is executed (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 one representative form of the present invention, in a gaming machine that can enter a specific gaming state that is more advantageous to the player than the normal gaming state, when an ending condition is met, the specific gaming state ends, and the ending conditions include a main condition and a non-main condition, the progress of the process is shown in the process until the main condition is met, and the progress of the process is not shown in the process until the non-main condition is met, there is one or more main conditions that are met more frequently than the non-main conditions, at least one of the main conditions can be met through multiple stages, and a special effect can be executed when a specific stage out of the multiple stages is passed, and a special effect different from the special effect can be executed when the specific stage is not passed. [Effects of the Invention]

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

[0008] [Figure 1] FIG. 2 is a view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] 1 is a game state transition diagram (game flow) illustrating transitions of game states. [Figure 6] This is a table illustrating the types of winning symbols (types of winning results) in the special symbol variation display game and the corresponding winning contents. [Figure 7] 10 is a table illustrating examples of termination conditions for terminating a specific gaming state. [Figure 8] 10 is a screen transition diagram showing the display screen of the display device in chronological order, illustrating the screen transition when moving from a specific gaming state to a normal gaming state. [Figure 9] This is a screen transition diagram following FIG. 8. [Figure 10] This is a screen transition diagram following Figure 9. [Figure 11] 10 is a time chart illustrating an interval period after the end of fluctuation. [Figure 12] 10 is another example of a screen transition diagram showing the display screen of the display device in chronological order, illustrating the screen transition when moving from a specific gaming state to a normal gaming state. [Figure 13] This is a screen transition diagram following Figure 12. [Figure 14] This is a screen transition diagram showing the display screen of the display device in chronological order, and illustrates the screen transition when a small win occurs and the time-saving termination condition is met. [Figure 15]This is a table illustrating the termination conditions for ending a specific game state in a modified example related to the normal ST. [Figure 16] In a modified example of the normal map ST, this is a screen transition diagram showing the display screen of the display device in chronological order, and illustrates the screen transition when, after a normal map hit occurs, the number of times the special map 2 changes becomes 1 and the time-saving end condition is met. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0037] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and in each variable display area, identification information (special symbols) and images that produce a variable display game are displayed. If there is another display capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other display may function as a sub-display (auxiliary display). For example, the sub-display may be smaller in size than the display device 41, and may be movable from near the periphery of the display device 41 to near the center in front of it as part of the production, and may also function as a production movable body 44 (movable gadget, see Figure 4).

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

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

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

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

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

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

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

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

[0046] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win occurs, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning port) in the special variable winning device 39, resulting in a jackpot. The configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines. For example, this embodiment can be applied to a V-type variable machine (V-ST machine) in which a probability variable state (high probability state, specific gaming state) is determined after the jackpot ends when a gaming ball enters the specific area 86 (V winning port), and this embodiment can also be partially applied to gaming machines that do not have the specific area 86.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0062] The special symbol 1 variable display game (first special symbol variable display game, first symbol variable display game) and the special symbol 2 variable display game (second special symbol variable display game, second symbol variable display game) are played by displaying a predetermined result pattern in a stopped state after displaying a changing state of identification information (special symbol, special symbol) on the special symbol 1 display 51 and the special symbol 2 display 52. ​​The stopping symbols as the predetermined result pattern that are stopped and displayed on the special symbol 1 display 51 and the special symbol 2 display 52 include a big win symbol (a stopping symbol for a big win), a small win symbol (a stopping symbol for a small win), a time-saving symbol (a stopping symbol for a support win), a losing symbol (a losing stopping symbol), etc.

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

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

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

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

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

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

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

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

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

[0072] In addition, the special chart 2 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 payout control device 200. Here, initialization basically means clearing to zero, which erases the information, but some values, such as performance information (base values), may be maintained at their current values ​​without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read during the main loop processing of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0138] The game control device 100 basically sets a time-shortening flag indicating the time-shortening state in the time-shortening state. However, even if the time-shortening flag is set, the low base state in which the ball payout rate (base value) is as low as the normal game state because the opening time of the normal variable winning device 37 is extremely short may be treated as the normal game state in which no special game is played (of course, it may also be treated as the time-shortening state).

[0139] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (time-saving A1, time-saving A2, time-saving A3, etc.) that correspond to the normal hit result (normal hit symbol) with different normal power release times and normal power release counts. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. 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 a safety device-related processing that performs processing related to the safety device (complete function), a difference ball counting processing that updates a counter that counts the difference ball number, etc. In the safety device-related processing, safety device-related information such as the operating status of the safety device is sent as a command to the performance control device 300, and a safety device operating flag that indicates that the safety device is operating is set.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0167] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye look-ahead performance related to a decorative stop pattern. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display changes from the normal one, and the expectation of winning the variable display game based on the hold is higher than when the hold does not change (normal).

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

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

[0170] [Game state transition diagram (game flow)] FIG. 5 is a game state transition diagram (game flow) illustrating transitions (shifts) of game states.

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

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

[0173] The probability of a jackpot occurring in one special chart variable display game is the sum of the probability of a direct hit jackpot and the probability of a V-entry jackpot (i.e., the probability of a small hit, the probability of a small hit). In this embodiment, there are no small hits in the special chart 1 variable display game, and the small hit probability (the probability of a small hit) is 0, while there are small hits in the special chart 2 variable display game, and the small hit probability is high (for example, 1 / 11). Therefore, in the normal game state, the jackpot probability is low (for example, 1 / 100), while in the specific game state AD, which is more advantageous for the player than the normal game state, there is normal power support, so the jackpot probability is high (for example, 1 / 10 ≒ 1 / 11 + 1 / 100). In the normal game state, if the special symbol variable display game results in a jackpot, the normal game state ends and the game enters a jackpot state (initial jackpot, direct jackpot), and after the jackpot state, the game will either transition to specific game state A or B or return to the normal game state depending on the type of jackpot symbol (type of jackpot result).

[0174] In the specific gaming state AD of Figure 5, the probability of winning a normal symbol is high (1 in this embodiment), there is normal power support, and it is a time-saving state that is more advantageous to the player than the normal gaming state. In this embodiment, the specific gaming state AD is basically described as a time-saving state. However, part or all of the specific gaming state AD is not limited to a time-saving state as long as it is a state that is more advantageous to the player than the normal gaming state, and it can also be configured as a probability variable state. In the specific gaming state AD, right-handed hitting, which makes it easier for the gaming ball to enter the normal variable winning device 37, is more preferable (advantageous) for the player than left-handed hitting, and is recommended as the gaming ball launch mode. In the specific gaming state AD, the main starting area where the gaming ball is more likely to win with the recommended launch mode is the normal variable winning device 37, and the main variable display game (main variable display game) is the special symbol 2 variable display game (the main variable is special symbol 2). Note that in the modified example described below, the main variable display game in the specific gaming state AD may be a normal symbol variable display game. In the specific game state AD, the starting area where it is difficult for the game ball to enter with the recommended launch mode is the starting entry port 36, and the special chart 1 variable display game is not the main game and is executed less frequently than the special chart 2 variable display game.

[0175] However, as an exception, if the specific game state is a medium support state (slight time-saving state) or a latent probability variable state, as in the normal game state, hitting from the left, which makes it easier for the game ball to enter the first starting winning slot 36, is more preferable (advantageous) for the player than hitting from the right, and is recommended as the game ball launch mode. In the medium support state, the opening time of the normal variable winning device 37 is short and the normal power support is weak (the opening time is slightly longer than in the normal game state). In the latent probability variable state, there is a high probability of a direct hit occurring in the special chart 1 variable display game, but there is no normal power support.

[0176] In the specific game state AD as a time-saving state (normal power support state), if a small hit or a big hit occurs, the termination condition is met and the specific game state AD ends. Also, in the specific game state AD, if a small hit or a big hit does not occur and the number of times the special symbol variable display game is executed (in the modified example described below, this can also be the number of times the normal symbol variable display game is executed) reaches the termination number (predetermined number of times), the termination condition is met, the specific game state AD ends, and the game transitions to the normal game state. Here, the number of times the special symbol variable display game is executed is the number of times the special symbol variable display game is changed (the number of times it is executed), the number of times the special symbol variable display game is changed (the number of times it is executed), or the total number of times the special symbol variable display game and the special symbol variable display game are changed, etc.

[0177] The number of times the time-saving specific game state AD ends may be different to increase the interest in the game, which increases the gameplay and game variation and increases the interest in the game. For example, the number of times to end may increase in the order of specific game state A < specific game state B < specific game state C < specific game state D. If the number of times to end is an extremely large value (for example, 10,000 times), the number of times to end will never actually be reached, and the specific game state AD can only end when a small win or a big win occurs.

[0178] In addition, after the end of the special game state AD, if there are remaining reserves (second start memory, special game 2 reserve), the game may transition to a remaining reserve state (remaining reserve consumption state) in which a special game 2 variable display game based on the remaining reserve is executed. In this embodiment, the remaining reserve state is considered to be part of the normal game state because there is no normal power support. However, the remaining reserve state may be considered to be an advantageous state different from the normal game state because the special game 2 variable display game is executed and is more advantageous to the player than the normal game state.

[0179] [Winning design] 6 is a table illustrating the types of winning symbols (types of winning results) of the special symbol variable display game and the corresponding winning contents in relation to FIG. 5. In this embodiment, the big win symbol and the small win symbol are distinguished, and the big win symbol is the stopping symbol of a direct hit big win that is not caused by a V winning, and the small win symbol is the stopping symbol that causes a V winning big win caused by a V winning during a small win. In addition, the small win symbol can also be configured to be a big win symbol related to a V winning big win without being distinguished from the big win symbol.

[0180] As shown in Figure 6 (I), for the special chart 1 variable display game, whether the game state at the time of winning is not during time reduction (i.e., normal game state, etc.) or during time reduction (i.e., specific game state), there is a jackpot symbol AD. In this embodiment, the time of winning is when, as a result of the variable display game, the winning symbol is displayed as a stopped symbol, or while it is displayed as a stopped symbol, or just before that (at the end of the variable display of the variable display game). In addition, if the game control device 100 determines the winning symbol at the start of the variable display game, the time of winning may also be when the winning symbol is determined.

[0181] The number of rounds is the number of times the special variable prize device 39 (large prize opening) is opened, that is, the number of rounds played while the large prize opening is open, and is two rounds (2R) for the jackpot symbols A and B, and three rounds (3R) for the jackpot symbols C and D. The number of rounds here is the number of times the large prize opening is opened and closed in one direct hit jackpot. Note that, since the special symbol 1 variable display game is rarely executed during the specific game state, FIG. 5 does not show the state transition from the specific game state due to the jackpot symbol of the special symbol 1 variable display game.

[0182] The destination after the jackpot state ends is the normal game state for jackpot symbol A, specific game state B for jackpot symbols B and C, and specific game state A for jackpot symbol D (see also Figure 5). Even if the number of rounds is the same, the destination changes depending on the jackpot symbol, which can surprise the player and increase the excitement of the game. Also, in Figure 6, to simplify game control, the destination is the same if the jackpot symbol is the same, whether the game state at the time of the win is not in the time-saving mode or in the time-saving mode. However, this is not limited to this, and in order to increase the excitement of the game, the destination may be different even if the jackpot symbol is the same, depending on whether the game state at the time of the win is in the time-saving mode or not.

[0183] As shown in Figure 6 (II), for the special chart 2 variable display game, if the game state at the time of winning is during time reduction, there is a small win symbol ah and one big win symbol. If the game state at the time of winning is not during time reduction, the type of symbol is not particularly limited, but a small win symbol a and one big win symbol may be used. In this embodiment, the special chart 2 variable display game is not generally executed in the normal game state, so the special chart 2 variable display game is in a remaining reserved state during non-time reduction when it becomes a win.

[0184] If the game state at the time of a win is not in the time-saving mode (normal game state (including remaining reserved mode)), the number of rounds is 10 rounds (10R) for all winning symbols, and the transition to specific game state B after the end of the jackpot state. If the game state at the time of a win is in the time-saving mode, the number of rounds is 10 rounds (10R) for small win symbols a, e, h and the jackpot symbol, and 2 rounds (2R) for small win symbols b, c, d, f, g. The transition to specific game state B after the end of the jackpot state is for small win symbols a, b and the jackpot symbol, specific game state C for small win symbols c, e, h, and specific game state D for small win symbols d, f, g (see also Figure 5). For small win symbols, the first round is the small win round (V winning round), and the second round and beyond are jackpot rounds due to a V winning jackpot. Furthermore, if the number of game balls acquired is small, it is acceptable to have one round (1R) instead of two rounds (2R), and it is acceptable to have a time-saving pattern (no acquired balls) instead of a small winning pattern.

[0185] Also, since there are 10 rounds (10R) of winning symbols, playing the special symbol 2 variable display game is more advantageous for the player than playing the special symbol 1 variable display game.

[0186] Referring also to Figure 5, when the gaming state at the time of a win is specific gaming state A, the allocation rate (selection rate, winning rate) of small win symbols in the lottery based on the special symbol random number value is zero for all symbols other than small win symbols e and f, and only small win symbols e and f can be won. When the gaming state at the time of a win is specific gaming state B, the allocation rate of small win symbols in the lottery is zero for all symbols other than small win symbols a, b, c, and d, and only small win symbols a, b, c, and d can be won. Here, the ratio of the allocation rates of small win symbols b, c, and d, which result in a 2R win, is 10:9:1, and it is more difficult to transition from specific gaming state B to specific gaming state D than specific gaming states B and C. In addition, the probability of returning from the specific game state B to the specific game state B is higher than the probability of transitioning from the specific game state B to another specific game state by an amount equivalent to the allocation rate of the small win symbol a. Note that, since the allocation rate of the jackpot symbol for the special chart 2 variable display game is very small, in Figure 5, the state transition from the specific game state due to the jackpot symbol of the special chart 2 variable display game is not shown.

[0187] Referring also to Figure 5, when the gaming state at the time of a win is specific gaming state C, the allocation rate of small win symbols in the lottery is zero for all symbols other than small win symbol g, and only small win symbol g can be won. If we ignore big wins, which are rare, it is only possible to transition from specific gaming state C to specific gaming state D upon a win. If the gaming state at the time of a win is specific gaming state D, the allocation rate of small win symbols is zero for all symbols other than small win symbol h, and only small win symbol h can be won. If we ignore big wins, which are rare, it is only possible to transition from specific gaming state D to specific gaming state C upon a win.

[0188] As shown in Figures 5 and 6, once specific game state B is entered, it is easy to repeat specific game state B, so a consecutive win state in which specific game state B occurs after a small win / jackpot (special game state) is easy to occur, which increases the enjoyment of the game. Also, once specific game state C or specific game state D is entered, it is easy to loop (repeated) between specific game state C and specific game state D, so a consecutive win state in which specific game state C or specific game state D occurs after a small win / jackpot (special game state), which increases the enjoyment of the game. Note that a consecutive win (continuous win) is a continuation of a game state other than the normal game state (such as a jackpot state, a small win state, a time-saving state, or a probability variable state) without going through the normal game state (normal mode). Also, the number of consecutive wins is the number of consecutive jackpots without going through the normal game state. In the specific gaming state D, most wins are 10R and it is easy to get consecutive wins, so it is the most advantageous state for the player among the specific gaming states.

[0189] 5 and 6, if the number of rounds and the destination game state are the same, the jackpot symbol may be the same, and the small win symbol (for example, small win symbols d, f, g or small win symbols e, h) may be the same. Also, even if the number of rounds or the destination game state is different, the same symbols may be used (for example, small win symbols d, e may be the same), and the number of rounds and the destination game state may be determined based on the game state at the time of the win.

[0190] [Ending conditions] 7 is a table illustrating the termination conditions for the specific gaming state AD. In this embodiment, since the specific gaming state is a time-saving state, the termination condition is a time-saving termination condition or an electric support termination condition. The termination conditions are not limited to those shown in FIG. 7, and other termination conditions may be used, such as switching the termination conditions between the specific gaming states shown in FIG. 7.

[0191] The termination conditions include those related to the number of times m the special chart 1 changes, the number of times n the special chart 2 changes, the total number of times r the special chart 1+2 changes, and the number of hits s. The number of times m the special chart 1 changes is the number of times the special chart 1 change display game is executed (i.e., the number of times it changes, the number of times it is executed). The number of times n the special chart 2 change is the number of times the special chart 2 change display game is executed (i.e., the number of times it changes, the number of times it is executed). The total number of times r the special chart 1+2 changes is the total number of times the special chart 1 change display game and the special chart 2 change display game are executed. If the number of times the large prize opening is opened for one small win is one, the number of hits s as the number of times a win occurs can be replaced with the number of times t the large prize opening is opened. The specific game state can be terminated when the number of times m the special chart 1 changes, the number n the special chart 2 change, the total number of times r the special chart 1+2 changes, or the number of hits s reaches the termination number. Note that the termination condition related to the total number of times r the special chart 1+2 changes does not have to be present.

[0192] The number of times that the specific game state A can end is 6 times for the number of changes in special chart 1 m, 10 times for the number of changes in special chart 2 n, 14 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state A ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 10, the total number of changes in special chart 1 + 2 r becomes 14, or the number of wins s becomes 1.

[0193] The number of times that the specific game state B can end is 6 times for the number of changes in special chart 1 m, 123 times for the number of changes in special chart 2 n, 123 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state B ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 123, the total number of changes in special chart 1 + 2 r becomes 123, or the number of wins s becomes 1.

[0194] The number of times that the specific game state C can end is 6 times for the number of changes in special chart 1 m, 140 times for the number of changes in special chart 2 n, 144 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state C ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 140, the total number of changes in special chart 1 + 2 r becomes 144, or the number of wins s becomes 1.

[0195] The number of times that the specific game state D can end is 6 times for the number of changes in special chart 1 m, 10,000 times for the number of changes in special chart 2 n, 10,004 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state D ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 10,000, the total number of changes in special chart 1 + 2 r becomes 10,004, or the number of wins s becomes 1.

[0196] In addition, in the order of specific game state A < specific game state B < specific game state C < specific game state D, the number of times that the specific game state ends increases in terms of the number of special game changes n and the total number of changes r, making it more advantageous for the player. In particular, specific game state D is more advantageous than specific game state AC because the end condition of the number of special game changes n = 10,000 times in special game state D essentially continues the time-saving state until the next win and a win is confirmed. Also, for this reason, the transition from specific game state D to the normal game state is not shown in Figure 5.

[0197] The termination conditions include a primary condition and a secondary condition (a condition other than the primary condition) that is not a primary condition. There may be one or more primary and secondary conditions. The primary condition has a higher probability (likelihood) of being fulfilled than the secondary condition. In other words, when each specific gaming state ends, the probability that it will end due to the fulfillment of the primary condition is higher than the probability that it will end due to the fulfillment of the secondary condition. Furthermore, within a certain number of times in each specific gaming state or within a certain period (e.g., one hour, the opening hours of the gaming parlor, several days, etc.), the primary condition will be fulfilled more frequently than the secondary condition.

[0198] When there are multiple primary conditions, the probability (%) of the primary conditions being met may be similar or of the same order (e.g., two digits, 10% to 99%). For example, the probability ratio may be in the range of 1 to a fraction of a percent (e.g., 1 / 9), such as 55% and 14%. Secondary conditions are rarely met (e.g., probability less than 1%), and the end of each specific game state is almost always due to the fulfillment of the primary condition. However, exceptionally, if a player intentionally launches the game ball in an unrecommended manner (left-handed shot) in each specific game state, the secondary conditions related to the number of special game changes m and the total number of game changes r may be more likely to be fulfilled. As another example, at the end of a specific game state, all conditions with a probability of fulfillment less than a predetermined value (e.g., 1%) may be secondary conditions, and all conditions with a probability of fulfillment equal to or greater than the predetermined value may be primary conditions.

[0199] In Figure 7(I), for example, if the probability of a small win is approximately 1 / 11 (the probability of a small win within 10 tries is approximately 61%), then for specific game state A, the probability of the end condition for the special game state 2 variable number n = 10 and the end condition for the number of wins s = 1 are approximately equal or of the same order of magnitude, and these end conditions become the primary condition, while the other end conditions become secondary conditions. For specific game state BD, for example, if the probability of a small win is approximately 1 / 11, the probability of the end condition for the number of wins s = 1 being met is significantly higher than the probability of the other end conditions being met, and only the end condition for the number of wins s becomes the primary condition, while the other end conditions become secondary conditions. Note that the primary end condition for the number of wins s = 1 can be met as the end condition for a specific game state that is not the final end condition in a consecutive win state. The secondary condition can be met as the end condition for the final specific game state in a consecutive win state.

[0200] In Figure 7 (II), the number of times that the specific game state A can end is 6 times for the number of special chart 1 changes m, 9 times for the number of special chart 2 changes n, 13 times for the total number of special chart 1 + 2 changes r, and 2 times for the number of wins s. In other words, the specific game state A ends when any of the following conditions is met: the number of special chart 1 changes m becomes 6, the number of special chart 2 changes n becomes 9, the total number of special chart 1 + 2 changes r becomes 13, or the number of times the large prize opening slot is opened t becomes 2.

[0201] The number of times that the specific game state B can end is 6 times for the number of changes in special chart 1 m, 1000 times for the number of changes in special chart 2 n, 1004 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state B ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 1000, the total number of changes in special chart 1 + 2 r becomes 1004, or the number of times the large prize opening slot is opened t becomes 1.

[0202] The number of times that the specific game state C can end is 7 times for the number of special chart 1 changes m, 230 times for the number of special chart 2 changes n, 235 times for the total number of special chart 1 + 2 changes r, and 2 times for the number of wins s. In other words, the specific game state C ends when any of the following conditions is met: the number of special chart 1 changes m becomes 7 times, the number of special chart 2 changes n becomes 230 times, the total number of special chart 1 + 2 changes r becomes 235 times, or the number of times the large prize opening slot is opened t becomes 2 times.

[0203] The number of times that the specific game state D can end is 8 times for the number of changes in special chart 1 m, 10,000 times for the number of changes in special chart 2 n, 10,006 times for the total number of changes in special chart 1 + 2 r, and 2 times for the number of wins s. In other words, the specific game state D ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 8, the number of changes in special chart 2 n becomes 10,000, the total number of changes in special chart 1 + 2 r becomes 10,006, or the number of times the large prize opening slot is opened t becomes 2.

[0204] The termination condition for the number of times the large prize opening is performed, t=2, may correspond to one small win opening the large prize opening twice, or two small wins. For example, two small wins may consist of a small win without a V prize (a small win in which the V prize opening is not opened) and a small win with a V prize, and the specific game state may end with a V prize.

[0205] In Figure 7 (II), for the specific game state B, the termination condition for the number of times m of special game 1 changes is the main condition along with the termination condition for the number of times t of the large prize opening. Note that if the specific game state B is in a medium support state (slight time-saving state) or a latent probability change state, exceptionally, hitting left becomes more preferable (advantageous) for the player than hitting right, and the termination condition for the number of times m of special game 1 changes becomes more likely to be met and can become the main condition.

[0206] In FIGS. 7(I) and (II), the end count rEND for the total number of fluctuations r of Special Figure 1 + 2 is a different number from the sum of the end count mEND for the number of fluctuations m of Special Figure 1 and the end count nEND for the number of fluctuations n of Special Figure 2. Specifically, the end count rEND for the total number of fluctuations is smaller than the number obtained by subtracting 1 from the sum of mEND and nEND, and is a number equal to or greater than nEND (nEND ≦ rEND < mEND + nEND - 1). Thus, even if an irregular hitting method is executed such that, at the (nEND - 1) times immediately before the number of fluctuations n of Special Figure 2 reaches the end count, the hitting is changed from right-handed to left-handed and the Special Figure 1 variable display game is executed, the end count rEND for the total number of fluctuations of Special Figure 1 + 2 is reached before the end count mEND for the number of fluctuations m of Special Figure 1, and the specific game state ends. Also, even if an irregular hitting method is executed such that, at the (mEND - 1) times immediately before the number of fluctuations m of Special Figure 1 reaches the end count, the hitting is changed from left-handed to right-handed and the Special Figure 2 variable display game is executed, the end count rEND for the total number of fluctuations of Special Figure 1 + 2 is reached before the end count nEND for the number of fluctuations n of Special Figure 2, and the specific game state ends. Therefore, it is suppressed that the player executes such an irregular hitting method. Incidentally, such an irregular hitting method is performed for an over-win to make the time-saving state as long as possible.

[0207] Put simply, if the end count rEND for the total number of fluctuations of Special Figure 1 + 2 and the end count nEND for the number of fluctuations of Special Figure 2 are made the same (123 times in the specific game state B of FIG. 7(I)), the irregular hitting method is effectively suppressed. However, when the end count rEND is made larger than the end count nEND, there is an advantage that it is allowable for the Special Figure 1 variable display game to be executed accidentally in the specific game state where right-handed hitting should be done.

[0208] 〔Screen Transition 1〕 8 to 10 are screen transition diagrams showing the display screen of the display device 41 in chronological order, illustrating the screen transition when transitioning from the specific game state to the normal game state in FIG. 5. The transition occurs when the main condition (the main condition) of the specific game state termination conditions, namely, reaching the end count of the special game state 2 variable count n, is met. Here, the case where the specific game state is specific game state A as a time-saving state is described, but the same applies to specific game states other than specific game state A (specific game states B, C, etc.). Note that FIG. 9 is a diagram following FIG. 8, and FIG. 10 is a diagram following FIG. 9. Note that displays, images, and other things displayed on the display screen may be displayed decoratively as part of the presentation, even if they have the purpose of conveying information.

[0209] In (A) of FIG. 8, a specific game state A as a time-saving state begins. A mode display 501 indicating the presentation mode (presentation style) indicates the time-saving mode, which is the presentation mode of the time-saving state, in text. Note that "time-saving mode" is displayed until just before the end of the time-saving state in (C) described below. Also, on the display screen, a movie 505 (video) corresponding to the time-saving mode is displayed as a background image. Here, since the time-saving state is one in which right-hitting is recommended (normal power support state), a right-hit instruction display 503 is displayed. The right-hit instruction display 503 is displayed until just before the end of the time-saving state in (C) described below.

[0210] The remaining number of times display 520 indicates the number of remaining special chart 2 variations until the end condition of the time-saving state is met (here, 9 times, "009"). The remaining number of times display 520 indicates the progress or degree of progress (degree of progress) of the process (the process of establishment) until the main condition is met. This allows the player to fully enjoy the process of meeting the time-saving end condition (main condition) during the time-saving state, thereby increasing the player's interest in the game. The remaining number of times display 520 indicates the remaining number of variations until the main condition of the time-saving state is met, and may indicate the total number of remaining variations or the remaining number of special chart 1 variations if it is related to the main condition. There is no remaining number of times display to indicate the remaining number of variations until the secondary condition is met.

[0211] In (A), the special symbol 2 variable display game is being executed as the main variable display game, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and center symbol are fluctuating (here, scrolling fluctuating) as three decorative special symbols. The large symbol may be displayed semi-transparently and fluctuating at high speed so as not to interfere with the movie 505 or other effects, making it difficult to see, or it may be hidden. At the same time, the decorative special symbol (small symbol) is fluctuating in the variable display area 615 in the corner of the display screen as the special symbol 2 variable display game. Note that the special symbol 2 variable display game is also being executed on the special symbol 2 display 52, and the special symbol is fluctuating.

[0212] In the second hold display section 635 (waiting area), which displays the second start memory (special chart 2 start memory) before the execution of the variable display game as the second hold display, several hold displays 631a corresponding to the second start memory are displayed (here, one). The first hold display section 645 (described below), which displays the first start memory (special chart 1 start memory) before the execution of the variable display game as the first hold display, does not display a hold. The hold consumption section 640 (hold consumption area) also displays a variable hold display 631b indicating the variable hold related to the currently running special chart 2 variable display game (the start memory that was the right to execute this special chart variable display game). The upper right corner of the display screen of the display device 41 is provided with a special chart 1 hold number display section 650 and a special chart 2 hold number display section 660. The special chart 1 hold number display section 650 and the special chart 2 hold number display section 660 display the number "0" indicating the special chart 1 hold number and the number "1" indicating the special chart 2 hold number, respectively.

[0213] If there is a sub-display in addition to the display device 41 as the main display, the mode display 501 may be displayed on the sub-display (sub-display device). Similarly, the special chart 1 hold number display unit 650, the special chart 2 hold number display unit 660, the hold display 631a, the changing hold display 631b, the remaining number display 520, etc. may also be displayed on the sub-display.

[0214] Next, in (B), the special chart 2 variable display game results in a loss, and the game control device 100 stops and displays a losing symbol as the stopping symbol on the special chart 2 display 52. ​​Furthermore, in the variable display areas 610, 615 of the display screen, the performance control device 300 stops and displays a losing symbol (for example, the decorative special symbol "724") as the stopping symbol. Also, the variable pending display 631b is hidden. Note that the number of reserved special charts 2 has increased by three from (A), and the number "4" indicating the number of reserved special charts 2 is displayed in the special chart 2 reserved number display section 660.

[0215] Next, in (c), just before the next special chart 2 variation display game starts, a remaining number of times display 522 is displayed in the center of the display screen of display device 41, indicating the number of times the special chart 2 variation remains until the end condition of the time-saving state is met. The remaining number of times display 522 indicates the progress or degree of progress (degree of progress) of the process (the process of establishment) until the main condition is met. This allows the player to fully enjoy the progress of the process until the time-saving end condition (main condition) is met during the time-saving state, increasing the player's interest in the game.

[0216] The remaining number of times display 522 displays the word "remaining" in small letters, and the number of times (here, 8 times) in large letters. The remaining number of times display 522 shows the remaining number of special chart 2 variations after the start of the special chart 2 variation display game to be executed, in large, easy-to-understand letters, and is displayed as 8 times, which is one less than the 9 times in (A) and (B). In the variation display area 615, the losing symbol (for example, "724") is not displayed, but it may be displayed. In (C), the losing symbol (for example, "724") may be displayed as a stop, continuing from (B), together with the remaining number of times display 522.

[0217] Then, in (D), the special symbol 2 variable display game starts, and as in (A), the decorative special symbols (large symbols and small symbols) change (↓↓↓) in the variable display areas 610, 615. When the special symbol 2 variable display game starts, the reserved symbols 631a displayed in the second reserved display section 635 move one by one to the left (reserved shift), and one reserved symbol 631a at the left end of the second reserved display section 635 moves to the reserved symbol digestion section 640, where it is displayed large as a changing reserved symbol 631b. Three reserved symbols 631a are displayed in the second reserved symbol display section 635. The number "0" indicating the reserved symbol 1 number and the number "3" indicating the reserved symbol 2 number are displayed in the special symbol 1 reserved symbol number display section 650 and the special symbol 2 reserved symbol number display section 660, respectively.

[0218] The remaining number of times indicator 520 indicates "008," indicating that the remaining number of special chart 2 variations (remaining times) until the conditions for terminating the time-saving state are met is 8. The remaining number of times in this time-saving state is displayed in large size by the remaining number of times indicator 522 in (C), while it is displayed in small size by the remaining number of times indicator 520 in (D). Therefore, the remaining number of times is displayed in a display format that is easy for the player to recognize just before the start of the special chart 2 variation display game, and after the start of the special chart 2 variation display game, it is displayed in a display format that is difficult for the player to recognize so as not to interfere with the movie 505 or other effects, thereby increasing the interest of the game. Furthermore, while the remaining number of times indicator 520 is a three-digit display, the remaining number of times indicator 522 is a single-digit display that is easy to recognize.

[0219] Next, in (O) and (K), similar to (I) and (C), after a losing symbol (e.g., "572") is displayed in the variable display area 610, 615, the remaining number of times in the time-saving state (here, 7 times) is displayed by the remaining number of times display 522.

[0220] After that, in (Ki) (Ku), after the special chart 2 variable display game is executed five times from (Ka), in the variable display area 610, 615, similar to (A) (B) or (D) (E), the special chart 2 variable display game is executed, and the losing pattern (for example, "149") is stopped and displayed. In addition, the number of special chart 2 reserved is four.

[0221] In (I) of FIG. 9, similarly to (C) or (F), the remaining number of times in the time-saving state is displayed by remaining number display 522. In (I), the remaining number of times in the time-saving state becomes a specific remaining number (here, 1 time). Then, as a result of passing through the specific stage of 1 time remaining, a specific effect image 551 is displayed as a predetermined effect. As effect image 551, a star mark (☆) is displayed as a still image, but a moving image may also be used.

[0222] The remaining number of times in the time-saving state goes through multiple stages corresponding to each number (9 times → 8 times → ... → 0 times) until it reaches 0 from 9 times. Then, when the final time-saving fluctuation ends as the fluctuation display of the final special chart 2 fluctuation display game in the time-saving state, the end condition of the time-saving state is met. If a specific stage is set to less than half (here, 5 times or less remaining) of the number of times to end the time-saving state (here, 10 times), the player can easily understand from the effect image 551 that the end condition (one of the main conditions) is about to be met.

[0223] Next, in (Ko) (Sa), as in (A) (B) or (D) (E), the special chart 2 variable display game is executed in the variable display area 610, 615, and a losing symbol (for example, "827") is displayed stopped. Note that the number of reserved special charts 2 is three. The remaining number of times display 520 indicates the remaining number of times as "001", which means one time.

[0224] Next, in (C), the remaining number of times in the time-saving state (here, 0 times) is displayed by the remaining number of times display 522. A character display 523 (for example, "Last") indicating that the remaining number of times in the time-saving state is 0 times and that the variation display of the special chart 2 variation display game that is about to start is the final variation of the time-saving state is displayed in addition to the remaining number of times display 522. Note that in (C), the remaining number of times display 522 may be hidden and only the character display 523 may be displayed.

[0225] Next, in (S), the special chart 2 variation display game is executed as the final special chart variation display game (time-saving final variation) in the time-saving state, similar to (A), (D), (G), and (K). The remaining number of times display 520 shows "000" as the remaining number of times is 0. Note that the number of reserved special charts 2 is 2.

[0226] Next, in (C), as in (A), (B), (C), and (D), a losing symbol (for example, "976") is displayed in the variable display area 610, 615. Here, the specific game state A as a time-saving state ends. In (C), the mode display 501, right-hit instruction display 503, and remaining number of times display 520 are not displayed, but they may be displayed.

[0227] Next, in (G), a screen return effect is executed in which part or all of the display screen of the display device 41 temporarily returns to the normal screen displayed in normal mode for a predetermined period of time. The normal mode is an effect mode corresponding to the normal gaming state. The screen return effect may be executed on a sub-display (sub-display) together with or instead of the display device 41.

[0228] In (G), a normal background image 524 that is displayed in normal mode is displayed. The normal background image 524 may be a still image or a moving image. Here, the normal background image 524 imitates the scenery of a mountainous region, but is not limited to this. Instead of the normal background image 524, other images or displays may be displayed, such as a character image that is displayed in normal mode, or a title (text display) related to the animation or movie that is displayed in normal mode.

[0229] Next, in (Ta), a result screen is displayed when the time-saving state (time-saving mode) ends. The game results (game history) are displayed on the result screen. The game results are reported, for example, by a jackpot count display 545 and a ball count display 547. The jackpot count display 545 indicates the number of consecutive jackpots (including V-winning jackpots) during the consecutive jackpot run (here, 2). The ball count display 547 indicates the number of balls acquired by the player during the consecutive jackpot run (here, 2998). In the result screen in (Ta), the jackpot count display 545 displays the text "2 jackpots," and the ball count display 547 displays the text "2998 in total." By placing the result screen between the screen return effect and the normal mode (normal game state), a distinction can be made between the screen return effect and the effect in the normal mode.

[0230] The screen return effect of (So) and / or the display of the result screen of (Ta) are time-saving end effects that indicate the end of the time-saving mode. Then, in order to execute the time-saving end effect and allow the player to bask in the afterglow of the end of the time-saving mode, the interval period from the end of the final time-saving variation until the next variation (next special chart variation display game) can begin may be set longer than the interval periods other than the final time-saving variation. The order of (So) and (Ta) may be reversed, but in this case, it is preferable to wait by dimming the display screen during the interval period after (So) and (Ta) so that the screen return effect and the normal mode effect can be distinguished (separated). Also, in (So) and (Ta), as in (Se), a losing pattern (for example, "976") may be displayed in the variable display area 615, and the number "0" indicating the number of reserved special charts 1 and the number "2" indicating the number of reserved special charts 2 may be displayed in the special chart 1 reserved number display unit 650 and the special chart 2 reserved number display unit 660, respectively.

[0231] Next, in (C) of FIG. 10, the normal game state begins. The mode display 501 indicating the presentation mode indicates the normal mode corresponding to the normal game state. On the display screen, a normal background image 524 corresponding to the normal mode is displayed. Since two remaining reserves (second start memory, special symbol 2 reserve) have occurred in the time-saving state, the special symbol 2 variable display game is executed in the variable display area 615 as the main variable display game after the time-saving state. Note that the special symbol 2 variable display game is also executed in the special symbol 2 display 52, and the special symbol is variable. Note that, although not executed in (C), the special symbol 2 variable display game may be executed in the variable display area 610.

[0232] Although (Chi) is not in the time-saving state (normal power support state), it is a variation of the special chart 2 variable display game, so a right-hit instruction display 503 is displayed in accordance with this. Note that, without being limited to this, a left-hit instruction display 504 suggesting a left-hit, which is recommended in normal mode (normal game state), may also be displayed.

[0233] The pending hold display 631b is displayed in the hold consumption unit 640, and one pending hold display 631a is displayed in the second hold display unit 635. The number "0" indicating the number of pending special charts 1 and the number "1" indicating the number of pending special charts 2 are displayed in the special chart 1 hold number display unit 650 and the special chart 2 hold number display unit 660, respectively. Note that it is also possible to configure the system so that the pending hold display 631a and the pending hold display 631b corresponding to the second start memory are not displayed during normal mode.

[0234] Next, in (Tsu), the last of the two remaining reserves is consumed, and the special chart 2 variable display game is executed in the variable display area 615. The variable reserve display 631b is displayed in the reserve consumption section 640, and the reserve display 631a is not displayed in the second reserve display section 635. The special chart 1 reserve number display section 650 and the special chart 2 reserve number display section 660 respectively display the number "0" indicating the special chart 1 reserve number and the number "0" indicating the special chart 2 reserve number.

[0235] In addition, since (Chi) and (Tsu) are in the remaining reserve consumption state (remaining reserve state), the presentation mode may be the remaining reserve mode (or the remaining reserve consumption mode), and the mode display 501 may be displayed as the remaining reserve mode. Also, on the display screen, instead of the normal background image 524, a unique background image corresponding to the remaining reserve mode may be displayed, or the background image of the final time-saving variation (one scene from the time-saving mode movie 505) may be displayed as the background image. This also allows the screen return presentation and the presentation in the normal mode to be separated and distinguished. In addition, in (Chi) and (Tsu), either of the hitting instruction displays (i.e., the right-hit instruction display 503 and the left-hit instruction display 504) may be hidden.

[0236] Next, in (Te), after the change in the special chart 2 change display game based on the remaining reserves has ended, a losing symbol (for example, "136") is displayed stationary in the change display area 615. Also, a left-hit instruction display 504 is displayed, suggesting a left-hit. The left-hit instruction display 504 here is displayed large in the center of the display screen, and consists of an arrow and the text "Please return to left-hit," and also functions as a warning display (attention-calling display) for the player.

[0237] Next, in (G), a first start memory (special chart 1 start memory, special chart 1 reserve) is generated by a win in the start winning slot 36 by a left hit, and the special chart 1 reserve game is executed as the main reserve game in the reserve display areas 610, 615. In the first reserve display unit 645, which displays the first start memory before the reserve game is executed as the first reserve display, one reserve display 641a corresponding to the first start memory is displayed. In addition, the reserve consumption unit 640 displays a reserve display 641b indicating the reserve display during the reserve related to the currently executed special chart 1 reserve game. The reserve display 641a (◇) corresponding to the first start memory and the reserve display 631a (◯) corresponding to the second start memory have different forms (shapes). The special chart 1 reserve number display unit 650 and the special chart 2 reserve number display unit 660 respectively display the number "1" indicating the reserve number of special chart 1 and the number "0" indicating the reserve number of special chart 2. The left-handed hit instruction display 504 is smaller than that of (Te), and is displayed only as an arrow, and is displayed in a different manner from that of (Te). Note that in (Te), the left-handed hit instruction display 504 may be hidden.

[0238] [Interval period after fluctuation ends] FIG. 11 is a time chart illustrating an interval period after the end of a variation. In FIG. 11, time progresses as you move to the right. The interval period refers to the period from the end of a variation related to one special symbol variation display game (first variation) until the next special symbol variation display game (next variation) becomes possible, or the period from the end of a variation related to one special symbol variation display game resulting in a win until the opening performance of the winning state can occur (until a winning game becomes possible). The game control device 100 can execute game control based on the stored interval period. The interval period is a variation stop period during which the variation of special symbols stops when start memories are accumulated and special symbol variation display games are executed one after another. If there is no start memory after the interval period has elapsed, the special symbol variation display game will not be executed, and the variation stop period may be longer than the interval period.

[0239] Figure 11(I) shows the interval period after a losing variation, excluding the final variation of the time-saving feature. The losing variation here is the variation display of the special symbol 2 variation display game, which results in a losing result. The interval period is 3.0 seconds, and consists of, in order of earliest to latest, a 0.5-second symbol stop period during which the losing symbol is displayed, a 1.5-second remaining number of times display period during which the remaining number of times display 522 is displayed, and a 1.0-second waiting period. The 1.5-second remaining number of times display period is longer than the 0.5-second symbol stop period, and the remaining number of times display 522 allows the player to fully enjoy the process of the time-saving feature ending condition (main condition) being met during the time-saving feature, thereby increasing the player's interest in the game.

[0240] In addition, if the losing variation is the variation display of the special chart 1 variation display game resulting in a losing result, it will be the same as Figure 11 (III) as described below, there will be no remaining number display period or waiting period, and the remaining number of times will not be displayed. This will make the player feel like they are at a disadvantage, so the player will be encouraged to play with the right hit recommended in the time-saving state, and the special chart 2 variation display game will be executed by the normal variation winning device 37. Also, if the termination condition regarding the special chart 2 variation number n is a secondary condition that is not the main one, the variation display of the special chart 2 variation display game resulting in a losing result will also be the same as Figure 11 (III) described below, there will be no remaining number display period or waiting period, and the remaining number of times by the remaining number display 522 may not be displayed.

[0241] Regarding Figure 11 (I), the symbol stop period corresponds to (A), (E), (K), and (S) in Figures 8 to 10. The remaining number of times display period and waiting period correspond to (C), (F), (K), and (F), respectively, in Figures 8 to 10, and the period immediately thereafter. During the waiting period, the display screen may be darkened to show a different screen from the symbol stop period or the remaining number of times display period, or a background image different from the symbol stop period or the remaining number of times display period, such as movie 50, may be displayed. Also, the waiting period may be eliminated, and the special symbol variation display game may start immediately after the remaining number of times display period has elapsed, as in Figures 8 to 10 (D), (G), (H), and (S).

[0242] Figure 11 (II) shows the interval period after the final time-saving variation with a loss and the subsequent remaining reserve consumption period when the primary condition (main termination condition) is met and the time-saving state ends. Note that when the secondary condition (non-primary termination condition) is met and the time-saving state ends, the result will be as shown in Figure 11 (III), as described below. The final time-saving variation with a loss is the variation display of the game that results in a loss among the final special symbol variation display games in the time-saving state. Here, the interval period is 7.5 seconds, consisting of, in order of earliest to latest, a 0.5-second symbol stop period during which the losing symbol is displayed, a 1.0-second first waiting period, a 1.0-second screen return period during which the screen return effect is executed as the time-saving end effect, and a 5.0-second second waiting period. The remaining reserve consumption period immediately after the second waiting period corresponds to the period during which the remaining reserves are consumed and the special symbol 2 variation display game is executed based on the remaining reserves.

[0243] Regarding Figure 11 (II), the symbol stop period and the first waiting time correspond to (Se) in Figure 9 and immediately thereafter. The screen return period and the second waiting period correspond to (So) in Figure 9 and immediately thereafter. The remaining reserved consumption period corresponds to (Ch) to (Tsu) in Figure 10. From the first waiting time to the second waiting period, a screen return effect and a result screen display are executed as a time-saving end effect (specific effect) indicating the end of the time-saving.

[0244] In addition, during the first and second waiting periods, the display screen may be darkened or a result screen may be displayed as a time-saving end effect so that different screens are displayed during the pattern stop period and screen return period, or a background image different from the pattern stop period or screen return period, such as movie 50, may be displayed. Also, the first waiting period may be eliminated, and the screen return period may start immediately after the pattern stop period has elapsed, and the screen return effect may be executed. The second waiting period may be eliminated, and the remaining reserve consumption period in which the remaining reserve is consumed may start immediately after the screen return period has elapsed.

[0245] 11(I), the screen return period can be set to a period longer than the remaining number of times display period, and the result screen that notifies the game result can be displayed for a longer period, thereby increasing the interest in the game. However, the present invention is not limited to this, and the screen return period can be set to a period longer than the remaining number of times display period or the same length as the remaining number of times display period, and the screen return effect can be executed for a longer period, thereby increasing the interest in the game.

[0246] During the remaining reserved consumption period, the presentation mode becomes the normal mode (it can also be the remaining reserved mode), and right hitting is instructed or recommended by the right hit instruction display 503. After the remaining reserved consumption period has elapsed, the left hit instruction display 504 is displayed, and by winning the start winning slot 36 by hitting left, the special chart 1 variable display game is executed in the variable display area 610, 615.

[0247] Figure 11 (III) shows the interval period after a winning variation. The winning variation is the variable display of the special symbol variation display game that results in a winning result. Here, the interval period is 0.5 seconds, consisting of a 0.5-second pattern stop period during which the winning symbol is displayed stationary. After the interval period after the winning variation has elapsed, the winning state becomes a small win state or a big win state. The interval period after the winning variation can be the same regardless of whether the time is being reduced (time-reduction state) or not (non-time-reduction state).

[0248] As shown in Figure 11 above, the 7.5-second interval after the final variation of the time-saving feature is set longer than the other intervals, ensuring sufficient time to execute the time-saving end effects, such as the screen return effect and the display of the result screen. This allows the player to fully immerse themselves in the afterglow of the time-saving end, enhancing the enjoyment of the game. The symbol stop period is the same regardless of whether it is a winning or losing variation, and whether it is the final variation of the time-saving feature, making control simple.

[0249] The interval period after the change of the non-main special chart 1 variable display game may be the same as that shown in FIG. 11(III), at least during the time-saving period in which right-hitting is recommended (time-saving state, time-saving mode). As a result, even if the non-main special chart 1 variable display game is executed during the time-saving period in which right-hitting is recommended, the remaining number of times display 522 will not be displayed. Furthermore, the progress (or degree of progress, degree of progress) of the process until the time-saving end condition (secondary condition) for the non-main special chart 1 variable number m is met will not be displayed during the interval period after the change. Furthermore, the interval period after the change of the special chart 1 variable display game may be the same as that shown in FIG. 11(III), even during the non-time-saving period (normal game state, normal mode). This simplifies control.

[0250] Furthermore, when a secondary condition (a non-primary termination condition) is met and the time-saving state ends, the same as shown in Figure 11 (III) may be used. This results in a disadvantage (penalty) in that the time-saving end effect (specific effect) indicating the end of the time-saving state, such as a screen return effect or the display of a results screen, is not executed. Therefore, the player will play by hitting from the right as the recommended hitting method (game mode, game procedure) during the time-saving state so as not to meet the secondary condition, which can increase the enjoyment of the game.

[0251] [Screen transition 2] 12 and 13 are screen transition diagrams showing the display screen of the display device 41 in chronological order, illustrating the screen transition when transitioning from the specific game state to the normal game state in FIG. 5. The transition occurs when a secondary condition, which is not the primary condition among the conditions for ending the specific game state, that is, reaching the end count of the special game state 1 variable count n, is met. Here, the case where the specific game state is specific game state A as a time-saving state is explained, but the same applies to specific game states other than specific game state A (specific game states B, C, etc.). Note that FIG. 13 is a diagram following FIG. 12. Note that displays, images, and other things displayed on the display screen may be displayed decoratively as part of the presentation, even if they have the purpose of conveying information.

[0252] In (a) of FIG. 12, a specific game state A as a time-saving state begins. Mode display 501 indicates the time-saving mode, which is a presentation mode for the time-saving state. Note that the time-saving mode is displayed until just before the end of the time-saving state in (g) described below. Here, since the time-saving state is one in which right-hitting is recommended (normal power support state), right-hit instruction display 503 is displayed. Right-hit instruction display 503 is displayed until just before the end of the time-saving state in (g) described below.

[0253] In (a), the special symbol 1 variable display game is started as a variable display game that is not the main one in the time-saving state, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 610 in the center of the display screen. At the same time, the decorative special symbol (small symbol) of the special symbol 1 variable display game is fluctuating in the variable display area 615 in the corner of the display screen. The special symbol 1 variable display game is also being executed in the special symbol 1 display device 51, and the special symbol is fluctuating. Note that the player is not operating the operating handle 24 because they are resting their hand, and there is no winning in the normal variable winning device 37 in the time-saving state, so the special symbol 2 variable display game has not yet started.

[0254] Also, on the display screen, a movie 505 corresponding to the time-saving mode is displayed as a background image, and the movie 505 is a type of movie A corresponding to the execution of the special chart 1 variable display game, and in the movie A, the main character 530 and the enemy character 533 appear as character images.

[0255] In the first hold display section 645, one hold display 641a corresponding to the first start memory is displayed. Note that there is no hold display in the second hold display section 635. Also, in the hold consumption section 640, a changing hold display 641b indicating a changing hold related to the currently running special chart 1 change display game is displayed. Note that it is also possible to configure so that the hold display 641a corresponding to the first start memory and the changing hold display 641b are not displayed during the time-saving state. The special chart 1 hold number display section 650 and the special chart 2 hold number display section 660 respectively display the number "1" indicating the special chart 1 hold number and the number "0" indicating the special chart 2 hold number. Note that it is assumed that two first start memories (special chart 1 holds) occurred before the time-saving state began, particularly before the winning state leading to the time-saving state (such as in the normal game state).

[0256] In (a), a special chart 1 variable display game is being executed, which does not contribute to the fulfillment of the primary condition (the primary termination condition) unless a winning result is achieved. Therefore, the remaining number of times indicator 520, which indicates the number of times remaining until the primary condition is fulfilled, is not displayed. Furthermore, while the execution of the special chart 1 variable display game contributes to the fulfillment of the secondary condition (a non-primary termination condition), no remaining number of times indicator is provided to indicate the number of times remaining until the secondary condition is fulfilled. Therefore, the progress or degree of progress (degree of progress) until the secondary condition is fulfilled is not displayed. This makes the player feel like they are at a disadvantage, which encourages the player to play with the right hand, which is recommended in the time-saving state.

[0257] However, the change of the decorative special symbols and the movie A being executed as effects in the variable display areas 610 and 615 indicate to the player that the process (the process of fulfillment) until the secondary condition is fulfilled is progressing. This can prevent the player from mistakenly thinking that the time-saving has ended and leaving the seat or stopping the game.

[0258] In (b), the special chart 1 variable display game results in a loss, and a loss symbol is displayed as a stopped symbol on the special chart 1 display 51 by the game control device 100. Furthermore, in the variable display areas 610 and 615 of the display screen, a loss symbol (for example, a decorative special symbol of "136") is displayed as a stopped symbol by the performance control device 300. In addition, the pending display 641b during the change is hidden.

[0259] Unlike after the stop display of a losing symbol in the special symbol 2 variable display game (e.g., Figure 8 (c) (f)), after the stop display of a losing symbol in the special symbol 1 variable display game, the remaining number of times display 522, which indicates the number of times remaining until the main condition is met, is not displayed, and the remaining number of times display, which indicates the number of times remaining until the secondary condition is met, is not displayed because it is not provided in the first place. Therefore, since the player feels that a disadvantage is occurring, the player is encouraged to play with the right hand, which is recommended in the time-saving state, and the special symbol 2 variable display game is executed by winning the normal variable winning device 37.

[0260] Next, in (c), the special symbol 1 variable display game starts, and as in (a), the decorative special symbol changes (↓↓↓) in the variable display areas 610, 615. Movie 505 is a type of movie A corresponding to the special symbol 1 variable display game currently being executed. When the special symbol 1 variable display game starts, a hold shift causes one hold display 641a on the right end of the first hold display section 645 to move to the hold consumption section 640, where it is displayed large as a changing hold display 641b. The special symbol 1 hold number display section 650 and the special symbol 2 hold number display section 660 respectively display the number "0" indicating the special symbol 1 hold number and the number "0" indicating the special symbol 2 hold number.

[0261] Next, in (d), as in (b), a losing symbol (for example, "981") is displayed stopped in the variable display area 610, 615. Note that the number of reserved special symbols 2 has increased by two from (c), and the number "2" is displayed in the reserved special symbol 2 display unit 660.

[0262] Next, in (A1), which is the same as (A) in Figure 8, a special chart 2 variable display game based on the second start memory (special chart 2 reserved) has started as the main variable display game, and the decorative special symbols (large symbol, small symbol) are changing (↓↓↓) in the variable display area 610, 615. Note that here, the number of reserved special charts 1 is zero, but regardless of the number of reserved special charts 1, the special chart 2 variable display game is executed in priority over the special chart 1 variable display game (special chart 2 reserved priority consumption, special chart 2 priority change). With the execution of the special chart 2 variable display game, a remaining number display 520 is displayed, showing the remaining number of times special chart 2 will change (here, 9 times, "009") until the main condition is met. In addition, the performance control device 300 stores information about the main condition and secondary condition of each specific game state (each time-shortening state) or receives it from the game control device 100, and if the termination condition for the special chart 2 variable number n is a secondary condition that is not the main condition, the remaining number of times display 520 for the special chart 2 variable number n may not be displayed (the remaining number of times display 522 may not be displayed similarly). Also, without being limited to this, in the case of the special chart 2 variable number n, the remaining number of times display 520 may be exceptionally displayed even if it is a secondary condition.

[0263] That is, the Special Chart 2 Variable Display Game starts, replacing the Special Chart 1 Variable Display Game (a)-(d). Here, the decorative special symbol in the Special Chart 2 Variable Display Game takes over from the decorative special symbol "981" in (d), and the Special Chart 2 Variable Display Game starts with the losing symbol "981." For example, when the variation starts, the decorative special symbol "981" may first be slowly moved or rotated at a low speed as an initial or preliminary action, and then the decorative special symbol may transition to a high-speed variation. Note that there is no remaining number display period in which the remaining number display 522 is displayed between (d) and (A1), so it is clearly recognizable that the decorative special symbol "981" is being taken over. In addition, without being limited to this, when the special chart 2 variable display game starts in place of the special chart 1 variable display game, the losing symbol "981" may be replaced with a fixed decorative special symbol (for example, "123") before the special chart 2 variable display game starts, or in this case, the losing symbol of the special chart 1 variable display game may be a fixed decorative special symbol (for example, "123"). Even in this way, the decorative special symbol is carried over from the special chart 1 variable display game to the special chart 2 variable display game.

[0264] In (a)-(d), after the first process for the secondary condition to be met, i.e., the process in which the number of Special Chart 1 changes m or the total number of Special Chart 1 + 2 changes r reaches the number of times the time-saving function ends (6 or 14 times), (A1) and onwards, the second process for the primary condition to be met, i.e., the process in which the number of Special Chart 2 changes n reaches the number of times the time-saving function ends (10 times), begins. Then, the game switches from the change in the Special Chart 1 change display game (first effect) that indicates the first process is underway to the change in the Special Chart 2 change display game (second effect) that indicates the second process is underway. The change in the Special Chart 1 change display game (first effect) and the change in the Special Chart 2 change display game (second effect) share at least the effect relating to the decorative special symbol "981" (which may also be the fixed decorative special symbol "123" mentioned above). This allows for continuity in the presentation, even when switching from the first process for the secondary condition to be met to the second process for the primary condition to be met, reducing the player's sense of incongruity and enhancing the interest of the game. Note that the number of special chart 1 changes, which is at least a part of the first process, is not included in the second process for the primary condition to be met.

[0265] In (A1), the remaining number of times indicator 520 indicates the progress or degree of progress (degree of progress) of the second process for realizing the primary condition based on the remaining number of times (remaining times) of special chart 2 changes until the end condition of the time-saving state is met. Movie 505 is a type of movie B corresponding to the execution of the special chart 2 change display game, and in movie B, the protagonist character 530 and the enemy character 534 appear as character images. At least the presentation related to character 530 is shared between movie A (first presentation), which suggests that the first process for realizing the secondary condition is progressing, and movie B (second presentation), which suggests that the second process for realizing the primary condition is progressing. This provides continuity in the presentation, even when the special chart 2 change display game starts in (A1) and switches from the first process for realizing the secondary condition to the second process for realizing the primary condition, reducing the player's sense of incongruity and enhancing the enjoyment of the game. It should be noted that, since there is no remaining number display period in which the remaining number display 522 is displayed between (d) and (A1), it can be clearly recognized that the effect relating to the character 530 is continued.

[0266] After (A1), similar to (B) and (C) in Figure 8, the losing symbol is stopped and displayed, and then the remaining number of times display 522 is displayed. During this time, for some reason, such as aiming for an over-winning in the time-saving state, a left hit is made, and the number of reserved special symbols 1 is four due to winning in the start winning slot 36.

[0267] Then, in (D1), as in (D) of Figure 8, the special symbol 2 variable display game starts, and the decorative special symbols (large symbols and small symbols) change (↓↓↓) in the variable display areas 610, 615. As movie 505, a movie B of a type corresponding to the execution of the special symbol 2 variable display game is displayed. The remaining number of times display 520 indicates the remaining number of times the special symbol 2 changes until the main condition is met (here, 8 times, "008").

[0268] In (D1), when the special chart 2 variable display game starts, one of the hold displays 631a in the second hold display section 635 moves to the hold consumption section 640 and is displayed large as a variable hold display 631b in the hold consumption section 640. The hold display 631a is not displayed in the second hold display section 635. The number "4" indicating the number of hold special chart 1 and the number "0" indicating the number of hold special chart 2 are displayed in the special chart 1 hold number display section 650 and the special chart 2 hold number display section 660, respectively. Note that although there are four first start memories (special chart 1 holds), the first hold display section 645 is not displayed because the special chart 1 variable display game is not being executed. This is not limited to this, and four hold displays 641a corresponding to the first start memories may be displayed in the first hold display section 645.

[0269] Next, in (E1), which is the same as (E) in FIG. 8, a losing symbol (for example, "389") is displayed stationary in the variable display areas 610 and 615.

[0270] Next, in (Ka1), which is the same as (Ka) in Figure 8, the remaining number of times in the time-saving state (here, 7 times) is displayed by the remaining number display 522. Since there is no second start memory, there is no hold display 631a in the second hold display unit 635, but instead, four hold displays 641a corresponding to the first start memory are displayed in the first hold display unit 645, suggesting that the special chart 1 variable display game will start from now. In order to ensure consistency, the hold display 641a corresponding to the first start memory may be displayed after the special chart 1 variable display game has started.

[0271] Next, in (e), as in (a), the special chart 1 variable display game is started as a variable display game that is not the main game in the time-saving state. The first hold display unit 645 displays three hold displays 641a corresponding to the first start memory. The hold consumption unit 640 also displays a variable hold display 641b indicating the variable hold related to the currently running special chart 1 variable display game. The special chart 1 hold number display unit 650 and the special chart 2 hold number display unit 660 display the numbers "3" and "0," respectively, indicating the number of special chart 1 holds and the number of special chart 2 holds. After (e), the first start memory (special chart 1 hold) is consumed one after another, and the special chart 1 variable display game is repeatedly executed. Note that, from (e) onward, remaining count displays such as the remaining count display 520 are not displayed, and the progress or degree of progress (degree of progress) of the process for achieving the time-saving end conditions, including the main and secondary conditions, is not displayed.

[0272] In (e), the Special Chart 1 Variable Display Game starts, replacing the Special Chart 2 Variable Display Game of (A1)-(Ka1). Here, the decorative special symbol of the Special Chart 2 Variable Display Game takes over from the decorative special symbol "389" of (O1), and the variation of the Special Chart 2 Variable Display Game starts from the losing symbol "389". For example, when the variation starts, the decorative special symbol "389" may first be slowly moved or rotated at a low speed as an initial or preliminary action, and then the decorative special symbol may change at a high speed.

[0273] In (A1)-(F1), the second process for the primary condition to be met, i.e., the process in which the number of special symbol 2 changes n reaches the number of times the time-saving feature has ended (10), is completed. Then, from (e) onward, the first process for the secondary condition to be met, i.e., the process in which the number of special symbol 1 changes m reaches the number of times the time-saving feature has ended (6), is completed. The second process, which indicates the second process, is switched to the first process, which indicates the first process. The second process, which indicates the second effect, of the special symbol 2 change display game, and the first process, which indicates the first process, share at least the effect related to the decorative special symbol "389." This creates continuity in the effect, even when the second process, which indicates the primary condition to be met, is switched to the first process, which indicates the secondary condition to be met, reducing player discomfort and enhancing the enjoyment of the game.

[0274] In (e), movie 505 is a type of movie A corresponding to the execution of the special chart 1 variable display game, and in movie A, the protagonist character 530 and the enemy character 533 appear as character images. At least the performance related to character 530 is inherited and shared between movie A (first performance), which suggests that the first process for the secondary condition to be fulfilled is progressing, and movie B (second performance), which suggests that the second process for the main condition to be fulfilled is progressing. As a result, even when the special chart 1 variable display game starts in (e) and switches from the second process for the main condition to be fulfilled to the first process for the secondary condition to be fulfilled, continuity in the performance is created, suppressing the player's sense of incongruity and increasing the interest of the game.

[0275] After that, in (f), a special chart 1 variable display game is executed based on the last first start memory (special chart 1 reserve) stored in (e). Reserve display 641a is not displayed in first reserve display section 645. In reserve consumption section 640, variable reserve display 641b is displayed, which indicates the variable reserve related to the currently executed special chart 1 variable display game. In special chart 1 reserve number display section 650 and special chart 2 reserve number display section 660, the number "0" indicating the number of special chart 1 reserves and the number "0" indicating the number of special chart 2 reserves are displayed, respectively.

[0276] In (f), the sixth special chart 1 variation display game has been executed since the start of the time-saving state in (a), so the number of times m of special chart 1 variations has reached the number of times the time-saving state has ended (6 times), and the time-saving state ends when the secondary condition of the time-saving end condition is met at the end of the variation. Therefore, this sixth special chart 1 variation display game becomes the final special chart variation display game (final time-saving variation) in the time-saving state.

[0277] Next, in (g), as in (d), a losing symbol (for example, "683") is displayed in the variable display area 610, 615. Here, the specific game state A as a time-saving state ends when the secondary condition (number of times m of special symbol 1 changes = 6 times) of the time-saving end condition is met. Note that the interval period (0.5 seconds) after the end of the variation of the special symbol 1 variable display game is the same as in Figure 11 (III), and consists of only the symbol stop period of 0.5 seconds.

[0278] Therefore, if the secondary condition that the number of special chart 1 variations m reaches the end number (6) by hitting left as a non-recommended hitting method (game mode, game procedure) during the time-saving state is met, the time-saving end effect will not be executed after the final time-saving variation ends, resulting in a disadvantage (penalty) for the player not to be able to bask in the afterglow of the time-saving end. Furthermore, if a result screen is not displayed as the time-saving end effect, the player will also be disadvantaged (penalty) by not being notified of the progress of the game, such as the number of balls won and the number of consecutive wins. To avoid this disadvantage, the player will start hitting right as a recommended hitting method (game mode, game procedure) during the time-saving state, thereby increasing the player's interest in the game.

[0279] Next, in (Te1), as in (Te), a left-hit instruction display 504 suggesting left-hit is displayed. Since there is no remaining reserve, the special chart 2 variable display game based on the remaining reserve is not executed.

[0280] Next, in (To1), as in (To), the first start memory is generated by a left-handed hit into the start winning slot 36, and the special chart 1 variable display game is executed as the main variable display game in the variable display areas 610, 615.

[0281] [Screen transition 3] 14 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and illustrates the screen transition when a small win occurs, the number of wins s becomes 1, and the main time-saving end condition (main condition) is met. Note that displays and images displayed on the display screen may be displayed decoratively as part of the presentation, even if they have the purpose of conveying information.

[0282] In (kua), it is the same as (ku) in Figure 8, but after (ki), the special chart 2 variable display game becomes a small hit result, and a small hit pattern (for example, "333") is stopped and displayed in the variable display area 610, 615. Right hit instruction display 503 recommends right hitting.

[0283] Next, in (Na), an opening effect, which is the start effect of a small win, is executed, and a character display 526 (for example, "Bonus!") that notifies the start of a winning state is displayed.

[0284] Next, in (iv), a small win round corresponding to the first round occurs, and the big prize opening is opened. Then, on the display screen, text display 527 "Aim for V" is displayed to encourage the player to land the ball in the specific area 86 (V entry) to generate a V entry big prize. The text display 527 is displayed surrounded by a jagged frame-like effect (effect image).

[0285] In (J), if a V win actually occurs, a V win notification effect is displayed to notify the V win. As a V win notification effect, the text display 528 "Congratulations" congratulates the V win while notifying the V win. The text display 528 is displayed surrounded by a jagged frame effect (effect image). At this stage, the main condition of the number of wins s = 1 is considered to be met, and the time-saving state ends. In other words, the game control device 100 turns off the time-saving flag indicating the time-saving state at this stage. In this embodiment, the time-saving state and the small win state coexist until a V win occurs.

[0286] Next, in (N), the jackpot round corresponding to the second round is reached, and the jackpot opening is opened. A jackpot effect corresponding to a V-entry jackpot is executed on the display screen. After that, the round games for each round of the jackpot round are repeatedly executed, and the jackpot effect continues on the display screen.

[0287] In this way, the main condition of the time-saving end condition, i.e., the number of wins s = 1, can be achieved through multiple stages (two stages), with the derivation of a small win symbol being the first stage and the V winning being the second stage. Then, when the second stage (a specific stage) of the multiple stages (two stages) is reached, a V winning notification effect or a big win effect can be executed as a special effect. The V winning notification effect or big win effect motivates the player to play by hitting right as the recommended playing method (play mode, play procedure) during a small win state, and can increase the enjoyment of the game.

[0288] In addition, the small win symbol (kua), the opening effect (na), and the text display 527 "Aim for V" (ni) indicate the progress or degree of progress (degree of progress) of the process (process of success) until the main condition of the number of wins s = 1 is achieved. This allows the player to thoroughly enjoy the progress of the process until the time-saving end condition (main condition) is achieved, thereby increasing the interest in the game.

[0289] In (No), if there is no V winning in (D), a non-V winning effect (special effect) different from special effects such as V winning notification effects and jackpot effects is executed. For example, in the non-V winning effect, the character 530 and the word "unfortunate" are displayed on the display screen. Unlike in FIG. 12, the character 530 gives a sad or gloomy impression. At the (No) stage, the time-saving flag is turned off and the time-saving state ends.

[0290] Next, in (Te a), normal mode (normal game state) begins. As in (Te), the mode display 501 indicates normal mode as the presentation mode, and a normal background image 524 corresponding to normal mode is displayed on the display screen. Since there are four second start memories remaining, the remaining reservations may be consumed, and the screen may be the same as in (Chi), with the left-hand hit instruction display 504 hidden. In this way, if there is no V win, the player will be disadvantaged by entering normal mode, so the player will play with right-hand hits as the recommended hitting method (game mode, game procedure) during the time-saving state, which can increase the player's interest in the game.

[0291] As shown by the dotted line, after the non-V winning effect of (No), instead of going into normal mode, the game may go into time-saving mode (time-saving state) as in (Ko) or (Aa). In this case, the disadvantage to the player is mitigated by going into normal mode, but since there is a disadvantage of not getting a jackpot round if there is no V winning, the player will play by hitting right as the recommended way of hitting (game mode, game procedure) during the time-saving state, which can increase the interest of the game. Furthermore, if the time-saving state goes into after the non-V winning effect of (No), it is also possible to configure the time-saving state not to end at the (No) stage.

[0292] For example, after the non-V winning effect of (No), the time-saving mode resumes with one remaining time, and the remaining number of times display 520 becomes the same screen as (Ko) where it shows "001", and the time-saving mode effect may be executed. In this case, the time-saving mode will continue after the special chart variable display game ends and the stop pattern is displayed in (Kua).

[0293] Also, for example, after the non-V winning effect of (No), the recovery effect of (C) is executed, and then the time-saving mode recovers and starts from the beginning as in (Aa), and the remaining number of times display 520 shows "009", which may be the same screen as (A). For example, in the recovery effect, the character 530 and the word "recovery" are displayed on the display screen. In the recovery effect, unlike in (No), the character 530 gives a cheerful and bright impression. In (Aa), the time-saving mode starts from the initial remaining number of times, which is 9 times. The player's profit when the time-saving mode recovers after the non-V winning effect of (No) is greater than when the time-saving mode resumes from the state just before the small win as in (J).

[0294] In both (a) and (k), the special chart 1 reserved number display unit 650 and the special chart 2 reserved number display unit 660 respectively display the number "0" indicating the reserved number of special chart 1 and the number "3" indicating the reserved number of special chart 2. In the second reserved display unit 635, three reserved displays 631a corresponding to the second start memory are displayed. In the reserved consumption unit 640, a changing reserved display 631b is displayed.

[0295] As explained above, Figure 14 is explained. Except for the case of the dotted options, whether there is a V win at (Ju) or there is no V win at (No), the time-saving flag will be turned off and the time-saving state will end, so the time-saving flag may be turned off at the (D) stage to end the time-saving state.

[0296] [Variations related to the General Map ST (termination conditions)] Below, we will explain a modified example of the normal ST in which the time-saving end condition can be determined by the number of times the normal variable display game is executed. In this modified example, in Figures 8, 9, 11, 12, etc., the special variable display game is replaced with the normal variable display game.

[0297] FIG. 15 is a table illustrating the termination conditions for the specific game state AD in this modified example. Here, the specific game state is a time-saving state (normal power support state), but the time-saving termination condition is a normal ST state that can be determined by the number of times the normal game variable display game is executed. Note that only a portion of the specific game state AD is in the normal ST state, and the rest is not in the normal ST state, and it may not be determined by the number of times the normal game variable display game is executed, as in FIG. 7. Also, other termination conditions are not limited to those shown in FIG. 15, and may be used, such as those in which the termination conditions are swapped between the specific game states. Note that the normal power release time associated with the normal winning symbol may be different for each specific game state, thereby varying the strength of the normal power support.

[0298] For example, in the normal game state, the probability of a normal winning is 0, but in the normal ST state, which is the time-saving state (normal power support state), the probability of a normal winning is 1 / 100. In the normal ST state, if the result of the normal winning display game is a normal winning, the normal winning device 37 is opened, and the special winning display game is executed when the game ball enters the normal winning device 37. The winning probability of the special winning display game is set to 100%, and a win may occur when the special winning display game is executed. In other words, the following sequence can occur: normal winning → opening of the normal winning device 37 (normal power opening) → winning the normal winning device 37 (normal power winning) → special winning display game → special winning display game.

[0299] In this modified example, the termination conditions are related to the number of times m of special chart 1 fluctuations, the number of times n of special chart 2 fluctuations, and the number of times u of normal chart fluctuations. In this modified example, in the normal chart ST state, there is no termination condition related to the number of times s of winning or the number of times t of opening the large prize opening.

[0300] The number of times that the specific game state A can end is 8 times for the number of special game changes m, 1 time for the number of special game changes n, and 4 times for the number of normal game changes u. In other words, the specific game state A ends when any of the following conditions is met: the number of special game changes m is 8, the number of special game changes n is 1, or the number of normal game changes u is 4.

[0301] The number of times that the specific game states B and D can end is 15 times for the number of special game changes m, 1 time for the number of special game changes n, and 10,000 times for the number of normal game changes u. In other words, the specific game states B and D end when any of the following conditions is met: the number of special game changes m becomes 15, the number of special game changes n becomes 1, or the number of normal game changes u becomes 10,000.

[0302] The number of times that the specific game state C can end is 15 times for the number of special game changes m, 1 time for the number of special game changes n, and 100 times for the number of normal game changes u. In other words, the specific game state C ends when any of the following conditions is met: the number of special game changes m is 15, the number of special game changes n is 1, or the number of normal game changes u is 100.

[0303] In addition, in specific game states B and D, depending on the termination condition of the number of normal chart fluctuations u=10,000, it is determined that the following will occur in order: normal chart hit → normal power release → normal power win → special chart 2 fluctuation → special chart 2 hit (win in the special chart 2 fluctuation display game).

[0304] In the modified example, the conditions for ending a specific game state include a main condition, which is the main condition, and a secondary condition, which is not the main condition. The main condition has a higher probability (possibility) of being fulfilled and is fulfilled more frequently than the secondary condition. The secondary condition is fulfilled very rarely, and the end of each specific game state is almost always due to the fulfillment of the main condition.

[0305] When there are multiple primary conditions, the probability (%) of the primary conditions being met may be of the same order of magnitude (such as 10% to 99% in the same two-digit range), for example, in the range of 1 to a fraction of a percent. However, as an exception, if the player intentionally launches the game ball in a launching manner that is not recommended (left-handed shot) in each specific game state, the secondary condition regarding the number of special game variations m may be more likely to be met. As another example, at the end of a specific game state, all conditions whose probability of being met is less than a predetermined value (for example, 1%) may be considered secondary conditions, and all conditions whose probability of being met is equal to or greater than the predetermined value may be considered primary conditions.

[0306] In Figure 15, for example, if the probability of winning a normal symbol is about 1 / 100, for specific game state A, the termination condition of normal symbol fluctuation count u = 4 is significantly more likely to be met than the termination condition of special symbol 2 fluctuation count n = 1, so only the termination condition of normal symbol fluctuation count u = 4 becomes the primary condition, and the other termination conditions become secondary conditions. If the probability of winning a normal symbol is about 1 / 100, for specific game states B and D, the termination condition of special symbol 2 fluctuation count n = 1 becomes significantly more likely to be met than the termination condition of normal symbol fluctuation count u = 10,000, so only the termination condition of special symbol 2 fluctuation count n = 1 becomes the primary condition, and the other termination conditions become secondary conditions. Also, if the probability of winning a normal symbol is about 1 / 100, for specific game state C, the termination condition of normal symbol fluctuation count u = 100 and the termination condition of special symbol 2 fluctuation count n = 1 are approximately the same or in the same order of magnitude, so these multiple termination conditions become primary conditions, and the other termination conditions become secondary conditions.

[0307] [Modifications related to the General Map ST (screen transition)] Figure 16 is a screen transition diagram showing the display screen of the display device 41 in chronological order in this modified example, and illustrates the screen transition when, after a normal win occurs, the number of special game 2 fluctuations n becomes 1 and the main time-saving end condition (main condition) is met. Here, the case where the specific game state as the time-saving state is specific game state C is explained, but the same applies to specific game states other than specific game state C (specific game states B, D, etc.). Note that displays and images displayed on the display screen may be displayed decoratively as part of the presentation, even if they have the purpose of conveying information.

[0308] First, in (Kα), the appearance is similar to (K), but the variable display game being executed in the variable display area 610, 715 in the time-saving state is a normal symbol variable display game. That is, the normal symbol variable display game is being executed as the main variable display game, and the fluctuation (↓↓↓) of the decorative normal symbol (large symbol) is being executed in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and center symbol are fluctuating (here, scrolling fluctuation) as three decorative normal symbols. At the same time, as the normal symbol variable display game, the fluctuation of the decorative normal symbol (small symbol) is being executed in the variable display area 715 in the corner of the display screen. Note that the normal symbol variable display game is also being executed on the normal symbol display 53, and the normal symbol is fluctuating. Note that in this modified example, in the variable display area 610, the normal symbol variable display game is executed in the time-saving state, and the special symbol variable display game is executed in the normal game state.

[0309] Meanwhile, the losing symbol "521" is displayed as a decorative special symbol (small symbol) in a static manner in the variable display area 716. On the display screen, the variable display area 716 for the decorative special symbol (small symbol) is provided in parallel to and adjacent to the variable display area 715 for the decorative normal symbol (small symbol). In the variable display area 715 and the variable display area 716, small symbols consisting of numbers change in three places, but instead, a symbol such as a circle or an x ​​may change in one place.

[0310] In the normal map reserve display section 735 (waiting area), which displays the normal map start memory (normal map reserve) before the execution of the variable display game as a reserve display, several reserve displays 731a corresponding to the normal map start memory are displayed (four in this case). In this modified example, the display screen does not include a second reserve display section 635 that displays the second start memory as a second reserve display, but such a display may be provided. Also, in the reserve digest section 740 (reserve digestion area), a variable reserve display 731b is displayed, indicating the variable reserve related to the currently running normal map variable display game (the start memory that was the right to execute this normal map variable display game). A special map reserve number display section 750 and a normal map reserve number display section 760 are provided in the upper right corner of the display screen of the display device 41. The special map reserve number display section 750 and the normal map reserve number display section 760 respectively display the number "0" indicating the number of special maps reserved and the number "4" indicating the number of normal maps reserved.

[0311] The remaining number of times display 720 shows the number of remaining normal changes u until the end condition of the time-saving state is met as the remaining number of times (here, 2, "002"). The remaining number of times display 720 shows the progress or degree of progress (degree of progress) of the process until the main condition is met. This allows the player to fully enjoy the process of meeting the time-saving end condition (main condition) during the time-saving state, and increases the enjoyment of the game. Note that the remaining number of changes u until the main condition of the end condition of the time-saving state is met is not provided. Note that there is no remaining number of times display to show the remaining number of times until the secondary condition is met.

[0312] Also, as in (Ki), a mode display 501 corresponding to the time-saving mode, a movie 505 corresponding to the time-saving mode, and a right-hit instruction display 503 are displayed.

[0313] Next, in (Qα), after (Qα), the normal variable display game results in a normal winning result, and in the same manner as in (Qa), the normal winning symbol (for example, "333") is displayed as a stopped symbol in the variable display area 610, 715. The pending display 731b during the change is not displayed. After (Qα), the normal variable winning device 37 is opened for a long time (normal power opening).

[0314] Next, in (Ma), a right-hit instruction display 529 is displayed to encourage the player to hit the ball to the right in order to win the normal variable winning device 37 (normal power winning). For example, the right-hit instruction display 529 is composed of a text display 529a "Aim to the right" and a jagged frame-like effect 529b (effect image) surrounding the text display 529a. Note that the effect 529b is displayed in a changing manner, such as by expanding or contracting in size or changing in color. An arrow image 537 indicates the position of the normal variable winning device 37. Note that the arrow image 537 also functions as a right-hit instruction display. The right-hit instruction display 529 and the arrow image 537 are displayed continuously from (Ma) to (M).

[0315] Next, in (Mi), a regular winning occurs, and the special symbol 2 variable display game is executed in the variable display area 716, and the decorative special symbol (small symbol) is changed. Note that the special symbol 2 variable display game is not executed in the variable display area 610. The effect 529b is reduced in size from (Ma).

[0316] On the other hand, in (Ko α), there is no normal power win, and the normal map change display game is again executed in the change display area 610, 715. Here, the time-saving state (time-saving mode) continues, and the number of normal map changes remaining until the time-saving state ends is one, and the remaining number display 520 shows "001." In (Ko α), as in (Ki α), the mode display 501 corresponding to the time-saving mode and the movie 505 corresponding to the time-saving mode are displayed. Note that the screen transition from (Ma) to (Ko α) is an unusual and special effect that can surprise the player and increase the interest in the game. By the hold shift from (Ku α), three hold displays 731a corresponding to the normal map start memory are displayed in the normal map hold display unit 735. In the hold consumption unit 740, the change-in-hold display 731b indicating the change-in-hold related to the normal map change display game currently being executed is displayed. The special reserved number display unit 750 and the regular reserved number display unit 760 respectively display the number "0" indicating the number of reserved special numbers and the number "3" indicating the number of reserved regular numbers. Note that, before (Ko α), as in (No), a non-winning effect may be executed, and the character 530 and the character display "Sorry" may be displayed on the display screen.

[0317] Next, in (M), after (Mi), the special chart 2 variable display game results in a small hit or a big hit, and the winning symbol (for example, "777") is displayed statically in the variable display area 716. Then, the number of special chart 2 variations n becomes 1, the end condition is met, and the time-saving state ends. Effect 529b expands in size from (M). After (M), the process proceeds to (Na) or (Nu), and a V winning notification effect or a big hit effect can be executed. Note that, in response to the start of a winning state (small hit state or big hit state) such as (Na) or (Nu), the decorative special symbol of the special chart variable display game in the variable display area 716 may be hidden after the start of the winning state (the special chart variable display game is not executed during the winning state). On the other hand, even after the start of the winning state, the decorative normal symbols of the normal symbol variable display game in the variable display area 715 may remain displayed (even during the winning state, the normal symbol variable display game can be executed by the game ball passing through the normal symbol start gate 34). Furthermore, even after the start of the winning state, the number of reserved special symbols in the special symbol reserved number display unit 750 and the number of reserved normal symbols in the normal symbol reserved number display unit 760 may remain displayed.

[0318] On the other hand, in (ha α), after (mi), the special chart 2 variable display game becomes a c time-saving hit result (time-saving pattern hit, support hit), and the time-saving pattern (for example, "112") is stopped and displayed in the variable display area 716. Also, here, as in (ha), a recovery effect is executed, and the character 530 and the word "recovery" are displayed on the display screen. In the recovery effect, the character 530 gives a cheerful and bright impression.

[0319] Next, in (Aα), after (Haα), as in (A) and (Aa), the time-saving state (time-saving mode) continues by starting from the beginning, and the remaining number of times display 720 indicates "009" as the number of normal changes u (remaining times) remaining until the end condition of the time-saving state is met. In other words, the time-saving state starts from the initial remaining number of times, which is 9 times. A normal change display game is executed in the change display area 610, 715, and a mode display 501 corresponding to the time-saving mode and a movie 505 corresponding to the time-saving mode are displayed.

[0320] As shown in FIG. 16, the main condition for the number of times the special symbol 2 changes (n = 1), which is one of the conditions for ending the time-saving mode, can be achieved through multiple stages (three stages), with the derivation of the normal symbol winning pattern being the first stage, the normal power release or normal power winning being the second stage, and the derivation of the special symbol 2 winning pattern being the third stage. Furthermore, when the third stage (a specific stage) of the multiple stages (three stages) is reached, a V-winning notification effect or a jackpot effect can be executed as a special effect. The V-winning notification effect or the jackpot effect motivates players to play by hitting right as the recommended playing method (play mode, play procedure) during normal power release, and can increase the enjoyment of the game.

[0321] In addition, the normal winning symbols, normal power release, and special winning symbols 2 indicate the progress or degree of progress (degree of progress) until the main condition of the special symbol 2 variation count n = 1 is met. This allows the player to fully enjoy the progress of the process until the time-saving end condition (main condition) is met, increasing the interest in the game. Furthermore, effect 529b, which is displayed while changing in size and other aspects, does not indicate the degree of progress until the main condition is met, but it does suggest that the process is progressing.

[0322] In addition, if the time-saving state continues without going through the second stage (regular power winning), a time-saving mode effect is executed as an effect that can be distinguished from the time-saving end effect (specific effect) and the recovery effect, as shown in (Ko α). Since the time-saving mode effect does not discourage players who cannot enjoy the special effects (V winning notification effect and jackpot effect), it motivates players to continue playing and increases the enjoyment of the game.

[0323] In addition, if the time-saving state continues without going through the third stage (small hit or big hit of special chart 2), a recovery effect like (Ha α) is executed as a special effect different from the special effect (V winning notification effect or big hit effect). Therefore, since players who cannot enjoy the special effect are not discouraged by the recovery effect, it motivates players to continue playing and increases the interest of the game.

[0324] In this modified example, when the special symbol 1 variable display game is executed during the time-saving state, the decorative special symbol (small symbol) changes in the variable display area 716. This is the process (first process) for the secondary condition related to the special symbol 1 variable number m to be met. Thereafter, the normal symbol variable display game is executed in the variable display area 715, and the decorative normal symbol (small symbol) changes. When a normal symbol wins, the normal power is released. When a game ball enters the normal power, the decorative special symbol (small symbol) changes in the variable display area 716 as the special symbol 2 variable display game. This is the process (second process) for the primary condition related to the special symbol 2 variable number n or the normal symbol variable number u to be met. The special symbol 1 variable number m, which is at least a part of the first process, is not included in the second process for the primary condition to be met. In the variable display areas 715 and 716, the special symbol 1 variable display game and the normal symbol variable display game can change simultaneously.

[0325] In addition, in the time-saving state, while the special chart 1 variable display game is changing, even if a normal winning occurs and the ball enters the normal power, the change in the special chart 2 variable display game cannot be started, so the change in the special chart 2 variable display game can be waited until the display of the stopped pattern in the special chart 1 variable display game has finished.

[0326] 12, in this modified example, the change in the special symbol 1 variable display game (first effect), which indicates that the first process is progressing, may switch to the change in the special symbol 2 variable display game (second effect), which indicates that the second process is progressing. When switching, the effect related to the decorative special symbol corresponding to the stopped symbol of the special symbol 1 variable display game is common between the change in the special symbol 1 variable display game (first effect) and the change in the special symbol 2 variable display game (second effect), and the effect is continued. This provides continuity in the effect, suppressing the player's sense of incongruity even when switching from the progress of the first process for the secondary condition to be met to the progress of the second process for the primary condition to be met, thereby enhancing the enjoyment of the game.

[0327] In addition, the small symbols in the variable display area 715 may be used in both the normal symbol variable display game and the special symbol variable display game, with the normal symbol variable display game (Kiα) being the first process and the special symbol 2 variable display game (Mi) being the second process. Then, when switching from the normal symbol variable display game (first effect) that suggests the first process is progressing to the special symbol 2 variable display game (second effect) that suggests the second process is progressing, the effect related to the decorative special symbol (stop symbol) may be carried over from the first effect to the second effect. In this case, too, continuity is created in the effect, suppressing the player's sense of incongruity and increasing the interest of the game.

[0328] This modified example has been described above with reference to Fig. 16, but in Fig. 16, the variable display area 716 is shared by the special chart 1 variable display game and the special chart 2 variable display game, and both the special chart 1 variable display game and the special chart 2 variable display game can be executed in the variable display area 716. However, the special chart 1 variable display game and the special chart 2 variable display game may be executed in separate variable display areas. In other words, either the special chart 1 variable display game or the special chart 2 variable display game may be executed in a variable display area other than the variable display area 716.

[0329] [Other Modifications] Modifications (alternative examples) not mentioned in the above description are summarized below. The following modifications can also improve the enjoyment of the game.

[0330] In the above description, the effects are mainly the display of images, text, etc. on the display screen, but instead of or in addition to the display of images, text, etc., effects may be executed by audio from speakers 19a, 19b or by illuminating effect LEDs 46. For example, remaining number of times indicators 520, 522, which indicate the progress or degree of progress until the main condition among the conditions for ending a specific game state is met, may be replaced by an audio notification of the number of times from speakers 19a, 19b, or by the display of numbers by illuminating multiple 7-segment LEDs (part of effect LEDs 46), rather than by displaying an image on the display screen. This increases the variety of notifications of the remaining number of times, making the game more enjoyable.

[0331] 9(S) may be replaced with an effect in which music (such as background music (BGM)) or sound effects played in the normal game state are output from the speakers 19a, 19b, or an effect in which the effect LED 46 is illuminated in the same illumination pattern as in the normal game state. This increases the variety of return effects that notify the player of the return to the normal game state, thereby enhancing the enjoyment of the game.

[0332] The time for which the symbols stop in Figure 11 may differ depending on whether the changing symbols are Special Symbol 1, Special Symbol 2, or Regular Symbol, and may also differ depending on the type of result of the variable display game and the game status. This allows for flexible setting of the symbol stop time, improving the enjoyment of the game.

[0333] The specific gaming state may also end due to a rare occurrence of a game stop (e.g., a game stop due to a cheating error). The progress or degree of progress of at least part of the process leading up to the fulfillment of the secondary condition of the specific gaming state termination condition may be indirectly indicated. For example, during an error (before the game is stopped), the presentation control device 300 may display text such as "Unfavorable changes will occur soon" or "Special situation in progress" on the display screen for a predetermined period of time, after which the gaming control device 100 may terminate the specific gaming state and enter a game stop state. Such text displays do not directly suggest the end of the specific gaming state (time-saving state) in response to the fulfillment of the secondary condition of the game stop, as the remaining number of plays indicators 520 and 522 do. Therefore, by directly indicating the end of the specific gaming state (time-saving state) due to the fulfillment of the primary condition, a sense of unity can be created, enhancing the enjoyment of the game.

[0334] The remaining number of times display 520 can be displayed in different display modes during a single variable display game. For example, when the time-saving end condition is about to be met (in the case of the final variable of the time-saving game shown in (S) of FIG. 9 or the previous variable (K), or in the case of a winning variable resulting in a winning result shown in (Ka) of FIG. 14), the remaining number of times display 520, which was blue at the start of the special chart 2 variable display game, may change color over time, such as from blue to green to yellow, or the font or other form of the numbers may change. This allows for a noticeable notification that the time-saving end condition is about to be met, increasing the enjoyment of the game.

[0335] The remaining number of times display 522, which is displayed while the variation of the variable display game is stopped, can be displayed in different display modes. For example, the remaining number of times display 522 displays "8 times" and "7 times" in blue in (C) and (F) of FIG. 8, but as the time-saving end condition approaches being met, the color may change from blue to green to yellow over time, so that "1 time" is displayed in green in (I) of FIG. 9 and "0 times" is displayed in yellow in (L) of FIG. 9. The font and other form of the numbers may also be changed. This makes it possible to prominently notify that the time-saving end condition is approaching being met, thereby increasing the enjoyment of the game.

[0336] [Application to slot machines] The above-described embodiment and its variations relating to pachinko machines can be applied to slot machines. In this case, the gaming media used in a 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 medals inserted, which is the number of medals inserted into the slot machine. In a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine. Furthermore, the difference in the number of balls related to the activation condition of the safety device (complete function) is replaced by the difference in the number of medals inserted minus the number of medals paid out. 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 medals paid out, the number of medals inserted, and the difference in the number of medals may also be simply numerical data.

[0337] In a typical slot machine, a player inserts (consumes) medals and operates a start lever to start a game (a game with changing symbols), and then stops the three spinning reels (with symbols arranged on them) by pressing three reel stop buttons. When a combination of three stopped symbols on an active line in the window 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 player is able to play the next game without consuming medals (in the case of a replay combination, etc.).

[0338] The control device determines whether a winning combination will be achieved for each game through an internal lottery using random numbers, and if a winning combination is achieved, controls the rotation of the reels to bring the combination of symbols that stop corresponding to the winning combination onto an active line. The control device can also perform assist control such that a specific winning combination is brought onto an active line when the three reel stop buttons are pressed according to the operation order guidance (navigation, push order navigation) displayed on the display screen of the display device.

[0339] Specific gaming states that are more advantageous to the player than the normal gaming state include, for example, the AT state and the ART state. In the AT state (assist time state), for example, the above-mentioned assist control is executed more frequently than in the normal gaming state, and more medals are paid out. In the ART state (assist replay time state), for example, the assist control is executed, and the probability of deriving a replay role is higher than in the normal gaming state.

[0340] The conditions for ending a specific gaming state include the number of games played since the start of the specific gaming state (the number of games or number of games played in the specific gaming state) reaching a specified number of games (e.g., 10 games), the difference in the number of coins (the difference in the number of coins in the specific gaming state) from the start of the specific gaming state (zero) reaching a predetermined number (e.g., 100 coins), the generation of a bonus role leading to a bonus state (winning state), winning a dropout lottery, a game stop (e.g., a game stop due to a cheating error or the activation of a safety device), the occurrence of one or more penalties, or the end of a favorable zone. Bonus states also include pseudo-bonus states that are essentially the same as specific gaming states (such as automatic timers (AT) and art (ART) states). A penalty occurs, for example, when the three reel stop buttons are pressed in an order contrary to the operating order guidance (navigation), and the flag corresponding to the specific gaming state is reset to zero (erased).

[0341] The occurrence of the bonus state as the termination condition may be achieved through multiple steps, such as guiding the operation sequence on the display screen by the assist control (first step), pressing the reel stop button according to the guided operation sequence (second step), and deriving the combination of stop symbols corresponding to the bonus role (third step). If the guided operation sequence is not followed and the bonus role is not derived, a failure effect (special effect) different from the bonus state effect (special effect) may be executed.

[0342] Of the multiple termination conditions, the main termination condition (main condition) has a higher probability (possibility) of being met than the non-main termination condition (secondary condition), and the main condition is met more frequently than the secondary condition in a certain number of specific gaming states or over a certain period of time. As an example, the main condition is when the number of games in a specific gaming state reaches a specified number of games or when the difference in number of coins in a specific gaming state reaches a predetermined number, and the secondary condition is when gaming is stopped or when an advantageous zone ends. The secondary condition may be any condition other than the main condition. There may be multiple main conditions and multiple secondary conditions.

[0343] The progress status of the process until the main condition is met is displayed. For example, if the main condition relates to the number of games played or the difference in the number of coins, the number of remaining games (remaining plays) in the specific gaming state or the remaining difference in the number of coins that can be won in the specific gaming state is displayed on the display screen of the display device or an LED display device (e.g., a 7-segment LED). When the main condition is met, the display number (predetermined number) displayed on these display devices becomes 0. On the other hand, the progress status of the process until the secondary condition is met does not need to be displayed. Note that the progress status of the process until the secondary condition is met may be displayed only when the secondary condition is close to being met (e.g., a predetermined situation, such as just before the end of an advantageous zone or just before game play stops). When the main condition is met and the specific gaming state ends, an end effect (specific effect) indicating the end of the specific gaming state is executed. When the secondary condition is met and the specific gaming state ends, the end effect may not be executed. Note that when the secondary condition is met and the specific gaming state ends, an effect that is partially different from the end effect when the main condition is met may be executed instead of the end effect.

[0344] For example, after the first process, in which multiple penalties are incurred as a secondary condition, has progressed, if the second process, in which the number of games reaches a predetermined number as a primary condition, has progressed, the first effect, which indicates that the first process is progressing, is switched to the second effect, which indicates that the second process is progressing. At least a portion of the first and second effects is shared and inherited. The first and second effects may be displayed on a display screen, or may be sound from a speaker or light emitted by an LED effect. Here, the first process is a separate process from the second process, and is therefore not included in the second process.

[0345] When a chance zone (CZ) is provided after the end of a specific gaming state (such as an AT state or an ART state), the specific gaming state can occur after multiple games (special games) in the chance zone. In the chance zone (CZ), a lottery (return lottery) is held to enter the specific gaming state with a higher probability than in the normal gaming state, and a consecutive win state in which the specific gaming state and the chance zone are repeated can occur. Here, if the primary condition for ending the specific gaming state is that the number of games reaches a predetermined number, this can be met as a condition for ending a specific gaming state that is not the final one in the consecutive win state. On the other hand, a secondary condition can be met as a condition for ending the final specific gaming state in the consecutive win state. Note that the secondary condition may also include not winning all of the return lotteries in the chance zone (losing results, failure to return).

[0346] Furthermore, similar to pachinko machines, if it is possible to transition from a specific game state to a bonus state (winning state), a consecutive game state in which the specific game state and the bonus state are repeated can occur. Here, if the primary condition for ending the specific game state is the occurrence of a bonus state, this can be established as a condition for ending a specific game state that is not the final one in the consecutive game state. On the other hand, the secondary condition can be established as a condition for ending the final specific game state in the consecutive game state.

[0347] [Effects of the embodiment or its modified example] In this embodiment, the gaming machine 10 can enter a specific gaming state that is more advantageous to the player than the normal gaming state. In the gaming machine 10, when an ending condition is met, the specific gaming state (e.g., time-saving state, normal power support state) ends. The ending conditions include a primary condition (e.g., a main condition) and a non-primary condition (e.g., a secondary condition). The progress of the process (e.g., the remaining number of times displayed in the remaining number displays 520 and 522) is displayed until the primary condition is met, but the progress of the process is not displayed until the non-primary condition is met. The primary condition is met more frequently than the non-primary condition.

[0348] Therefore, during a specific game state, the player can thoroughly enjoy the progress of the process until the main condition, which has a high frequency (probability, possibility) of being met among the termination conditions, is met, thereby increasing the interest in the game. Also, since the progress of the process until the non-main condition, which has a low frequency (probability, possibility) of being met among the termination conditions, is met is not shown, there is no waste, and this allows more leeway in presentation control, allowing for a more enriched presentation. Also, if the main condition is met with a high frequency when a recommended game mode (e.g., playing style) is performed, the player can be encouraged to perform the recommended game mode (e.g., playing style).

[0349] In this embodiment, when a main condition (e.g., a main condition) is met and the specific gaming state ends, a period is set during which a specific effect (e.g., a time-saving end effect) is executed. This allows the player to fully immerse themselves in the afterglow of the end of the specific gaming state, increasing their interest in the game. Furthermore, the player will play in a recommended gaming style (e.g., a playing style) during the specific gaming state so as to meet the main condition, thereby increasing their interest in the game.

[0350] In this embodiment, when a non-primary condition (e.g., a secondary condition) is met and the specific gaming state ends, the specific effect (e.g., a time-saving end effect) is not executed. Therefore, in order to avoid the disadvantage of not executing the specific effect (e.g., a time-saving end effect) that indicates the end of the specific gaming state, the player will perform a recommended gaming style (e.g., a playing style) during the specific gaming state so as not to meet the non-primary condition, thereby increasing the enjoyment of the game.

[0351] In this embodiment, at least one of the main conditions (for example, a termination condition related to the number of wins s) can be met through multiple stages. If a specific stage among the multiple stages is reached, a special effect (for example, a V-winning notification effect or a big win effect) can be executed, and if a specific stage is not reached, a special effect different from the special effect (for example, a non-V-winning effect or a recovery effect) can be executed. Therefore, in order to reach a specific stage and enjoy the special effect, the player is motivated to play in a recommended game mode (for example, a playing style), which can increase the player's interest in the game.

[0352] In this embodiment, when other conditions (for example, the number of times of special chart 2 fluctuations n or the number of times of normal chart fluctuations u) among the main conditions are met and the specific game state ends, a specific effect (for example, a time-saving end effect) is executed. When the specific game state ends without going through a specific stage, a special effect different from the specific effect (for example, a non-V winning effect or a recovery effect) is executed.

[0353] In this embodiment, when the specific game state continues without passing through a specific stage, an effect (for example, an effect of the specific game state) different from the specific effect (for example, an effect of the time-saving end) is executed. Therefore, a player who was not able to enjoy the special effect (for example, a V winning notification effect or a big win effect) is not discouraged by an effect different from the specific effect, which motivates the player to continue playing and can increase the interest of the game.

[0354] In this embodiment, if a specific game state continues without passing through a specific stage, a special effect (for example, a recovery effect) is executed. Therefore, since a player who was not able to enjoy the special effect is not disappointed by the special effect, the interest of the game can be increased and the player can continue playing.

[0355] In this embodiment, the gaming machine 10 can enter a specific gaming state that is more advantageous to the player than the normal gaming state. In the gaming machine 10, when an end condition is met, the specific gaming state (e.g., time-saving state, normal power support state) ends. The end conditions include a primary condition (e.g., a main condition) and a non-primary condition (e.g., a secondary condition). In the process until the primary condition is met, the degree of progress of the process (e.g., the remaining number of times displayed in the remaining number displays 520 and 522) is displayed, but in the process until the non-primary condition is met, the degree of progress of the process is not displayed. The primary condition is met more frequently than the non-primary condition. Although the degree of progress of the process until the non-primary condition is met is not displayed, an effect (e.g., a variable display) is executed to suggest that the process is progressing.

[0356] Therefore, the degree of progress (progression level) until a non-primary condition (e.g., a secondary condition) is realized is not displayed. This makes the player feel that a disadvantage is occurring, and encourages the player to play in the game mode (e.g., playing style) recommended for the specific game state. However, it is indicated that the process until a non-primary condition (e.g., a secondary condition) is realized is progressing. This can prevent problems such as the player mistakenly thinking that the specific game state has ended and leaving the seat or quitting play.

[0357] In this embodiment, after the first process for realizing a non-main condition has progressed, if the second process for realizing a main condition has progressed, the first effect (e.g., the variable display of special symbol 1) indicating that the first process is progressing is switched to the second effect (e.g., the variable display of special symbol 2) indicating that the second process is progressing. At least a portion (e.g., the decorative special symbol) is common between the first effect and the second effect. At least a portion of the first process is not included in the second process. Therefore, even if the first process for realizing a non-main condition (e.g., a secondary condition) is switched to the second process for realizing a main condition (e.g., a main condition), continuity is created in the effect, reducing the player's sense of incongruity and increasing the player's interest in the game.

[0358] In this embodiment, the gaming machine 10 can enter a special gaming state (e.g., a jackpot state) that is more advantageous to the player than the normal gaming state, and a specific gaming state (e.g., a time-saving state or a normal power support state) after the special gaming state. The gaming machine 10 can enter a streak state in which a specific gaming state is entered after multiple special gaming states. When an end condition is met, the specific gaming state in the streak state ends. The end conditions include a main condition and a non-main condition. A main condition (e.g., an end condition related to the number of wins s) can be met as a condition for terminating a non-final specific gaming state in the streak state. A non-main condition (e.g., an end condition related to the number of special chart 2 fluctuations n) can be met as a condition for terminating the final specific gaming state in the streak state (e.g., a time-saving state or a normal power support state). The frequency indicating the progress of the process until the main condition is met differs from the frequency indicating the progress of the process until the non-main condition is met.

[0359] Therefore, the frequency of showing the progress of the process until the main condition that can end a specific game state other than the final one in the consecutive win state is met is different from the frequency of showing the progress of the process until the non-main condition that can end the final specific game state in the consecutive win state is met. This prevents the presentation from becoming monotonous, makes the presentation more diverse, and increases the enjoyment of the game.

[0360] In this embodiment, the main condition includes a condition that indicates the progress of the process until it is met. The non-main condition includes a condition that does not indicate the progress of the process until it is met. Therefore, during a specific game state in a consecutive win state, the player can thoroughly enjoy the progress of the process until the main condition, which is one of the end conditions that is met frequently, is met, thereby increasing the interest of the game. Furthermore, since the progress of the process until the non-main condition, which is one of the end conditions that is met less frequently, is met is unlikely to be shown, there is no waste, and this allows more leeway in the presentation control, resulting in a more enriched presentation. Furthermore, if the main condition is met frequently when a recommended playing style (e.g., a playing style) is performed, the player can be encouraged to perform the recommended playing style (e.g., a playing style).

[0361] In this embodiment, non-primary conditions (e.g., secondary conditions) include conditions in which the process leading up to the fulfillment is not indicated (e.g., a termination condition related to the number of times m of special game 1 variations) and conditions in which at least part of the process leading up to the fulfillment is indirectly indicated (e.g., a termination condition due to an error). Therefore, with regard to the fulfillment of a secondary condition, there is no direct indication that the specific game state (time-saving state) will end, such as the number of times remaining in the specific game state. Therefore, by directly suggesting only the end of the specific game state due to the fulfillment of the primary condition, a sense of unity can be created, which can increase the interest of the game.

[0362] In this embodiment, the main condition includes a condition that can be met for a main variable display game in a specific gaming state (e.g., a special symbol 2 variable display game or a normal symbol variable display game), and the non-main condition includes a condition that can be met for a non-main variable display game in a specific gaming state (e.g., a special symbol 1 variable display game). Therefore, by increasing the probability (possibility) of the main condition (main condition) being met among the end conditions, it is possible to prevent the player from gaining an excessive advantage and increase the enjoyment of the game. Furthermore, in a specific gaming state, when the game is played in a recommended gaming mode (e.g., a playing style), the main condition is more likely to be met than the non-main condition. Therefore, by increasing the probability (possibility) of the main condition (main condition) being met among the end conditions, it is possible to prevent the player from gaining an excessive advantage and increase the enjoyment of the game.

[0363] In this embodiment, the execution of a variable display game (for example, a special 1 variable display game) based on a start memory that occurred before the specific game state does not affect the success or failure of the main condition. Therefore, the specific game state can be extended as long as possible by the amount of the start memory that occurred before the specific game state, thereby increasing the interest of the game.

[0364] In this embodiment, in the specific gaming state, the progress status of the process until the main condition is met (for example, the remaining number of times indicated by the remaining number of times display 520) can be displayed by changing the display mode during one variable display game. Therefore, it is possible to prominently notify that the main condition is close to being met, which can increase the enjoyment of the game. Furthermore, in the specific gaming state, the progress status of the process until the main condition is met (for example, the remaining number of times indicated by the remaining number of times display 522) can be displayed by changing the display mode while the variable display game is stopped. Therefore, it is possible to prominently notify that the main condition is close to being met, which can increase the enjoyment of the game.

[0365] 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. [Explanation of symbols]

[0366] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board) 501 Mode display 520 remaining number of times displayed 522 remaining number of times display 524 Normal background image 610 Variable Display Area 615 Variable Display Area 635 2nd hold display section 645 1st hold display section 650 Special drawing 1 reserved number display section 660 Special drawing 2 reserved number display section 715 Variable Display Area 716 Variable Display Area 735 General reservation display section 750 Special drawing reservation number display section 760 Pending number display section

Claims

1. In a gaming machine that can take a specific gaming state that is more advantageous to a player than a normal gaming state, When the termination condition is met, the specific gaming state ends. The termination conditions include a main condition and a non-main condition, The progress of the process until the main condition is met is shown, The progress of the process leading up to the establishment of the non-major condition is not shown, The main condition may be one or more, and may be satisfied more frequently than the non-main conditions; At least one of the main conditions can be met through multiple stages, A gaming machine characterized in that a special effect can be executed when a specific stage among the plurality of stages is passed through, and a special effect different from the special effect can be executed when the specific stage is not passed through.

2. When other conditions among the main conditions are met and the specific game state ends, a specific effect is executed; 2. The gaming machine according to claim 1, wherein when the specific game state ends without going through the specific stage, the special effect different from the specific effect is executed.

3. When other conditions among the main conditions are met and the specific game state ends, a specific effect is executed; 2. The gaming machine according to claim 1, wherein when the specific game state continues without passing through the specific stage, an effect different from the specific effect is executed.

4. 2. The gaming machine according to claim 1, wherein the special effect is executed when the specific gaming state continues without passing through the specific stage.

Citation Information

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