Game machine
The gaming machine improves entertainment value by allowing customization of effects and notifications during variable games, enhancing player engagement through dynamic gameplay features.
Patent Information
- Application Number
- JP2024078877
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-14
- Publication Date
- 2025-11-27
AI Technical Summary
Conventional gaming machines lack enhancements to improve entertainment value and player engagement.
A gaming machine that allows customization of effects during variable games, with restricted customization periods and special variation notifications, and includes features like light and sound effects, customizable launching modes, and variable display games to enhance player interaction.
Enhances player enjoyment by providing dynamic and engaging gameplay experiences through customizable effects and notifications, increasing the overall entertainment value.
Smart Images

Figure 2025173331000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Gaming machines that allow customization of various setting information related to effects (for example, Patent Document 1) have been known. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-128804 Summary of the Invention [Problem to be solved by the invention]
[0004] 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 aspect of the present invention, there is provided a gaming machine that is capable of executing predetermined effects along with the fluctuation of symbols, that allows customization of the effects during a variable game, that when a predetermined condition is met, allows the execution of a special variation in which the customization is restricted even during the variable game, that allows a special variation notification to be executed in conjunction with the execution of the special variation, that the special variation notification can take the same notification form regardless of whether the variable game is a win or a loss, that before the execution of the special variation there is a pre-restriction period in which the customization is restricted, and that during the pre-restriction period it is possible to restrict the display of the effects that are the subject of the customization and error displays. [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 an oblique 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] FIG. 10 illustrates one aspect of a customization function. [Figure 6] 10 is a flowchart showing an overview of the overall process of customization restriction-related processing. [Figure 7] 10 is a flowchart illustrating details of processing in a preparation mode. [Figure 8] 10A and 10B are diagrams showing an example of a screen display (preparation mode screen display) under advance notification control. [Figure 9] 10 is a flowchart illustrating details of processing in a customization restriction mode. [Figure 10] A figure showing an example of a screen display (special fluctuation screen display) under special fluctuation notification control. [Figure 11] 10 is a flowchart illustrating details of processing in a customization permission mode. [Figure 12] 10 is a diagram showing an example of a screen display (permission notification screen display) under permission notification control. FIG. [Figure 13] 10 is a timing chart showing an example of a control result when a customization restriction-related process is applied. [Figure 14] 10 is a flowchart illustrating a customization restriction-related process according to a modified example. [Figure 15] 10 is a flowchart illustrating movable body customization-related processing according to the first embodiment. [Figure 16] FIG. 10 is a diagram illustrating an example of a first basic table. [Figure 17]10 is a flowchart illustrating a movable body customization-related process according to the second embodiment. [Figure 18] FIG. 10 is a diagram showing an example of a first automatic mode table. [Figure 19] 11 is a flowchart illustrating a movable body customization-related process according to the third embodiment. [Figure 20] 13 is a flowchart illustrating a movable body customization-related process according to the fourth embodiment. [Figure 21] FIG. 10 is a diagram illustrating an example of a second basic table. [Figure 22] 13 is a flowchart illustrating movable body customization-related processing according to the fifth embodiment. [Figure 23] FIG. 10 is a diagram showing an example of a second automatic mode table. [Figure 24] 13 is a flowchart illustrating a movable body customization-related process according to the sixth embodiment. [Figure 25] 13 is a flowchart illustrating movable body customization-related processing according to the seventh embodiment. [Figure 26] 13 is a flowchart illustrating movable body customization-related processing according to the eighth embodiment. [Figure 27] FIG. 10 is a diagram illustrating an example of a button vibration time table. 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] [First embodiment] [1. 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 514.
[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 514 (directional key SW) may be a cross key switch or may be a general type consisting of a plurality of (for example, four) switches arranged in the front, back, left, right, etc. The directional key switch 514, for example, 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 speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back. The effect button 25 includes a motor and a solenoid (not shown) for vibrating the effect button 25 for purposes such as effects.
[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 is a game state in which no special game state occurs, and is basically a low base state with a low payout rate (base value). Special game states are non-normal game states, including specific game states and special game states. For example, specific game states include a normal power support state (high base state) in which it is easier to win in the second start winning slot of the normal variable winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state). Special game states include a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the multiple game states to set it as the current game state.
[0022] Below the glass frame 15 and at the bottom of the front frame 12, an operating handle 24 for controlling the operation of a ball launcher (not shown) is provided.
[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12, to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a firing operation, the ball launcher launches the supplied gaming ball into the playing area 32 of the playing board 30. The launching speed of the gaming ball launched from the ball launcher is set to increase as the rotation amount of the operating handle 24 increases. That is, the ball launcher can change the launching force, which is the force (speed) with which the gaming ball is launched into the playing area 32, in response to the player's operation of the operating handle 24, and can launch the gaming ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the gaming ball flows down the left side of the playing area 32, and a right hit in which the gaming ball flows down the right side of the playing area 32.
[0024] The enclosed gaming machine 10 is designed so that gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls onto the tray.
[0025] In addition, behind the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).
[0026] The card unit 201 is a so-called "machine-to-machine sandwich" and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is communicatively connected to the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited and the number of balls on the card (the number of game values owned), which is the number of balls owned by the player. The balls on the card are valid only on the day they are generated, and balls on the card after that day may be added to the ball reserve managed by the gaming parlor (the balls are converted into saved balls). The card may also store the player's personal information or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as banknotes. The amount of money inserted into the cash insertion section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball lending operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a balance display unit 215. The game ball count display unit 214 and the balance display unit 215 are provided within a monitor such as an LCD monitor. The ball lending operation unit 211 is operated when increasing the number of game balls held by the gaming machine (number of usable game balls, number of usable game values), which is the number of game balls that a player can use, based on the balance stored on the card. The number of game balls held by the gaming machine is numerical data managed by the gaming machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the gaming machine based on the number of balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The game ball count display unit 214 displays the number of game balls held on the card. The remaining amount display section 215 displays the remaining amount.
[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. 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] [2. 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 create 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 a 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 effect, and may also function as a movable effect body 44 (see FIG. 4).
[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the gaming board 30, respectively. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 that provide light-emitting effects, and can also provide motion effects (movement effects, rotation effects) as performance movable bodies 44 (see FIG. 4). Furthermore, the gaming machine 10 of this embodiment is provided with a movable role object 450 that functions as the performance movable body 44 on the upper right side of the gaming board 30. The movable role object 450 is driven within its movable range (a predetermined range in the vertical and / or horizontal directions) in response to commands from the performance control device 300. In particular, in this embodiment, the movable role object 450 operates in an operating mode that corresponds to the selected performance pattern and the customization contents selected in the movable role object setting I and the movable role object setting II, which will be described later.
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 to detect a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0040] A general winning opening 35 (general winning area) is arranged in the game area 32 on the lower left of the window section 40, and another general winning opening 35 is arranged in the game area 32 on the lower right of the window section 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches (SW) 35a (1 to n) provided in the general winning openings 35.
[0041] In the game area 32 below the window 40, there is provided a start winning port 36 (first start winning port, start winning port 1, first start winning area) that sets the conditions for starting the special symbol variable display game. In the game area 32 to the right of the window 40, there is provided a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward, etc., to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, the special symbol variable display game is executed. In this embodiment, the game ball is more likely to enter the starting winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.
[0042] When the result of the normal variable display game reaches a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it will be in a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls cannot easily flow into the normal variable winning device 37. In this embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the fluctuation time of the normal map fluctuation display game or by making the winning probability of the normal map fluctuation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special game is played, thereby generating a time-saving state (normal power support state) as a specific game state. The time-saving state (normal power support state) also occurs overlappingly in the probability variable state (excluding the latent probability variable state).
[0044] In the game area 32 below the normal variable prize winning device 37, a special variable prize winning device 39 is provided. The special variable prize winning device 39 has an opening / closing door 39c that opens the large prize winning port (large prize winning area) by operating a large prize winning port solenoid 39b (see Figure 3). The special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state based on the results of the special variable prize display game, facilitating the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). A large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection means for detecting game balls that enter the large prize winning port. The special variable prize winning device 39 is designed to facilitate the entry of game balls into the large prize winning port when the player hits the right side.
[0045] A specific area 86 (so-called V entry port) is provided inside the special variable winning device 39. For example, if a gaming ball enters the specific area 86 (V entry port, V entry area) after the opening / closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be open for a long period of time only during a small win, allowing the gaming ball to pass through easily. The game control device 100 can detect the passage of the gaming ball into the specific area 86 (V entry) via a sensor (specific area switch 72 described below) or the like. Upon detecting V entry, the game control device 100 determines that a transition to a big win state (V entry big win state) will occur after the small win ends, and transmits information indicating a V entry (specific area passage command, etc.) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the display device 41 or the like.
[0046] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win is won, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines.
[0047] When a gaming ball enters a large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the payout control device 200 (see FIG. 3) provides the number of winning balls according to the type of winning port as numerical data and adds it to the number of balls held by the gaming machine (number of usable gaming balls, number of usable gaming values). In addition, the lower gaming area 32 is provided with an outlet 30b for collecting gaming balls that did not enter the winning ports, etc. In addition, the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with LEDs 46 that can light up when a gaming ball enters a winning port.
[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is an information display device that is made up of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game status, and is equipped with display parts 51 to 60.
[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a collection of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start memory number (hold number) of each change display game. Note that the special chart 1 display 51 and the special chart 2 display 52 may be 7-segment type display units. The special chart 1 hold display 54 is composed of two LED lamps. The special chart 2 hold display 55 is composed of two LED lamps. The normal chart hold display 56 is composed of two LED lamps.
[0050] The collective display device 50 also has a first game status display unit 57 (first game status indicator, one LED lamp) that notifies when it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability status display unit, one LED lamp) that indicates when the gaming machine 10 is turned on that the probability state for a jackpot is in a high probability state, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).
[0051] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (e.g., some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a rotating fashion. The variable display game may be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (any one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game or variable game) is executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or normal pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the normal pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game (pattern fluctuating game or 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, effect game) on the display device 41 is carried out by starting a varying display (scrolling or rotating display) of the identification information (decorative special symbol, decorative special symbol) composed 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 or a variation game. Furthermore, the display device 41 also displays a variety of effects, 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 or change game) on the normal pattern display 53, by scrolling or rotating the display in the same way as the decorative special pattern change display game.
[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 variable display game is set to be executed with priority over the special chart 1 variable display game, and when there is a start memory for the special chart 1 variable display game and the special chart 2 variable display game and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory for the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest started memory may be executed.
[0073] In addition, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they are simply referred to as the special chart variable display game.
[0074] [3. 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] [3-1. 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 win or small win ends and it is no longer a big win or a small win, 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] [3-2. Power restoration process] The power restoration process is executed when the power is turned on, particularly when a reset signal (power restoration signal) is detected. In the power restoration process, the on / off state of the RAM clear switch 112 is referenced to transition to various modes.
[0112] More specifically, if the RAM clear switch 112 is turned on when the power is turned on (when the reset signal is detected), 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 may initially enter 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 executing 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 gaming machine 10 transitions to a normal power recovery state (normal power recovery mode). In the normal power recovery state (normal power recovery mode), the gaming machine 10 returns to the normal state (including the normal gaming state, special gaming state, specific gaming state, and demo screen display state) after determining whether the RAM 111c is normal, clearing the power interruption flag, and performing processes to restore the gaming state at the time of power interruption (power interruption). In other words, after power is restored, the gaming state at the time of power interruption (normal gaming, time-saving mode, and jackpot mode) is restored. In particular, in the gaming machine 10 of this embodiment, a customization restriction process (described later) is executed in parallel with or subsequent to the various processes related to the normal power recovery mode.
[0114] [4. 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 (particularly, the drive of the movable role object 450 and the vibration of the effect button 25) in response to commands from the game 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 instructing the sound control unit 314 on the sound to be played, turning on the performance LED 46, controlling the drive of the performance movable body 44 (performance button 25, movable role object 450), 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 is also provided with a performance LED control circuit 332 that drives and controls the performance LEDs (light emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable body 44. In a preparation mode described later, the performance control device 300 of this embodiment drives the movable role object 450 in response to a command from the game control device 100 so that the movable role object 450 assumes a predetermined specified operation pattern. In a customization permission mode described later or in a normal state, the control microcomputer 311 drives the movable role object 450 so that the movable role object 450 assumes a specified operation mode (more specifically, a specified operation probability and operation speed) by referring to the selected performance pattern and the respective setting items (customization items) of the selected movable role object settings I and II. Furthermore, in the customization permission mode or normal state described below, the control microcomputer 311 drives the effect button 25 so that it vibrates for the vibration time linked to the selected effect pattern and the selected setting item (customization item) of the movable role setting I, by referring to the selected effect pattern and the setting item (customization item).
[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 514. 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] [5. 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, electric support number of times) in the time-saving state. Note that the time-saving state when the time-saving end condition is stipulated by the number of times the normal chart variable display game is executed may be called the normal chart ST state.
[0140] After the time-saving state ends, a remaining reserve consumption state (remaining reserve state) can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode), the second start memory generated by winning in the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reserve, and the special chart 2 variable display game is executed. The remaining reserve consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and therefore the probability of a V-winning jackpot).
[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time interval (e.g., 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.
[0143] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).
[0144] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt process, when a game ball wins (enters) the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is made that can determine in advance the game result based on the winning at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine in advance the result of the variable display game based on the start memory before the variable display game is executed.
[0146] Furthermore, the timer interrupt processing can execute a safety device-related processing that performs processing related to the safety device (complete function), a difference ball counting processing that updates a counter that counts the difference ball number, etc. In the safety device-related processing, safety device-related information such as the operating status of the safety device is sent as a command to the performance control device 300, and a safety device operating flag that indicates that the safety device is operating is set.
[0147] In the main processing that starts when the power is turned on, the game control device 100 can send power outage recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands relating to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared to be cleared.
[0148] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.
[0149] The game control device 100 can transmit game status commands indicating game states such as normal game state, time-saving state (normal power support state), and special chart high probability state (probability change state), error commands indicating errors such as fraud or abnormality, and safety device-related commands related to safety devices. The safety device-related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice state of the safety device, an operation warning command corresponding to the operation warning state of the safety device, and an operating command corresponding to the operation state of the safety device.
[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to the results of the special symbol variation display game, such as losing symbols, big win symbols, small win symbols, and time-saving symbols, and symbol stop commands indicating the stop of the special symbol variation display game, and win-related commands corresponding to each stage of the big win or small win state. Here, customer waiting-related commands include customer waiting demo commands that instruct customer waiting demos, such as movie demos on the demo screen. Win-related commands also include opening commands (fanfare commands) corresponding to the opening (fanfare) of a small win or big win, round commands corresponding to the round of a small win or big win, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a big win or small win.
[0151] The game control device 100 can transmit a special figure 1 reserve number command and a special figure 2 reserve number command indicating the number of start memories when the first start memory number (special figure 1 reserve number), which is the number of first start memories (special figure 1 reserve), and the second start memory number (special figure 2 reserve number), which is the number of second start memories (special figure 2 reserve), change. The game control device 100 can also transmit a regular figure reserve number command indicating the number of regular figure start memories when the regular figure start memory number (regular figure reserve number), which is the number of regular figure start memories (regular figure reserves), changes. The game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning slot 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.
[0152] Furthermore, the game control device 100 can transmit a look-ahead command when a gaming ball enters the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and the first start memory or the second start memory occurs. The look-ahead commands include look-ahead stop pattern commands corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the jackpot random number value or special pattern random number value saved as the first start memory or the second start memory, and look-ahead fluctuation pattern commands based on the saved fluctuation pattern random number value.
[0153] In addition, the game control device 100 can send necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hitting instruction notification command, right hitting instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.
[0154] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may also notify the error by lighting up the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command includes information indicating the content of the error, the content of the error may be displayed on the display device 41.
[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, operation warning command, or operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command.
[0158] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory count and the second start memory count are zero and the special chart variable display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.
[0159] When the effect control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related effect setting process to set an effect related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, big win symbol, small win symbol, time-saving symbol, etc.). Note that when a game ball enters the start winning slot 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display device 51 or the special symbol 2 display device 52 of the collective display device 50, and transmits the variation command, stop symbol command, etc. to the effect control device 300.
[0160] In the variation-related effect setting process, it is possible to set preview effects that appear during the special symbol variation display game and can predict the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. A pseudo-sequential effect is an effect in which a predetermined number of pseudo-variations are performed in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop on the display device 41. In addition, in the variation-related effect setting process, it is possible to set the light emission mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.
[0161] Here, reach (reach state) refers to a display state in which the display result already derived and displayed on the display device 41 satisfies the conditions for a special result state when some of the display results of the decorative special symbol variable display game have not yet been derived and displayed. When the display result on the active line (for example, on a line in the vertical or horizontal direction) of the display device 41 becomes a special result state, the game state becomes a special game state that is advantageous to the player. In addition, a state in which variable display is performed using multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if the decorative special chart variable display game displayed on the display device 41 in response to the special chart variable display game displays multiple identification information for a predetermined period of time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, center, etc. to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.
[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types), such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.
[0164] The expectation (reliability) of a presentation (preview) indicates the probability of a jackpot if that presentation is selected, and can be calculated based on the selection rate of that presentation when there is a jackpot and the selection rate of that presentation when there is no jackpot (when there is a miss). The higher the selection rate of that presentation when there is a jackpot, the higher the expectation, and the higher the selection rate of that presentation when there is a miss, the lower the expectation. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).
[0165] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.
[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the performance at the start of a small or large win; when it receives a round command, it executes a round performance, which is the performance during a round; when it receives an interval command, it executes an interval performance in the interval between rounds; and when it receives an ending command, it executes an ending performance corresponding to the ending of a large or small win.
[0167] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye look-ahead performance related to a decorative stop pattern. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display changes from the normal one, and the expectation of winning the variable display game based on the hold is higher than when the hold does not change (normal).
[0168] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.
[0169] In addition, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100 in addition to those mentioned above.
[0170] [6. Customization] The gaming machine 10 of this embodiment is capable of so-called customization, which changes various game-related states as appropriate in response to player operations. More specifically, "customization" in this embodiment includes changing the appearance rate of one or more predetermined effect patterns (such as pre-reading notices, premium effects, and reach effects with high jackpot expectations) in response to player operations, changing the operating mode of the effect movable body 44 (particularly the movable role object 450 and the effect button 25), changing the music played during play (normal game state, specific game state, and / or special game state), adjusting the volume, setting a so-called auto mode, and adjusting the light intensity (brightness) of displays such as the display device 41.
[0171] 5 is a diagram illustrating an example of a customization function provided in the gaming machine 10 of this embodiment. In particular, FIG. 5 shows screen transitions on the display device 41, which are assumed to be customized in the customer waiting screen and the variable game screen.
[0172] FIG. 5(A) shows a customer waiting screen (demo screen) with the display of objects related to the customization function. As shown in the figure, on the customer waiting screen, a button image 601 and text such as "menu" are displayed as objects related to the customization function. The effect button image 601 is an image that guides (suggests, explains) the player that a menu display screen can be called up by pressing the effect button 25. When the player presses the effect button 25 while this customer waiting screen is displayed, the display on the display device 41 transitions to the menu display screen.
[0173] 5(A) shows a menu display screen. On the menu display screen, a menu 602 showing items for performing various settings is displayed. In particular, in the illustrated example, the items on the menu 602 are displayed as selectable items such as "Customize movable body," "Volume / light adjustment," "Auto ON / OFF," and "Initialization."
[0174] "Moveable body customization" is a customization item related to the operating mode of the performance movable body 44 (performance button 25 and movable role object 450) according to the various performance patterns described above.
[0175] "Volume / light adjustment" is a customization item relating to adjustment of the volume of the speaker 19, the brightness of the display screen, and the like.
[0176] "Auto ON / OFF" is a customization item for selecting either a state in which the auto mode is set (auto ON) or a state in which the auto mode is deactivated (auto OFF). Note that the auto mode in this embodiment refers to a control mode in which, when an effect requiring the player to operate (press) the effect button 25 occurs, the effect button 25 is automatically operated without the player having to operate it himself, or the effect is performed assuming that the player has operated it.
[0177] "Initialize" is a customization item that returns the settings made in the above "Moving Body Customization," "Volume / Light Adjustment," and "Auto ON / OFF" to the default (initial state). In other words, the operation of selecting this "Initialize" is equivalent to the operation of returning the customization to the default (customization reset operation).
[0178] In addition, a menu explanation image 603 is displayed next to the menu 602. An explanation of the selected object is displayed in the menu explanation image 603. For example, if "Customize movable object" is selected, the following text is displayed as the explanation of "Customize movable object": "You can set movable parts and button vibration."
[0179] The player can select menu items by operating the directional key switch 514 (represented by a directional key switch image 604 displayed as an object on the image in FIG. 5 ) up or down, and can confirm the selected menu by pressing a button provided in the center or near the directional key switch. Also, the display screen displays a directional key switch image 604 informing the player that the directional key switch 514 can be operated, and a button image 601 informing the player that the buttons can be operated. The button image 601 is also displayed in a location that does not interfere with other displays, with a message such as "Exit Menu" attached, to inform the player that the menu display screen can be closed. For example, when the button image 601 is selected while "Customize Moveable Objects" is selected, the display on the display device 41 transitions to a movable object customization screen.
[0180] 5(c) shows the movable body customization screen. The movable body customization screen displays more detailed customization items such as "Button Vibration Up," "Movable Accessory Setting I," and "Movable Accessory Setting II."
[0181] "Button vibration up" includes "ON" and "OFF" as alternative customization options that increase the probability of vibration (vibration frequency) of the effect button 25.
[0182] The "movable role setting I" includes "operation off", "low operation probability", "medium operation probability", and "high operation probability" as customization contents that define the first operation status (first operation setting) of the movable role 450. By customizing this "movable role setting I", the player can set the movable role 450 to a state where it does not operate at all, or, if it does operate, can adjust the frequency with which the operation is performed, according to his or her wishes. The "movable role setting I" will be described in detail later.
[0183] The "movable device setting II" includes "low speed", "medium speed", and "high speed" as customization contents that define the second operating status (second operating setting) of the movable device 450. By customizing the "movable device setting II", the player can adjust the operating speed (the speed at which the movable device 450 moves) when operating the movable device 450 according to his or her own wishes. The "movable device setting II" will be described in detail later.
[0184] When an operation to select "Movable Gem Setting I" is performed on the movable body customization screen of FIG. 5(C), the display on the display device 41 transitions to setting screen 1 of FIG. 5(D). On setting screen 1, the contents of each customization item related to the above-mentioned movable gem setting I are displayed, so the player can refer to this to select the desired item. On the movable body customization screen of FIG. 5(C), when an operation to select "Movable Gem Setting II" is performed, the display on the display device 41 transitions to setting screen 2 of FIG. 5(E). On setting screen 2, the contents of each customization item related to the above-mentioned movable gem setting II are displayed, so the player can refer to this to select the desired item.
[0185] Next, Fig. 5(f) shows a variable game screen accompanied by the display of objects related to the customization function. The variable game screen shown in Fig. 5(f) is a screen displayed during the variable game. In particular, when the demo screen of Fig. 5(a) is displayed, if a winning game ball is detected, the screen transitions to the variable game screen of Fig. 5(f). Conversely, when the variable game screen of Fig. 5(f) is displayed, if a winning game ball is not detected and a predetermined waiting time has elapsed, the screen transitions to the demo screen of Fig. 5(a).
[0186] In the variable game screen of Figure 5 (a), various objects related to the customization function (in the figure, a customization display image 606, a directional key switch image 604, and a button image 601) are displayed along with the display of the variable decorative special chart on the display device 41.
[0187] The customization display image 686 displays characters indicating the currently selected presentation mode to be customized (for example, "Premium" indicating premium up). Then, even during a variable game, the player can change (customize) the presentation mode by operating the directional key switch 514 or a button. By adopting this mode, the presentation mode and various pre-reading notice settings can be switched even during a variable game.
[0188] In order to widen the display area for displaying the effects and the variable display area 610, the directional key switch image 684 and the button image 685 may be hidden, displayed in a reduced size, or displayed in part, and then enlarged and displayed in their entirety when the player operates the directional key switch 514 or a button. When enlarged and displayed in their entirety, characters explaining the operation of each directional key of the directional key switch 514 (for example, "switch" or "select") may be displayed near the directional key switch image 684. Similarly, characters explaining the operation of the effect button 25 (for example, "end") can be displayed near the effect button image 681.
[0189] In the gaming machine 10 of this embodiment having the configuration described above, under certain circumstances, it is possible to execute various processes (hereinafter also referred to as "customization restriction related processes") for restricting (regulating) the execution of the above-mentioned customization even during a variable game, and various processes (hereinafter "movable body customization related processes") when the currently selected (reflected) customization content is changed by the player's customization operation in the above-mentioned "button vibration up," "movable role setting I," or "movable role setting II."
[0190] [7. Customization Restriction Related Processing] FIG. 6 is a flowchart showing the overall flow of customization restriction-related processing according to this embodiment.
[0191] As shown in the figure, in the customization restriction-related processing of this embodiment, after power-on (S100) and power recovery processing (S200) are executed, or in parallel, the success or failure of a predetermined restriction condition (Yes in S300) is triggered by the execution of a customization restriction mode (S600) and a customization permission mode (S700), and then a transition to a normal state (S800). Furthermore, in this embodiment, assuming that the restriction condition is met, it is further determined (S500) whether or not execution of a preparation mode (S500) prior to the customization restriction mode is necessary, and if execution of the preparation mode is necessary, the preparation mode is executed and then the customization restriction mode is executed, and if not, the preparation mode is skipped and the customization restriction mode is executed.
[0192] More specifically, in the customization restriction-related processing, when the gaming control device 100 receives a reset signal indicating that power has been restored from the power supply device 400, it executes the power restoration processing described above. Then, after the power restoration processing (particularly in the normal power restoration mode) is executed, or partially in parallel with the power restoration processing (particularly in the normal power restoration mode) (particularly after control in the presentation control device 300 is initiated), the gaming control device 100 determines whether the restriction condition is met (S300). Here, the restriction condition is one or more conditions related to the state of the gaming machine 10 that determine whether or not a customization restriction mode (special variation) that restricts customization needs to be executed. The restriction condition may be set in advance or updated as appropriate.
[0193] In more detail, the regulatory conditions of this embodiment include, for example, whether or not a predetermined specific symbol (hereinafter simply referred to as a "specific symbol") was won before the power outage, and / or whether or not a specific error occurred before the power outage but the error was resolved after power was restored (hereinafter simply referred to as an "error-recovered state"). In other words, in this case, the regulatory conditions being met means that a specific symbol was won before the power outage and / or that an error-recovered state is in effect. Conversely, the regulatory conditions not being met includes whether or not a specific symbol was won before the power outage, and / or whether or not a specific error occurred before the power outage, or whether a specific error occurred but the error was not resolved after power was restored.
[0194] The "specific symbols" for defining the regulation conditions can be set in advance as one or more symbols excluding, for example, jackpot symbols and time-saving symbols.
[0195] Furthermore, the "error" for defining the regulatory condition can be set in advance as one or more errors that can occur in the gaming machine 10. In particular, it is preferable to define the "error" for defining the regulatory condition as various errors that stop the progress of the game and require power to be cut and restored to resume, such as a main board error (an error indicating an update abnormality in the random number circuit), a magnetic error (an error indicating a detection abnormality in the magnetic detection sensor), and a radio wave error (an error indicating a detection abnormality in the radio wave detection sensor).
[0196] If the restriction condition is not met (No in S300), the process ends without executing the customized restriction mode, etc., and the process transitions to the normal state (S800). On the other hand, if the restriction condition is met (Yes in S300), the process transitions to S400.
[0197] As a more specific control mode, the gaming control device 100 stores a regulation condition flag, which is updated to "0" (OFF) with each change, in a storage area (such as a part of the storage area of the RAM 111c) where data is maintained even after a power outage. Then, when the gaming control device 100 detects a win of the specific symbol and a transition to a jackpot state, it rewrites the regulation condition flag to "1" (ON). Furthermore, when the error that defines the regulation condition occurs, the gaming control device 100 rewrites the regulation condition flag to "1." If the error is resolved after power is restored, the gaming control device 100 maintains the regulation condition flag at "1," but if the error is not resolved, it rewrites the regulation condition flag to "0." Then, the gaming control device 100 refers to the regulation condition flag during the power restoration process, and if the regulation condition flag is "1" (i.e., if the regulation condition is established), it executes the process of S400. On the other hand, if the regulation condition flag is "0" (i.e., if the regulation condition is not established), the game control device 100 transitions to the normal state. This allows the game control device 100 to realize a specific control logic that enables branching of processing depending on the determination result of the establishment of the regulation condition.
[0198] Next, in S400, the gaming control device 100 determines whether or not to execute the preparation mode. The preparation mode is a mode in which various processes are executed to notify the player in advance of the transition to the customization restriction mode. As already explained, the gaming machine 10 of this embodiment allows customization to be executed even during a variable game or while a demo screen is being displayed (FIG. 5). Therefore, depending on the situation, if the game suddenly transitions to a variation (special variation) in which customization is restricted, it is possible that the player may be misled (feel uneasy) into thinking that some kind of abnormality may have occurred even though the gaming machine 10 is operating normally. In response to this, in this embodiment, to prevent such a situation from occurring, the preparation mode is executed as necessary prior to the execution of the customization restriction mode (special variation).
[0199] The specific criteria for determining whether or not to execute the preparation mode can be determined appropriately from the perspective of whether or not entering the customization restriction mode (special variation) without going through the preparation mode will cause the player to feel abrupt. In one embodiment, whether or not to execute the preparation mode may be determined based on the type of restriction condition established in S300. More specifically, if the restriction condition is established by error recovery, the player is likely to recognize the occurrence of an abnormality that prevents normal gameplay, including customization, through the error notification. Therefore, in this case, entering the customization restriction mode (special variation) without going through the preparation mode is unlikely to cause the player to feel uncomfortable. Therefore, in such a situation, by adopting a determination logic that determines that execution of the preparation mode is unnecessary, the game can be quickly transitioned to the customization restriction mode (special variation).
[0200] On the other hand, if the restriction condition is met because a specific symbol was won or a jackpot was being achieved before the power was cut off, the player is likely to recognize that the gaming machine 10 is operating normally and that customization during variation is possible. Therefore, in this case, entering the customization restriction mode (special variation) without going through the preparation mode is likely to cause the player to feel uncomfortable. Therefore, in such a situation, entering the customization restriction mode (special variation) through the execution of the preparation mode can prevent the player from feeling uncomfortable.
[0201] If the game control device 100 determines that the preparation mode is not required (No in S400), it skips the preparation mode (S500) and executes the customization restriction mode (S600). On the other hand, if the game control device 100 determines that the preparation mode is required (Yes in S500), it executes the preparation mode (S500).
[0202] FIG. 7 is a flowchart illustrating the details of the processing in the preparation mode.
[0203] As shown in the figure, in the preparation mode, customization is restricted (S501). More specifically, in the preparation mode, even if the player operates the effect button 25 and / or the directional key switch 514 (hereinafter simply referred to as a "customization operation"), the change of the effect pattern (including the operation of the movable body), the adjustment of the volume and light intensity, the ON / OFF switching of the auto mode, and the execution of initialization are not performed. More specifically, the game control device 100 generates a command prohibiting customization and transmits a command including the command to the performance control device 300. Then, when the performance control device 300 receives the command including the command, it discards it even if a detection signal for a customization operation is input (it does not change the customization according to the operation).
[0204] Furthermore, in the preparation mode, advance notification control is executed (S502). In particular, in the advance notification control, the pattern change is not permitted, the error notification is turned off, the special LED and the sub LED are turned off, the display by the performance display device 152 (hereinafter also simply referred to as "performance display") is turned off, and the operation of the performance movable body 44 (particularly, the vibration of the performance button 25 and the drive of the movable role object 450) is turned off.
[0205] More specifically, in the advance notification control, the pattern change (execution of the variable display game) is not permitted. Note that, as a specific example of the process of not permitting the pattern change, the game control device 100, even if it detects the input of a signal (a game ball detection signal) indicating a win into each of the winning ports during the execution of the advance notification control, does not execute a win / loss determination using a random number value based on the input, or executes the determination but does not display the lottery result of the variable display game based on it (display on the normal pattern display 53 or each special pattern display).
[0206] Furthermore, advance notification control turns off (prohibits) error notifications (such as display and audio notification on display device 41) triggered by the occurrence of various errors. More specifically, performance control device 300 can employ control logic that, while the advance notification control is being executed, sends to performance control device 300 a command to prohibit the display of error notifications on display device 41 and the audio output for error notifications from various speakers 19a, 19b.
[0207] Furthermore, in the advance notification control, all of the LED lamps (special LEDs) that make up the special diagram 1 display 51 and the special diagram 2 display 52 in the collective display device 50, and all of the LED lamps (sub-LEDs) that make up the general diagram display 53 are hidden (turned off). Also, in the advance notification control, all of the 7-segment LEDs that make up the performance display device 152 are hidden (turned off).
[0208] Furthermore, in the advance notification control, the operation of each performance movable body 44 (particularly, the performance button 25 and the movable role object 450) is prohibited. More specifically, the performance control device 300 prohibits the operation of the performance movable body 44 during the execution of the advance notification control, regardless of the reception of various input signals such as commands received from the game control device 100.
[0209] Further, in the advance notification control, the display device 41 is caused to display a preparation mode screen in a predetermined manner.
[0210] FIG. 8 is a diagram showing an example of a screen display (preparation mode screen display) on the display device 41 under advance notification control. As shown, advance notification control causes the display device 41 to display the word "STANBY." In particular, any objects (objects for effects or error notification) other than the word "STANBY" are hidden on the preparation mode screen. Therefore, advance notification control restricts the symbol changes, error displays, lighting of the special symbol LEDs and sub-LEDs, performance displays, and operation of the effect movable body 44, as described above, and displays a preparation mode screen containing only the minimum number of objects (the word "STANBY" in FIG. 8) that indicate a transition to the customized restriction mode (special change). This makes it easier for the player to focus their attention on the display of the preparation mode screen, which is part of the advance notification, thereby enhancing the effect of suggesting a transition to the customized restriction mode.
[0211] Returning to FIG. 7, the execution time of the advance warning control (hereinafter referred to as the "advance warning time") is set to a predetermined threshold time for judgment (hereinafter referred to as the "judgment value Δt f1 It is determined whether the destination address has reached the destination address (referred to as "destination address") (S503).
[0212] Here, the judgment value Δt f1 is determined in advance as an appropriate time from the viewpoint of suggesting to the player the transition to the customized regulation mode (special variation). f1 is preferably set to a fixed (constant) length regardless of the type of restriction condition established in S300 and the state of the gaming machine 10 when the restriction condition is established. This allows the preparation mode (advance notification control) to continue for the time required to suggest to the player that a transition to the special variation will occur, regardless of the trigger for entering the customized restriction mode (special variation), and then allows the mode to quickly transition to the customized restriction mode (special variation).
[0213] The advance notification time is the judgment value Δt f1 When the threshold value is reached, the advance notification control (preparation mode) is terminated and the system transitions to the customized restriction mode (S600).
[0214] 9 is a flowchart illustrating the details of the processing in the customization restriction mode (S600). Here, the customization restriction mode is a mode in which customization is restricted (limited) when the above-mentioned restriction conditions are met. In particular, in the customization restriction mode of this embodiment, customization is prohibited within one variation, and control (special variation notification control) is executed to notify the player that the variation (special variation) is prohibited from customization.
[0215] More specifically, in the customization restriction mode, customization is restricted in the same way as in the preparation mode (S601).
[0216] Furthermore, in the customization restriction mode, special variation notification control is executed (S602). In particular, in the special variation notification control, the pattern variation is permitted, the error display is turned on, the special LED and the sub LED are turned on, the performance display is turned on, and the performance movable body 44 is operated in a specified manner.
[0217] More specifically, in the special fluctuation notification control, as in the normal state, the execution of a fluctuation display game (fluctuation game) in response to the input of a signal (a game ball detection signal) indicating a win into each winning slot is permitted. Also, in the special fluctuation notification control, error notification, which was prohibited in the advance notification control (preparation mode), is permitted. Furthermore, in the special fluctuation notification control, the performance display by the performance display device 152, which was prohibited in the advance notification control (preparation mode), is turned on (permitted).
[0218] In addition, in the special variation notification control, the presentation control device 300 prohibits the operation of the presentation movable body 44 designated for normal presentations, while operating the presentation movable body 44 in a predetermined prescribed operation. Here, the prescribed operation is defined as an appropriate operation mode for allowing the player to recognize that the current state is the customization restriction mode (special variation). In other words, in the customization restriction mode, unlike the preparation mode, symbol variation, error display, lighting of the special symbol LED and sub-LED, and performance display are permitted, making it closer to the normal state (normal variation display game). Therefore, the prescribed operation is defined as an appropriate operation mode for allowing the player to accurately recognize that the current state is close to the normal state, but that it is a special variation for which customization is restricted. Examples of specific prescribed operation modes for achieving this purpose include modes different from the various operation patterns of the presentation movable body 44 designated in the normal state, such as a confirmation operation mode (initial operation operation mode) executed upon power recovery.
[0219] Furthermore, in the special fluctuation notification control, the display device 41 is caused to display a special fluctuation screen in a predetermined manner.
[0220] FIG. 10 is a diagram showing an example of a screen display (special variation screen display) on the display device 41 under special variation notification control. As shown in the figure, under special variation notification control, the display device 41 displays the words "Customization Limited" in a speech bubble that covers most of the screen display area. Therefore, under special variation notification control, as described above, the special variation screen is displayed along with the symbol variation, error display, lighting of the special symbol LED and sub-LED, performance display, and execution of the specified operation of the performance movable body 44 (movable role object 450 in FIG. 10). Therefore, while the current state is close to the normal state (normal variation display game) for the player, customization can further enhance the effect of suggesting that the special variation described is occurring.
[0221] It is also preferable to display the special variation screen shown in Fig. 10 in the same display mode regardless of whether the variation game (variation game permitted in the special variation notification control) is a win or a loss (win or loss). In this way, in the customized restriction mode, the player cannot visually tell whether the variation is a win or a loss, so the player can have a sense of expectation that the variation may be a win or a loss.
[0222] Returning to FIG. 9, the execution time of the special fluctuation notification control (hereinafter referred to as the "special fluctuation notification time") is set to a variable threshold time (hereinafter referred to as the "variable determination value Δt v It is determined whether the destination address has reached the destination address (referred to as "destination address") (S503).
[0223] Here, the variable judgment value Δt v The "special fluctuation notification control" is calculated as an appropriate time from the viewpoint of making the player aware that the customization restriction mode is in progress, with the time until the corresponding fluctuation ends as the upper limit when the customization restriction mode is being executed. As described above, the customization restriction mode should be executed within a single fluctuation. Therefore, the special fluctuation notification control must be terminated before (preferably at) the timing when the corresponding fluctuation ends. On the other hand, for example, if a power outage occurs during a single fluctuation and the restriction condition (S300) is met when power is restored, the fluctuation during the power outage will be resumed from where it left off when the customization restriction mode, in which symbol fluctuation is permitted, begins. Therefore, even if the time required for one fluctuation is constant, the time from the start of the customization restriction mode (when the fluctuation resumes) to the end of the corresponding fluctuation will vary depending on the time remaining until the end of the fluctuation at the time of the power outage. Furthermore, it is expected that the duration of the special fluctuation notification control will vary from the viewpoint of appropriately informing the player, depending on whether the preparation mode is executed or not, for example, the type of restriction condition set.
[0224] Therefore, in this embodiment, the variable determination value Δt is calculated appropriately taking the above factors into consideration. vAs a more specific example, the remaining time of the fluctuation at the start of the customized regulation mode (when the fluctuation is resumed) is estimated, and the remaining time is multiplied by a correction coefficient determined from the viewpoint of appropriately notifying the player for each type of regulation condition that has been established, to obtain the variable determination value Δt v A control logic can be employed that calculates:
[0225] The special variable notification time is the variable judgment value Δt v When this is reached, the special fluctuation notification control (customization restriction mode) is terminated and the mode shifts to the customization permission mode (S700).
[0226] 11 is a flowchart illustrating the details of the processing in the customization permission mode (S700). Here, the customization permission mode is a mode that performs processing to notify the player that the customization restriction mode has ended and the game is moving to the normal state.
[0227] More specifically, in the customization permission mode (S700), the current customization contents are reset (returned to default) and the customization restriction is released (S701). More specifically, the game control device 100 generates a command to clear the currently held customization contents (each selected customization item) and return them to default, and transmits the command to the performance control device 300. The game control device 100 also releases the processing related to the customization restriction that was being executed in the customization restriction mode.
[0228] In this way, by resetting the customization content and then permitting customization, it is possible to make it easier for the player to perform customization.
[0229] Furthermore, in the customization permission mode, permission notification control is executed (S702). In particular, in the permission notification control, the pattern change is permitted, the error display is turned on, the special LED and the sub LED are turned on, the performance display is turned on, and the performance movable body 44 is operated.
[0230] In addition, in the permission notification control, the display device 41 is caused to display a permission notification screen.
[0231] FIG. 12 is a diagram showing an example of a screen display (permission notification screen) on the display device 41 under permission notification control. As shown, under permission notification control, the display device 41 displays the words "Customization Permitted" along with various objects (decorative symbols, hold icons, customized operation key images, etc.) similar to those in the normal state (normal game state in FIG. 12). Therefore, under permission notification control, the permission notification screen is displayed while the symbol changes, error display, lighting of the special symbol LED and sub-LED, performance display, and operation of the performance movable body 44 are performed, just as in the normal state. This clearly indicates to the player that the current state will soon transition to the normal state after the customization restriction mode (special change) ends.
[0232] Returning to FIG. 11, the execution time of the permission notification control (hereinafter referred to as the "permission notification time") is set to a predetermined threshold time for determination (hereinafter referred to as the "determination value Δt f2 Then, it is determined whether the display time of the customization permission notification has reached the determination value Δt f2 When the number of times reaches 1, the customization permission notification display (customization permission mode) is terminated (S704), and the game proceeds to normal play (S800).
[0233] Here, the judgment value Δt f2 is predetermined as an appropriate time from the viewpoint of fulfilling the function of indicating that the customization restriction mode (special fluctuation) will soon end and transition to the normal state will occur. In particular, the judgment value Δt f2 is preferably set to a fixed (constant) length regardless of the type of restriction condition established in S300 and the state of the gaming machine 10 when the restriction condition is established. This allows the customization permission mode (permission notification control) to continue for the time required to suggest to the player that a transition to the special variation will occur, regardless of the trigger for entering the customization restriction mode (special variation), and then allows the state to quickly transition to the normal state.
[0234] The permitted notification time is the judgment value Δt f2 The behavior of the customized restriction mode may be changed depending on the number of remaining reservations when the judgment value Δt f2 If there are no remaining reservations when the time reaches , the judgment value Δt f2 A configuration may be adopted in which a customer waiting display (demo screen display) is executed when the time obtained by subtracting (i.e., the time elapses) from the customization permission mode. This allows for a seamless transition from the customization permission mode to a completely normal state depending on the situation when the customization permission mode is started.
[0235] Figure 13 shows an example of the control result when customization restriction-related processing is applied. In the example shown in Figure 13, the preparation mode starts at time t0 when the restriction condition is met (Yes in S300) and a determination is made to execute the preparation mode (Yes in S400). As already explained, in the preparation mode (Figure 7), customization is restricted, and the pattern variation, lighting of the special symbol and sub-LED, performance display, and operation of the performance movable body 44 are all turned off (not permitted), and the preparation mode screen (Figure 8) is displayed on the display device 41.
[0236] The execution time of the preparation mode (advance notification time) is the judgment value Δt f1 At time t1, when the time t2 is reached, the mode switches from the preparation mode to the customization restriction mode (special variation). In the customization restriction mode (Fig. 9), customization is restricted, but pattern variation, lighting of the special pattern and sub LED, and performance display are permitted. Also, in the customization restriction mode, the performance movable body 44 operates in a specified manner, and the special variation screen (Fig. 10) is displayed.
[0237] Furthermore, the execution time of the customized regulation mode (special variable notification time) is the variable judgment value Δt vAt time t2, when the time t1 is reached, the mode switches from the customization restriction mode to the customization permission mode. In the customization permission mode (Fig. 11), the customization is permitted after the customization contents are reset. Then, the pattern variation, lighting of the special symbol and sub LED, performance display, and operation of the performance movable body 44 are all turned on (permitted), and the permission notification screen (Fig. 11) is displayed on the display device 41.
[0238] The execution time of the customization permission mode (permission notification time) is the judgment value Δt f2 At time t3 when the time t1 is reached, the customization permission mode ends and the game moves to the normal state (variable game in the normal game state, special game state, variable game in the specific game state, or demo screen display state, etc.).
[0239] According to the customization restriction-related process described above, in a gaming machine 10 having a function that allows customization during a variable game, when a situation arises in which customization should be restricted (when a restriction condition is met), a customization restriction mode (special variation) is executed in which customization is restricted within one variation and a notification is given to the player. Therefore, customization can be restricted according to the situation, and the player can be made aware of the situation appropriately.
[0240] [7-1. Modified example of customization restriction related processing] FIG. 14 is a flowchart showing the overall flow of the customization restriction-related processing according to the modified example.
[0241] In this modified example, an example of each process (S910 to S930) is provided in a situation where a power outage occurs during fluctuation, power is restored, and power restoration processing (S100, S200) is performed, and further, the regulatory condition is not met (No in S300).
[0242] Specifically, it is determined whether a predetermined prescribed effect is selected in the current variation (the variation resumed by the power restoration process) (S900). The prescribed effects include so-called SP reach, specific pre-reading notices, pseudo consecutive effects, etc. In other words, in S900, it is determined whether the current variation is a variation in which these prescribed effects are selected (hereinafter referred to as "special variation").
[0243] If the current variation is a special variation, customization is restricted (S910).
[0244] The above-described customization restriction state is maintained until the special change ends, and when the special change ends, the customization restriction is released (Yes in S920, S930). In other words, when the special change ends, customization is permitted.
[0245] This allows for customization restrictions to be implemented in accordance with a predetermined effect selected based on the game content, in addition to the customization restriction mode that is implemented when the above-mentioned predetermined conditions are met. Therefore, when a predetermined effect is implemented, customization can be restricted, thereby making it possible to further increase the player's attention to that effect.
[0246] [8. Movable body customization related processing] 15 is a flowchart illustrating the movable body customization-related processing of this embodiment. Note that each process shown in FIG. 15 is mainly executed by the performance control device 300 during a variable game in which customization is possible (during a normal game state change, a specific game state change, or a customization permission mode, etc.).
[0247] As shown in the figure, in the movable body customization related processing, the item relating to the currently selected customization content (hereinafter also simply referred to as "current item") is referenced in the movable body settings (more specifically, "Button vibration up", "Movable role setting I", "Movable role setting II", and "Auto ON / OFF") that represent the customization status for the performance movable body 44 (S1000). Then, a predetermined basic table is referenced from the current setting item to reflect the operating mode corresponding to the current item (S1100).
[0248] 16 is a diagram showing an example of a basic table (particularly, a first basic table that determines the accessory operation mode i defined in the movable accessory setting I). In the first basic table, for each of a plurality of predetermined performance patterns (each performance pattern A, B, C in FIG. 16) that accompany the operation of the movable accessory 450, each customization content ("operation off", "low operation probability", "medium operation probability", "high operation probability") and accessory operation mode i ("non-operation", "operation") are linked to each other.
[0249] In particular, in the first basic table shown in FIG. 16, for each of the effect patterns A, B, and C, "customization content": "operation off" and "reel operation mode i": "non-operation" are linked to each other. Furthermore, for effect patterns A and B, "customization content": "operation probability low" and "reel operation mode i": "non-operation" are linked to each other, and for effect pattern C, "customization content": "operation probability low" and "reel operation mode i": "operation" are linked to each other. Furthermore, for effect pattern A, "customization content": "operation probability medium" and "reel operation mode i": "non-operation" are linked to each other, for effect pattern B, "customization content": "operation probability medium" and "reel operation mode i": "operation" are linked to each other, and for effect pattern C, "customization content": "operation probability medium" and "reel operation mode i": "operation" are linked to each other. Furthermore, for each of the performance patterns A, B, and C, the "customization content": "high probability of operation" and the "reel operation mode i": "operation" are linked to each other.
[0250] Therefore, by applying the current item of the movable role setting I identified in S1000 to the first basic table, the role operation mode i of the corresponding movable role 450 can be extracted, and the extracted role operation mode i can be reflected as specifying the current operating status of the movable role 450. For example, if the current item of the movable role setting I is "low operation probability", when the performance control device 300 selects any one of the performance patterns A, B, and C, the operation of the movable role 450 can be controlled so as to realize "non-operation", "non-operation", and "operation" of the linked "role operation mode i", respectively.
[0251] 16, for "customization content": "operation off", "reel operation mode i": "non-operation" is linked to all performance patterns A, B, and C. Therefore, when the current item is "operation off", the movable reel 450 can be set to a state in which it is not operated (driven) regardless of which performance pattern is selected. Furthermore, in the first basic table, for "customization content": "low operation probability", "reel operation mode i": "operation" is linked only to performance pattern C, for "customization content": "medium operation probability", "reel operation mode i": "operation" is linked to performance patterns B and C, and for "customization content": "high operation probability", "reel operation mode i": "operation" is linked to all performance patterns A, B, and C. Therefore, the actual operation probability (operation frequency) of the movable reel 450 can be changed in stages when the current item is "low operation probability", "medium operation probability", and "high operation probability".
[0252] Similarly, for "movable device setting II" and "button vibration up", a predetermined table can be referenced from the current item to reflect the operating mode corresponding to the current item.
[0253] Returning to Fig. 15, as described above, in a situation that reflects the current accessory operation mode i, it is determined whether or not there is a change request for the movable accessory setting I (S1200). More specifically, a customization operation by the player is detected, and it is determined whether the customization operation selects a "customization content" different from the current item in the movable accessory setting I.
[0254] Then, when it is determined that there is a change request, it executes a change process for the movable prop setting I (S1300). More specifically, the performance control device 300 identifies the "customization content" of the request destination from the customization operation corresponding to the change request, and stores the identified "customization content" in a predetermined storage area (RAM 322, etc.) as the destination of change from the current setting.
[0255] Furthermore, when the change process of the movable role setting I is executed, it is determined whether the change has ended and the next change has been reached (S1400). For example, the performance control device 300 refers to the performance control command received from the game control device 100 and estimates the end timing of the change (the arrival timing of the next change).
[0256] Then, when it is determined that the next change has been reached (Yes in S1400), it reflects the reel operation mode i according to the changed movable reel setting I. More specifically, it refers to the first basic table from the "customization content" of the changed destination stored in S1300, extracts the corresponding reel operation mode i, and replaces the current operation mode (reel operation mode i) reflected in S1100 with the extracted reel operation mode i (i.e., the changed reel operation mode i).
[0257] According to the movable body customization related processing of this embodiment described above, when a customization operation is performed during a variable game requesting a change in the operation mode of the performance movable body 44 (particularly, the operation mode i of the movable role 450), the customization content to be changed in response to the request for change can be identified and retained, and the change can be reflected at an appropriate timing (in this embodiment, when the next variation is reached).
[0258] 9. Effects of the First Embodiment or Modifications Thereof In this embodiment, the gaming machine 10 capable of executing predetermined effects along with the fluctuation of symbols is capable of customizing the effects during the fluctuation game related to the fluctuation of symbols (FIG. 5), and when a predetermined condition (restriction condition) is met (Yes in S300 in FIG. 6), it is possible to execute a special fluctuation (S600) in which customization is restricted even during the fluctuation game. In particular, a special fluctuation notification (special fluctuation notification control) can be executed in conjunction with the execution of a special fluctuation (S602 in FIG. 9, FIG. 10), and the special fluctuation notification (particularly, the special fluctuation screen display) can take the same notification form regardless of whether the fluctuation game is a win or a loss.
[0259] As a result, in a gaming machine 10 having a function that allows customization during a variable game, when a situation arises in which customization should be restricted (when a restriction condition is met), a customization restriction mode (special variation) is entered, restricting customization within one variation, and notification can be made in a manner that is independent of whether or not a win is won in the variable game. Therefore, in accordance with a request for customization restriction (the satisfaction of a restriction condition) that can be determined as appropriate, a special variation in which customization is restricted is entered, and the player can be made to appropriately recognize that the current state is a variation in which customization is restricted.
[0260] In addition, the gaming machine 10 of this embodiment further has a movable body (performance movable body 44, particularly, movable role object 450 and / or performance button 25) that can operate in a predetermined operating mode. And, when performing a special variation, it is possible to operate the performance movable body 44 (S602, FIG. 10).
[0261] This allows the player to be more reliably informed through the operation of the performance movable body 44 that the current state is a regulated variation of customization.
[0262] Furthermore, in the gaming machine 10 of this embodiment, after the special variation (S600) ends, the content of the effects set by customization is returned to the initial state.
[0263] As a result, when the special variation ends and customization is permitted, the customization content is returned to the default, allowing the player to smoothly perform customization.
[0264] Furthermore, in this embodiment, the gaming machine 10, which can execute predetermined effects along with the fluctuation of symbols, can customize the effects during the fluctuation game related to the fluctuation of symbols (FIG. 5), and can execute a special fluctuation (S600) in which customization is restricted even during the fluctuation game when a predetermined condition (restriction condition) is met (Yes in S300 in FIG. 6). In particular, the execution period of the special fluctuation (special fluctuation notification time) is variable (S603), and a special fluctuation notification (special fluctuation notification control) can be executed in conjunction with the execution of the special fluctuation (S602 in FIG. 9, FIG. 10). Furthermore, the special fluctuation notification (particularly, the special fluctuation screen display) can take the same notification form regardless of whether the fluctuation game is won or lost.
[0265] As a result, in a gaming machine 10 equipped with a function that allows customization during a variable game, when a situation arises in which customization should be restricted (when a restriction condition is met), a customization restriction mode (special variation) is entered, restricting customization within a single variation, and notification can be made in a manner that is independent of whether or not a win is won in the variable game. Therefore, in response to a customization restriction request (the satisfaction of a restriction condition), which can be determined as appropriate, a special variation in which customization is restricted is entered, and the player can be appropriately made aware that the current state is a variation in which customization is restricted. Furthermore, by making the execution period of the special variation in which customization is restricted variable, the time for the special variation notification can be appropriately adjusted depending on the type of set predetermined condition (restriction condition), etc.
[0266] Furthermore, in this embodiment, the gaming machine 10, which can execute predetermined effects along with symbol fluctuations, allows for customization of effects during a fluctuation game related to symbol fluctuations (FIG. 5). When a predetermined condition (restriction condition) is met (Yes in S300 in FIG. 6), a special fluctuation (S600) can be executed, in which customization is restricted even during the fluctuation game. In particular, a special fluctuation notification can be executed in conjunction with the execution of a special fluctuation (S602 in FIG. 9, FIG. 10), and the special fluctuation notification (particularly, the special fluctuation screen display) can have the same notification mode regardless of whether the fluctuation game is successful. Furthermore, before the execution of the special fluctuation (customization restriction mode), there is a pre-restriction period (time t0 to time t1 in FIG. 10) in which customization is restricted, and the length of the pre-restriction period (pre-restriction time) can be fixed regardless of the state when the predetermined condition is met.
[0267] This allows a gaming machine 10 equipped with a function that allows customization during a variable game to enter a customization restriction mode (special variation) when a situation requiring customization restriction is reached (when a restriction condition is met), restricting customization within a single variation and providing notification in a manner that is independent of whether or not a win occurs in the variable game. Therefore, by entering a special variation in which customization is restricted in response to a customization restriction request (when a restriction condition is met), which can be determined as appropriate, the player can be appropriately informed that the current state is a variation in which customization is restricted. Furthermore, by providing a pre-restriction period in which customization is restricted before the execution of a special variation, the transition to the special variation can be suggested to the player. This avoids a situation in which the player feels uncomfortable due to an abrupt entry into the customization restriction mode (special variation).
[0268] In addition, in this embodiment, the gaming machine 10, which can execute predetermined effects along with symbol fluctuations, allows for customization of effects during a variable game related to symbol fluctuations (FIG. 5). Upon the establishment of a predetermined condition (restriction condition) (Yes in S300 in FIG. 6), a special variation (S600) can be executed, in which customization is restricted even during the variable game. In particular, a special variation notification can be executed in conjunction with the execution of a special variation (S602 in FIG. 9, FIG. 10). The special variation notification (particularly, the special variation screen display) can be displayed in the same manner regardless of whether the variable game is successful. Furthermore, before the execution of the special variation (customization restriction mode), there is a pre-restriction period (time t0 to time t1 in FIG. 10) during which customization is restricted. The length of the pre-restriction period (pre-restriction time) can be fixed regardless of the state when the predetermined condition is established. Furthermore, during the pre-restriction period, the display of effects subject to customization and error display can be restricted (S502).
[0269] This allows a gaming machine 10 equipped with a function that allows customization during a variable game to enter a customization restriction mode (special variation) when a situation requiring customization restriction is reached (when a restriction condition is met), restricting customization within a single variation and providing notification in a manner that is independent of whether or not a win occurs in the variable game. Therefore, by entering a special variation in which customization is restricted in response to a customization restriction request (when a restriction condition is met), which can be determined as appropriate, the game can be made to properly recognize that the current state is a variation in which customization is restricted. Furthermore, by providing a pre-restriction period in which customization is restricted before the execution of a special variation, the game can suggest to the player that a transition to the special variation is imminent. This avoids a situation in which the game suddenly enters the customization restriction mode (special variation), causing a player to feel uncomfortable. Furthermore, by restricting various effects and error displays that are subject to customization during the pre-restriction period, the game can be more effectively suggested to the player that a transition to the special variation is imminent.
[0270] Furthermore, in this embodiment, the gaming machine 10 equipped with a movable body (performance movable body 44) that operates according to the game state can operate the movable body (movable role 450) according to a predetermined operation setting (movable role setting I), and when a predetermined condition is met (Yes in S1200), the operation setting can be changed. Furthermore, in the gaming machine 10 of this embodiment, when the operation setting (movable role setting I) is changed, the movable body (movable role 450) can be operated by reflecting the changed operation setting (changed movable role setting I) in the next and subsequent fluctuations (Yes in S1400 and S1500).
[0271] As a result, when a predetermined condition is met, the operation settings can be changed in accordance with the predetermined condition (the customization content to be changed is identified and saved), while the operation status (operation mode i of the device in this embodiment) based on the changed operation settings can be reflected at an appropriate timing. Therefore, when a condition that triggers a change in the operation settings of the movable body (movable device 450) is met, the operation status based on the changed operation settings can be reflected at an appropriate timing after the condition is met, depending on the state of the game (whether a variable game is in progress, etc.).
[0272] In this embodiment, the above-mentioned operation setting includes the probability that the movable body (movable accessory 450) will operate (FIG. 5).
[0273] This allows the frequency at which the movable prop 450 operates to be changed as needed in response to changes in the operating settings, thereby increasing the variety of presentations and enhancing entertainment value.
[0274] [Second embodiment] The second embodiment will be described below. In each embodiment described below, elements similar to those described in the previous embodiment are given the same reference numerals, and descriptions thereof will be omitted.
[0275] 10. Movable Body Customization Related Processing in the Second Embodiment In this embodiment, in contrast to the movable body customization related processing of the first embodiment, control is provided that employs logic that changes the operating status of the movable part 450 depending on whether auto mode is set or not.
[0276] FIG. 17 is a flowchart illustrating the movable body customization-related processing according to the second embodiment.
[0277] As shown in the figure, in the movable body customization related processing of this embodiment, when the arrival at the next variation is detected after the change processing of the movable role setting I (S1300) (Yes in S1400), it is determined whether or not the auto mode is set (S2000). More specifically, it determines whether or not the auto mode is set by referring to "auto on / off" in the customization content included in the movable body setting that indicates the customization status. Note that, for simplicity of description, the state in which the auto mode is set will be referred to as "auto on" and the state in which the auto mode is set will be referred to as "auto off" below.
[0278] In this embodiment, when the automatic setting is OFF, the role operation mode i (hereinafter referred to as "role operation mode i-1") in the non-auto mode corresponding to the changed movable role setting I is reflected (S2200). On the other hand, when the automatic setting is ON, the role operation mode i (hereinafter referred to as "role operation mode i-2") for the automatic setting is reflected (S2100) corresponding to the changed movable role setting I.
[0279] More specifically, when auto-off is selected, the first basic table is referenced from the "customized content" of the destination held in the change process (S1300) to extract the corresponding role operation mode i (role operation mode i-1), and the current role operation mode i is replaced with the extracted role operation mode i-1, as in the first embodiment. On the other hand, when auto-on is selected, the first automatic table prepared in advance is referenced from the "customized content" of the destination held in the change process (S1300) to extract the corresponding role operation mode i (role operation mode i-2), and the current role operation mode i is replaced with the extracted role operation mode i-2.
[0280] Fig. 18 is a diagram showing an example of the first auto-time table. As shown in the figure, the first auto-time table is different from the first basic table shown in Fig. 16 in that "reel operation mode i-2": "operation" is linked to "customization content": "medium operation probability" of presentation pattern A, and "reel operation mode i-2": "operation" is linked to "customization content": "low operation probability" of presentation pattern B.
[0281] Therefore, according to the movable body customization related processing of this embodiment, even if the customization content of the movable role setting I desired by the player is changed to the same destination, the actual operating status (operation frequency) of the movable role 450 can be changed depending on whether it is auto ON or auto OFF, thereby making it possible to increase the variety of presentations.
[0282] 11. Effects of the Second Embodiment The gaming machine 10 of this embodiment can execute additional control (auto mode) related to the operation of the movable body (movable accessory 450) (S2000). The operating status of the movable body (movable accessory 450) can be changed between a situation where the operation setting (movable accessory setting I) is changed and the additional control is executed (Yes in S1300 and S2000) and a situation where the operation setting is changed and the additional control is not executed (No in S1300 and S2000) (S2100 or S2200).
[0283] This allows the operating status of the movable device 450 to be changed appropriately depending on the execution status of the additional control (auto ON / OFF) when the operation setting is changed, thereby increasing the variety of operation patterns of the movable device 450 (variation of visual effects for the player) and improving the player's interest.
[0284] In addition, in a gaming machine 10 capable of executing additional control related to the operation of the movable role 450 according to this embodiment, control may be adopted that makes it possible to change the operating status of the movable role 450 between a situation in which the operating settings have not been changed and the additional control is being executed, and a situation in which the operating settings have not been changed and the additional control is not being executed.
[0285] This allows the operating status of the movable device 450 to be changed appropriately depending on the execution status of the additional control (auto ON / OFF) even when the operating settings have not been changed, thereby increasing the variety of operating patterns of the movable device 450 and improving the player's enjoyment.
[0286] [Third embodiment] 12. Movable Body Customization-Related Processing in the Third Embodiment In this embodiment, in the movable body customization related processing of the second embodiment, control is provided that adds processing to determine the operating status of the movable role 450 when the auto mode is deactivated under conditions that reflect the role operation mode i-2 (role operation mode i for auto ON) corresponding to the changed movable role setting I.
[0287] Fig. 19 is a flowchart illustrating the movable body customization related processing according to the third embodiment. For simplicity, Fig. 19 omits illustration of the processes of S1000 to S1400 that are common to the second embodiment.
[0288] As shown in the figure, in this embodiment, in a situation where the special device operation mode i-2 defined for when auto is on is reflected (S2100), it is determined whether the auto mode has been manually or forcibly released (S3000, S3100).
[0289] Manual cancellation of auto mode means that the auto mode setting is cancelled when a player performs a predetermined cancellation operation. For example, manual cancellation includes the player changing the customization content in the customization menu (item): "Auto ON / OFF" from "Auto ON" to "Auto OFF" on the menu display screen shown in Figure 5(A), and the cancellation of auto mode based on a reset operation by selecting the customization menu (item): "Initialize."
[0290] Forcibly canceling the auto mode means forcibly canceling the auto mode regardless of the cancel operation by the player. For example, forced cancellation includes cancellation due to an event that makes it impossible to retain various effect data stored in the RAM 322 of the effect control device 300, such as when recovering from a specified error or when power is restored after a power outage.
[0291] In this embodiment, when the auto mode is manually released (Yes in S3000), the special device operation mode i (hereinafter referred to as "special device operation mode i-3") defined for manual release is reflected (S3200). More specifically, when the auto mode is manually released, the "customization content" is identified in association with the special device operation mode i-2 for auto-ON that is currently being reflected, and from the identified "customization content", the corresponding special device operation mode i-3 is extracted by referring to a predetermined table for manual release, and this is reflected.
[0292] On the other hand, when the auto mode is forcibly released (No in S3000 and Yes in S3100), the special device operation mode i (hereinafter referred to as "special device operation mode i-4") defined for the time of forced release is reflected (S3200). More specifically, when the auto mode is forcibly released, the "customization content" is identified in association with the special device operation mode i-2 for auto-ON that is currently being reflected, and from the identified "customization content", the corresponding special device operation mode i-4 is extracted by referring to a predetermined table for time of forced release, and this is reflected.
[0293] Therefore, according to the movable body customization related processing of this embodiment, the operating status (operating frequency) of the movable part 450 after the auto mode is released can be changed depending on the manner in which the auto mode is released (manual release or forced release), making it possible to increase the variety of presentations.
[0294] 13. Effects of the Third Embodiment In the gaming machine 10 of this embodiment, a plurality of release conditions for releasing the additional control are defined (manual release or forced release). When the first release condition is met (manual release) to release the additional control (auto mode) (Yes in S3000), and when the second release condition is met (forced release) to release the additional control (No in S3000 and Yes in S3100), the operating status of the movable body (movable gadget 450) can be changed (S3200 and S3300).
[0295] As a result, when the auto mode is cancelled, the operation status (operation frequency) of the movable accessory 450 after the cancellation is appropriately changed according to the manner of cancellation. Therefore, the variation of the operation pattern of the movable accessory 450 can be increased, and the interest of the player can be improved.
[0296] [Fourth embodiment] 14. Movable Body Customization-Related Processing in the Fourth Embodiment In this embodiment, control is provided that adds logic for changing the movable character setting II to the movable body customization-related processing of the first embodiment.
[0297] Fig. 20 is a flowchart illustrating the movable body customization related process according to the fourth embodiment. For simplicity, Fig. 20 omits illustration of the processes of S1000 to S1100 that are common to the first embodiment.
[0298] In this embodiment, for the movable role 450, in a situation that reflects the current role operation mode i related to the movable role setting I and the current role operation mode ii related to the movable role setting II, it is determined whether or not there is a change request for the movable role setting II (S4000). More specifically, a customization operation by the player is detected, and it is determined whether the customization operation selects a "customization content" different from the current item in the movable role setting II.
[0299] Then, when it is determined that there is a change request, the process of changing the movable prop setting II is executed (S4100). More specifically, the performance control device 300 identifies the "customization content" of the request destination from the customization operation corresponding to the change request, and stores the identified "customization content" in a predetermined storage area (RAM 322, etc.) as the destination of change from the current setting.
[0300] Furthermore, after executing the change process, within a predetermined time (at least within the change), the role operation mode ii corresponding to the changed movable role setting II is reflected. More specifically, from the "customization content" of the changed destination stored in S4100, the corresponding role operation mode ii is extracted by referring to the predetermined second basic table, and the current role operation mode ii is replaced with the extracted role operation mode ii (i.e., the role operation mode ii after the change).
[0301] Fig. 21 is a diagram showing an example of the second basic table. The second basic table is a table that defines the accessory operation mode ii defined by the movable accessory setting II of the movable accessory 450. In particular, in the second basic table shown in Fig. 21, for each of the performance patterns A, B, and C that involve the operation of the movable accessory 450, the customization contents ("low speed", "medium speed", "high speed") and the accessory operation mode ii ("operation time") are linked to each other.
[0302] More specifically, in the second basic table shown in FIG. 21, the driving time of the movable part 450 as the part operation mode ii is linked to each of the performance patterns A, B, and C individually according to the customization content: "low speed," "medium speed," and "high speed." The driving time is determined as the time required from the start to the completion of the operation when the movable part 450 is operated based on the operation pattern (for example, the vertical and horizontal movement of the movable part 450 a specified number of times) determined for each of the performance patterns A, B, and C. In other words, the longer (shorter) the set driving time is, the slower (higher) the speed at which the movable part 450 actually operates.
[0303] In particular, in the example of FIG. 21, the basic value of the drive time of the movable role object 450 for performance pattern A is set to "α [s]". Then, the customization contents for performance pattern A: "low speed", "medium speed", and "high speed" are linked to "role object operation mode ii": "drive time = α + 0.5 [s]", "drive time = α [s]", and "drive time = α - 0.5 [s]", respectively. Also, the basic value of the drive time of the movable role object 450 for performance pattern B is set to "β [s]". Then, the customization contents for performance pattern B: "low speed", "medium speed", and "high speed" are linked to "role object operation mode ii": "drive time = β + 0.2 [s]", "drive time = β [s]", and "drive time = β - 0.2 [s]", respectively. Furthermore, the basic value of the operating time of the movable role 450 for performance pattern C is set to γ[s]". The customization contents for performance pattern C: "low speed", "medium speed", and "high speed" are each linked to "role operation mode ii": "operation time = γ+1.0[s]", "operation time = γ[s]", and "operation time = γ-1.0[s]".
[0304] For example, from the "customization content" to be changed stored in S4100: "medium speed", the corresponding reel operation mode ii ("driving time = α [s]", "driving time = β [s]", "driving time = γ [s]") can be extracted by referring to the second basic table, and the currently reflected reel operation mode ii ("driving time = α + 0.5 [s]", "driving time = β + 0.2 [s]", "driving time = γ + 1.0 [s]") can be replaced with the extracted reel operation mode ii, thereby reflecting a change in the reel operation mode ii in the movable reel setting II (a change in the operating speed of the movable reel 450).
[0305] Returning to FIG. 20, if there is no request to change the movable role setting II, the process skips steps S4100 and S4200 and proceeds to step S1200.
[0306] Then, if it is determined that the changed reel operation mode ii has been reflected based on the change operation of the movable reel setting II (S4200), or if it is determined that there is no request to change the movable reel setting II (No in S4000), each of the processes S1200 to S1500 is executed, as in the first embodiment (Figure 15).
[0307] Therefore, according to the movable body customization related processing of this embodiment, when there is a request (customization operation) to change the operation mode (operation mode i) of the movable role 450 related to the movable role setting I, the change is reflected in the next variation. On the other hand, when there is a request (customization operation) to change the operation mode (operation mode ii) of the movable role 450 related to the movable role setting II, the change can be reflected immediately (within the variation).
[0308] 15. Effects of the Fourth Embodiment In this embodiment, a gaming machine 10 equipped with a movable body (performance movable body 44) that operates according to the game state can operate the movable body (movable role 450) according to a predetermined first operation setting (movable role setting I) and second operation setting (movable role setting II). When a first predetermined condition is met (Yes in S1200), the first operation setting can be changed, and when the first operation setting is changed, the movable body (movable role 450) can be operated to reflect the changed first operation setting (changed movable role setting I) in the next or subsequent fluctuations (Yes in S1400 and S1500). When a second predetermined condition is met (Yes in S4000), the second operation setting (movable role setting II) can be changed (S4100), and when the second operation setting is changed, the movable body (movable role 450) can be operated to reflect the changed second operation setting in the fluctuations (S4100 and S4200).
[0309] As a result, when a first predetermined condition is met, the first operation setting can be changed in accordance with the first predetermined condition (such as by identifying and storing the customization content to be changed to in movable role setting I), while the operation status (role operation mode i) based on the changed first operation setting can be reflected at an appropriate timing (particularly when the next variation occurs). Therefore, when a condition that triggers a change in the first operation setting of the movable body (movable role 450) is met, the operation status based on the changed first operation setting can be reflected at an appropriate timing after the condition is met, depending on the state of the game (whether a variable game is in progress, etc.). Furthermore, when a second predetermined condition is met, the second operation setting can be changed in accordance with the second predetermined condition (such as by identifying and storing the customization content to be changed to in movable role setting II), while the operation status (role operation mode ii) based on the second operation setting can be quickly reflected.
[0310] Therefore, depending on the type of operation setting (whether it is the first operation setting or the second operation setting) of the movable body (movable part 450) to be customized, the operation status of the movable part 450 based on each changed operation setting can be reflected at an appropriate time.
[0311] [Fifth embodiment] 16. Movable Body Customization Related Processing in Fifth Embodiment In this embodiment, for the movable body customization related processing in the fourth embodiment, control is provided that employs logic that changes the operating status of the movable part 450 associated with movable part setting I and the operating status of the movable part 450 associated with movable part setting II depending on whether auto mode is set or not.
[0312] FIG. 22 is a flowchart illustrating the movable body customization-related processing according to the fifth embodiment.
[0313] As shown in the figure, in the movable body customization related processing of this embodiment, when the movable role setting II change processing (S4100) is executed, it is determined whether or not the auto mode is set (S5000).
[0314] In this embodiment, when the automatic operation is OFF, the reel operation mode ii (hereinafter referred to as "reel operation mode ii-1") in the non-auto mode according to the changed movable reel setting II is reflected (S5200). On the other hand, when the automatic operation is ON, the reel operation mode i (hereinafter referred to as "reel operation mode ii-2") for the automatic operation according to the changed movable reel setting II is reflected (S5100).
[0315] More specifically, if auto-off is selected, the second basic table (Fig. 21) is referenced from the "customization content" of the destination held in the change process (S4100) to extract the corresponding role operation mode ii (role operation mode ii-1), and the current role operation mode ii is replaced with the extracted role operation mode ii-1. On the other hand, if auto-on is selected, the second auto-time table prepared in advance is referenced from the "customization content" of the destination, to extract the corresponding role operation mode ii (role operation mode ii-2), and the current role operation mode i is replaced with the extracted role operation mode i-2.
[0316] Fig. 23 is a diagram showing an example of the second auto-mode table. As shown in the figure, in the second auto-mode table, the drive times in the special device operation mode ii-2 linked to the "customization content" of each of the effect patterns A, B, and C: "low speed," "medium speed," and "high speed" are changed relative to the drive times determined in the second basic table. In particular, in the example of Fig. 23, the drive time of effect pattern A is reduced by 0.2 [s], the drive time of effect pattern B by 0.1 [s], and the drive time of effect pattern C by 0.5 [s].
[0317] Therefore, according to the movable body customization related processing of this embodiment, even if the change destination of the movable role setting II (particularly the customization content) desired by the player is the same, the actual operating status (operating speed) of the movable role 450 can be changed depending on whether it is auto ON or auto OFF, thereby making it possible to increase the variety of presentations.
[0318] Furthermore, in this embodiment, with regard to the movable role setting II, after reflecting the role operation mode ii-1 for auto-OFF (S5200) or reflecting the role operation mode ii-2 for auto-ON (S5100), the processes of S1300 to S1400 and S2000 to S2200 are executed, as in the second embodiment (Figure 7).
[0319] Therefore, according to the movable body customization related processing of this embodiment, even if the customization content of the movable role setting I or II desired by the player is changed to the same destination, the actual operating status (operation frequency and operation speed) of the movable role 450 can be changed depending on whether it is auto-on or auto-off, thereby making it possible to increase the variety of presentations.
[0320] 17. Effects of the Fifth Embodiment The gaming machine 10 of this embodiment is capable of executing additional control (auto mode) related to the operation of the movable body (movable accessory 450) (S2000, S5000). The operating status of the movable accessory 450 can be changed between a situation where the first operating setting is changed and the additional control is being executed (Yes in S1300 and S2000) and a situation where the first operating setting is changed and the additional control is not being executed (No in S1300 and S2000) (S2100 or S2200). The operating status of the movable accessory 450 can be changed between a situation where the second operating setting is changed and the additional control is being executed (Yes in S4100 and S5000) and a situation where the second operating setting is changed and the additional control is not being executed (No in S4100 and S5000) (S5100, S5200).
[0321] This allows the operating status of the movable device 450 to be changed appropriately depending on the execution status of the additional control (auto ON / OFF) when the first operating setting or the second operating setting is changed, thereby increasing the variety of operating patterns of the movable device 450 (variation of visual effects for the player) and improving the player's interest.
[0322] [Sixth embodiment] 18. Movable Body Customization Related Processing in the Sixth Embodiment In this embodiment, in the movable body customization related processing of the fifth embodiment, control is provided that adds processing to determine the operation status of the movable role 450 when the auto mode is deactivated under conditions that reflect the role operation mode i-2 (role operation mode i for auto-ON) corresponding to the changed movable role setting I and the role operation mode ii-2 (role operation mode i for auto-ON) corresponding to the changed movable role setting II.
[0323] Fig. 24 is a flowchart illustrating the movable body customization-related processing according to the sixth embodiment. For simplicity, Fig. 24 omits illustration of each process up to S2100, which is common to the fifth embodiment.
[0324] As shown in the figure, in this embodiment, in a situation where the reel operation mode i-2 and reel operation mode ii-2 defined for when auto is on are reflected, it is determined whether the auto mode has been manually or forcibly released (S6000, S6100).
[0325] In this embodiment, when the auto mode is manually cancelled (Yes in S6000), the reel operation mode i-3 associated with the movable reel setting I, which is defined for manual cancellation, and the reel operation mode ii-3 associated with the movable reel setting II are reflected (S6200).
[0326] On the other hand, when the auto mode is forcibly cancelled (No in S6000 and Yes in S6100), the reel operation mode i-4 for the movable reel setting I and the reel operation mode ii-4 for the movable reel setting II defined for the time of forced cancellation are reflected (S6300).
[0327] Therefore, according to the movable body customization related processing of this embodiment, the operating status (operating frequency and operating speed) of the movable part 450 after the auto mode is released can be changed depending on the manner in which the auto mode is released (manual release or forced release), making it possible to increase the variety of presentations.
[0328] 19. Effects of the Sixth Embodiment In the gaming machine 10 of this embodiment, multiple release conditions for releasing the additional control are defined (manual release or forced release). When the first release condition is met (manual release) to release the additional control (auto mode) (Yes in S6000), or when the second release condition is met (forced release) to release the additional control (No in S6000 and Yes in S6100), the operating status of the movable body (movable gadget 450) after the change in the first operation setting is reflected can be changed (S6200 and S6300). When the first release condition is met (manual release) to release the additional control (auto mode) (Yes in S6000), or when the second release condition is met (forced release) to release the additional control (No in S6000 and Yes in S6100), the operating status of the movable body (movable gadget 450) after the change in the second operation setting is reflected can be changed (S6200 and S6300).
[0329] As a result, when the auto mode is cancelled, the operation status (operation frequency) of the movable accessory 450 after the cancellation is appropriately changed according to the manner of cancellation. Therefore, the variation of the operation pattern of the movable accessory 450 can be increased, and the interest of the player can be improved.
[0330] It is also possible to adopt a control in which the operating status of the movable body (movable role 450) after reflecting the change in the first operation setting (movable role setting I) is the same when the additional control (auto mode) is released because the first release condition is met (manual release) and when the additional control is released because the second release condition is met (forced release), and the operating status of the movable body (movable role 450) after reflecting the change in the second operation setting (movable role setting II) is changed when the additional control (auto mode) is released because the first release condition is met (manual release) and when the additional control is released because the second release condition is met (forced release).
[0331] That is, when the auto mode is released with the change in the first operation setting reflected, the operation status of the movable role device 450 is kept constant regardless of the release mode, and when the auto mode is released with the change in the second operation setting reflected, the operation status of the movable role device 450 is made different depending on the release mode. This increases the variety of operation patterns of the movable role device 450, thereby improving the interest of the player.
[0332] [Seventh embodiment] 20. Movable Body Customization Related Processing in Seventh Embodiment In this embodiment, in the movable body customization related processing of the fourth embodiment (Figure 20), control is provided that adds processing when a command to reset (initialize) the selected customization content (hereinafter referred to as an "initialization command") is detected under a situation where the reel operation mode i corresponding to the changed movable reel setting I and the reel operation mode ii corresponding to the changed movable reel setting II are reflected.
[0333] Fig. 25 is a flowchart illustrating the movable body customization-related processing according to the seventh embodiment. For simplicity, Fig. 25 omits illustration of each process up to S1500, which is common to the fourth embodiment (Fig. 20).
[0334] As shown in the figure, in this embodiment, when an initialization command for the customization contents is detected (S7000), the reel operation mode i in the movable reel setting I is maintained (S7100), while the movable reel setting II is rewritten to the default value (S7200), and the rewritten (initial state) reel operation mode ii is reflected (S7300). Note that a specific example of the detection of an initialization command includes the detection of the selection of "Initialization", which is a customization item shown in Figure 5 (A).
[0335] Therefore, according to the movable body customization related processing of this embodiment, when a command (request) to reset the customization occurs in a situation where changes to each movable role setting I and II have been reflected, only the role operation mode ii after the change in movable role setting II can be returned to the default while maintaining the role operation mode i after the change in movable role setting I.
[0336] 21. Effects of the Seventh Embodiment In this embodiment, a gaming machine 10 equipped with a movable body (performance movable body 44) that operates according to the game state can operate the movable body (movable role 450) according to a predetermined first operation setting (movable role setting I) and second operation setting (movable role setting II). When a first predetermined condition is met (Yes in S1200), the first operation setting can be changed, and when the first operation setting is changed, the movable body (movable role 450) can be operated to reflect the changed first operation setting (changed movable role setting I) in the next or subsequent fluctuations (Yes in S1400 and S1500). When a second predetermined condition is met (Yes in S4000), the second operation setting (movable role setting II) can be changed (S4100), and when the second operation setting is changed, the movable body (movable role 450) can be operated to reflect the changed second operation setting in the fluctuations (S4100 and S4200). Furthermore, in resetting by the reset means (S7000), it is possible to change the operating status (function operation mode i) of the movable body (movable function 450) based on the first operation setting (movable function setting I) without changing it (S7100), but to change the operating status (function operation mode ii) of the movable body (movable function 450) based on the second operation setting (movable function setting II).
[0337] As a result, even if customization is reset when the operation settings have been changed, the operation status of the movable part 450 after the change can be changed for those whose contents should be maintained (first operation setting) depending on the type of operation setting of the movable part 450, and can be appropriately returned to the initial state for those whose contents do not need to be maintained (second operation setting).
[0338] [Eighth embodiment] 22. Movable Body Customization Related Processing in the Eighth Embodiment In this embodiment, the movable body customization related processing (Figure 15) in the first embodiment is modified to change the time (hereinafter referred to as "button vibration time") for vibrating the effect button 25, which is an effect movable body 44 different from the movable role object 450.
[0339] FIG. 26 is a flowchart illustrating the movable body customization-related processing according to the eighth embodiment.
[0340] As shown in the figure, in the movable body customization related processing of this embodiment, when the process of changing the movable role setting I (S1300) is executed, a predetermined button vibration time table is referenced to calculate the button vibration time determined according to the changed movable role setting I (S8000).
[0341] FIG. 27 shows an example of a button vibration time table. As shown in the figure, in the button vibration time table, a unique button vibration time is defined for each effect and each customization item. Therefore, by referring to the button vibration time table, it is possible to extract the corresponding button vibration time from the customization item in the changed movable role setting I. In particular, in the button vibration time table shown in FIG. 27, the "customization content" of each effect pattern A, B, and C: "operation off," "low operation probability," "medium operation probability," and "high operation probability" are associated with longer button vibration times in this order. In other words, the higher the operation frequency of the movable role 450 (the higher the expected effect), the longer the button vibration time is defined.
[0342] In this embodiment, after reflecting the role operation mode i according to the changed movable role setting I (S1500), the calculated button vibration time is reflected (S8100).
[0343] Therefore, according to the movable body customization related processing of this embodiment, the operating status (button vibration time) of the performance button 25, which is another performance movable body 44, can be changed in accordance with a change in the operating status of the movable part 450, which is one performance movable body 44.
[0344] In this embodiment, the button vibration time (the time the effect button 25 is continuously vibrated) is changed for each of the effect patterns A, B, and C, but the average button vibration time in a predetermined time unit may also be changed. More specifically, when an operating mode in which the effect button 25 is intermittently vibrated (a mode in which the vibration is repeatedly turned on and off) is linked to each of the effect patterns A, B, and / or C, a mode in which the average value of the vibration on time (the cumulative value of the time the vibration is on) within a predetermined time period may be changed.
[0345] 23. Effects of the Eighth Embodiment In this embodiment, the gaming machine 10 includes a first movable body (movable accessory 450) and a second movable body (effect button 25) that operate according to the game state. The first movable body (movable accessory 450) can be operated according to a predetermined operation setting (movable accessory setting I). When a predetermined condition is met (Yes in S1200), the operation setting can be changed. Furthermore, in the gaming machine 10 of this embodiment, when the operation setting (movable accessory setting I) is changed, the first movable body (movable accessory 450) can be operated by reflecting the changed operation setting (changed movable accessory setting I) in the next and subsequent changes (Yes in S1400 and S1500). The operation time (button vibration time) of the second movable body (effect button 25) can be changed before and after the change in the operation setting is reflected (S8000, S8100 in FIG. 26).
[0346] This allows the operation time (button vibration time) of another performance movable body 44 (a performance button 25 that can be directly operated by the player and vibrates) to be changed before and after the change in the operation setting of one performance movable body 44 (a movable device 450 mounted on a frame, etc.), allowing the player to experience a button vibration pattern that is in sync with the change in the operation status of the movable device 450, thereby improving the performance effect.
[0347] In the gaming machine 10 of this embodiment, it is also possible to make the operation time (vibration time) of the second movable body (effect button 25) the same before and after a change in the operation status of the movable accessory 450. In other words, while changing the operation status (operation probability) of the movable accessory 450, by making the operation time when the movable accessory 450 is actually operated constant regardless of the change, it is possible to give the player a sense of incongruity (an impression that a special effect is being executed).
[0348] In particular, in this embodiment, the first movable body is a movable body (more specifically, a movable accessory 450 that is not intended to be directly operated by a player) that is controlled by a control device (particularly, the performance control device 300), and the second movable body is a movable body (performance button 25) that is used for direct operation by a player in addition to performing an operation (such as vibration) based on control by the control device (particularly, the performance control device 300).The operation time (button vibration time) of the performance button 25 by the performance control device 300 can be changed before and after a change in the operating status (operation probability) of the movable accessory 450.
[0349] This makes it possible to realize a specific configuration that will impress upon the player that a special effect is being executed.
[0350] [Variations] Modifications not mentioned in the above description are summarized below.
[0351] (1) As customization items to be restricted in the customization restriction-related processing (e.g., FIG. 6), various customization items such as items for adjusting the appearance rate (selection rate) of various presentation patterns (specific reach presentations, premium presentations, or button push suggestions, etc.) may be adopted in place of or in addition to the customization items shown in FIG. 5.
[0352] (2) In both the customization restriction-related process (FIG. 6, etc.) and the movable body customization-related process (FIG. 15, etc.), the effect movable body 44 expected to be customized is not limited to the movable role object 450 and effect button 25 described in each of the above embodiments. For example, as the effect movable body 44 (first movable body) that is not expected to be directly operated by the player, a movable structure or vibrating body imitating a predetermined character provided on the gaming board 30, outer frame unit, and / or ceiling of the gaming machine 10 may be used instead of or in addition to the movable role object 450. Also, an air delivery device provided inside the gaming machine 10 for delivering air for effect delivery may be used. Furthermore, as the effect movable body 44 (second movable body) for direct player operation, an arbitrary operation interface (e.g., a lever or switch) provided in a position on the gaming machine 10 that can be operated by the player (e.g., the front frame 12 or the upper tray) may be used instead of or in addition to the effect button 25.
[0353] (3) In the customization restriction-related processing (FIG. 6, etc.), the restriction condition (predetermined condition) defined as a trigger for entering the customization restriction mode (special variation) is not limited to that described in the above embodiment (i.e., a winning combination of a specific symbol before the power outage or an error recovery state). For example, the restriction condition may be defined as power-on (detection of a reset signal). This allows the gaming machine 10 to always transition to the customization restriction mode after power is restored from a power outage. The restriction condition may also be defined as the gaming machine 10 being in a certain state (particularly, other than that described in the above embodiment) at the time of power outage. For example, the restriction condition may be defined as a power outage occurring during normal play (particularly, during a variation game in the normal play state), a power outage occurring during a variation game in a specific play state (particularly, during a variation game in the time-saving state), and / or a power outage occurring during a special play state (particularly, during a jackpot). This allows the gaming machine 10 to transition to the customization restriction mode appropriately after power is restored, based on the state of the gaming machine 10 at the time of power outage.
[0354] (4) In the customization restriction-related processing (FIG. 6, etc.), the determination of whether or not the preparation mode needs to be executed (S400) may be omitted as appropriate. For example, a control logic may be adopted in which, when a restrictive condition (predetermined condition) is met, the system always transitions to the customization restriction mode (S600) via the preparation mode (S500). Alternatively, the determination (S400) and the preparation mode (S500) may be omitted, and a control logic may be adopted in which, when a restrictive condition (predetermined condition) is met, the system directly transitions to the customization restriction mode (S600).
[0355] (5) The specific details of each process in the preparation mode (S500) shown in Fig. 7, particularly the advance notification control (S502), can be changed as appropriate within the scope of fulfilling the function of suggesting (notifying) a transition to the customization restriction mode. For example, the design of objects (characters) displayed on the preparation mode screen shown in Fig. 8 or the background color may be changed as appropriate. Furthermore, the advance notification control (S502) may be changed to turn on error notification or omit display of the preparation mode screen.
[0356] (6) The specific content of each process in the customization restriction mode (S600) shown in Fig. 9, particularly the special variation notification control (S602), can be changed as appropriate within the scope of fulfilling the function of suggesting (notifying) that a special variation is subject to customization restrictions. For example, the design of each object displayed on the special variation screen shown in Fig. 10 can be changed as appropriate. Furthermore, one form of notification in the special variation notification control may be lighting up the frame lamp or outputting sound through the speaker 19.
[0357] (7) Furthermore, as described above, when the regulatory condition is defined as the gaming machine 10 being in a certain state when power is interrupted, the specific content (notification mode) of the special fluctuation notification control may be changed as appropriate depending on the specific content of the regulatory condition (more specifically, the type of state the gaming machine 10 is in when power is interrupted). For example, a configuration may be adopted in which the specific content (particularly the display mode of the special fluctuation screen) of the special fluctuation notification control is different for the case in which the regulatory condition is established because the gaming machine 10 is in a normal gaming state (particularly during a variable game in the normal gaming state) when power is interrupted (hereinafter referred to as the "establishment of the first regulatory condition"), the case in which the regulatory condition is established because the gaming machine 10 is in a specific gaming state (particularly during a time-shortened game) when power is interrupted (hereinafter referred to as the "establishment of the second regulatory condition"), and the case in which the regulatory condition is established because the gaming machine 10 is in a special gaming state (particularly during a jackpot) when power is interrupted (hereinafter referred to as the "establishment of the third regulatory condition"). As a more specific example, when the first regulatory condition is met, a special variable screen as shown in FIG. 10 is displayed, while when the second or third regulatory condition is met, a special variable screen in a mode in which a predetermined object representing information that should be promptly presented to the player is displayed in addition to the screen display mode shown in FIG. 10 (the text display "Customization Restricted" surrounded by a speech bubble) may be displayed. In particular, such objects include, for example, text and / or figures (such as arrows) suggesting a playing style (particularly right-handed play) that would have been displayed if the power outage had occurred during a time-saving mode or a jackpot. This allows, when the customization restriction mode (S600) is entered after power is restored, the player to be promptly notified of important information that was notified before the power outage (particularly information that affects the increase or decrease of the profit that the player can enjoy from playing), along with the information that customization is restricted.
[0358] (8) The specific content of each process in the customization permission mode (S700) shown in Fig. 11, particularly the permission notification control (S702), can be changed as appropriate within the scope of fulfilling the function of suggesting (notifying) that the customization restriction has ended and a transition to a normal state (particularly a variable game in which customization is permitted) will occur. For example, the design of each object displayed on the permission notification screen shown in Fig. 12 can be changed as appropriate. Furthermore, as one mode of notification in the permission notification control, lighting of the frame lamp or audio output from the speaker 19 may be performed.
[0359] (9) In the movable body customization-related processing (FIGS. 15, 20, etc.), the first predetermined condition that determines the trigger for changing the first operation setting (movable role setting I) and the second predetermined condition that determines the trigger for changing the second operation setting (movable role setting II) are not limited to those shown in the above embodiment (customization operations by the player). For example, a change in the state of the gaming machine 10 that does not depend on the player's operation, such as a transition from a normal game state to a specific game state (time-shortened state), may be defined as the first predetermined condition and / or the second predetermined condition.
[0360] (10) In the movable body customization-related processing (FIGS. 15, 20, etc.), the operating modes of the movable body to be controlled are not limited to those shown in the above embodiment (the operating probability and operating speed of the movable role object 450, and the button vibration time of the effect button 25), but may be any operating mode of an arbitrary operating device mounted on the gaming machine 10 and operated according to the game state. For example, the operating modes of various devices equipped with actuators (motors and solenoids) that can be driven according to the game state, such as an electric chute, a vibration lever, a vibration button, and an air delivery device for delivering air for effect, the operating modes of light-emitting devices that can adjust the light intensity or brightness according to the game state, such as lamps provided on the frame, and the operating modes of audio output devices that can output audio (such as the type and volume of audio) according to the game state, such as the speaker 19, may be applied.
[0361] (11) In the movable body customization related processing according to the seventh embodiment (Figure 25), instead of an initialization command, a configuration may be adopted in which the processing of S7100 to S7300 is executed upon the detection of a reset signal indicating that power has been restored (more specifically, upon the presentation control device 300 receiving a command indicating that the game control device 100 has detected a reset signal).
[0362] (12) The specific contents of the first basic table shown in FIG. 16, the first automatic time table shown in FIG. 18, the second basic table shown in FIG. 21, the second automatic time table shown in FIG. 23, and the button vibration time table shown in FIG. 27 can be changed as appropriate.
[0363] 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.
[0364] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of the insertion of medals (gaming media) in a slot machine. The number of gaming media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the number of medals paid out in a specified period. [Explanation of symbols]
[0365] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)
Claims
[Claim 1] A gaming machine capable of executing predetermined effects along with the fluctuation of symbols, The effects can be customized during the variable game. When a predetermined condition is met, it is possible to execute a special variation in which the customization is restricted even during the variation game, A special fluctuation notification can be executed in conjunction with the execution of the special fluctuation, The special fluctuation notification can take the same notification form regardless of whether the fluctuation game is won or not, Before the special change is executed, there is a pre-restriction period in which the customization is restricted, During the pre-regulation period, it is possible to restrict the display of the effects that are the subject of the customization and error displays. A gaming machine characterized by:
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