Game machine
The gaming machine addresses the lack of entertainment value in conventional machines by offering varied gameplay and interactive features, enhancing player enjoyment through distinct game periods and effects.
Patent Information
- Application Number
- JP2024082941
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-05-21
- Publication Date
- 2025-12-04
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value, necessitating improvements to enhance player enjoyment.
A gaming machine that allows for different predetermined games based on game results, with distinct periods and effects, and includes features like variable display games, light and sound effects, and operational controls to increase engagement.
Enhances game enjoyment by providing varied gameplay experiences and increased interaction, thereby improving player engagement and satisfaction.
Smart Images

Figure 2025176647000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, there exist gaming machines that allow a winning game (predetermined game) to be executed depending on the result of a game (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-221239 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, there is room for improving the entertainment value of the game.
[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]
[0006] In a representative embodiment of the present invention, a predetermined game in which gaming media can be acquired can be executed according to the result of the game, and in a gaming machine capable of executing a predetermined effect during a predetermined period of the predetermined game, a first predetermined game is executed according to a first result, a second predetermined game is executed according to a second result, a transition to a specific state is not made after the first predetermined game ends, and a transition to a specific state is possible after the second predetermined game ends, the predetermined period in the first predetermined game and the predetermined period in the second predetermined game are made different, the predetermined effect is not executed during the predetermined period in the first predetermined game, and a predetermined warning is more likely to be executed in the second predetermined game than in the first predetermined game. [Effects of the Invention]
[0007] According to one aspect of the present invention, the enjoyment of the game can be increased. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 2 is a view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] 1 is a game state transition diagram (game flow) illustrating transitions (shifts) of game states. [Figure 6] This is a table illustrating the types of winning symbols (types of winning results) in the special symbol variation display game and the corresponding winning contents. [Figure 7] 10 is a table illustrating examples of termination conditions for terminating a specific gaming state AC. [Figure 8] Special Chart 1 shows the content of the winning game triggered by the derivation of the winning pattern AE in the variable display game. [Figure 9] This shows the content of the winning game triggered by the derivation of the winning pattern ae in the special chart 2 variable display game. [Figure 10] This is a screen transition diagram illustrating the screen transition when transitioning from a normal game state to a winning state corresponding to winning pattern A and then to a specific game state. [Figure 11A] This is a screen transition diagram (part 1) illustrating the screen transition when a normal game state transitions to a specific game state after a winning state corresponding to winning symbols B and C is reached. [Figure 11B] This is a screen transition diagram (part 2) illustrating the screen transition when a normal game state transitions to a winning state corresponding to winning symbols B and C and then transitions to a specific game state. [Figure 12A] This is a screen transition diagram (part 1) illustrating the screen transition when the normal game state transitions to a specific game state or the normal game state after the winning state corresponding to the winning symbols D and E is reached. [Figure 12B]This is a screen transition diagram (part 2) illustrating the screen transition when the normal game state transitions to a specific game state or the normal game state after the winning state corresponding to the winning symbols D and E is reached. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment] A preferred embodiment of the present invention will be described below with reference to the accompanying drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are used as reference directions from the perspective of a player playing a game.
[0010] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not awarded as gaming value on a tray such as an upper tray. Gaming value is awarded as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed gaming machines.
[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via hinges 16 and can be rotated open and closed. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and front frame 12 form an outer frame unit.
[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that makes the game area 32 (see FIG. 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. Furthermore, by opening the front frame 12 without opening the glass frame 15, it is possible to access the game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.
[0014] Various frame components are arranged around the edge of the glass frame 15 around the cover glass 14.
[0015] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the top, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside and are used to produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.
[0016] Upper speakers 19a are disposed in the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speaker 19b is disposed at the bottom of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The effect operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including the effect button 25 and the directional key switch 450.
[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of switches (for example, four) arranged in the front, back, left, right, etc. For example, the directional key switch 450 adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speakers 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.
[0019] By operating the effect operation device (particularly the effect button 25), the player can perform effects that involve player operation in the special symbol variable display game, etc., displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or to execute a preview effect that predicts the outcome of the variable display game. Note that the variable display game includes a special symbol variable display game (a special symbol variable display game), and when simply referring to a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.
[0020] In addition, the content of the presentation may be changed not only while the variable display game is being played, but also when the game is not being played, by the player operating the presentation operation device.
[0021] The game state when the variable display game is executed consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low payout rate (base value). Special game states are non-normal game states, including specific game states and special game states. For example, specific game states include a normal power support state (high base state) in which it is easier to win in the second start winning slot of the normal variable winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state). Special game states include a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the payout rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The game control device 100 (game state selection means, setting means) can select (set) one game state from the multiple game states to set it as the current game state.
[0022] Below the glass frame 15 and at the bottom of the front frame 12, an operating handle 24 for controlling the operation of a ball launcher (not shown) is provided.
[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12, to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a firing operation, the ball launcher launches the supplied gaming ball into the playing area 32 of the playing board 30. The launching speed of the gaming ball launched from the ball launcher is set to increase as the rotation amount of the operating handle 24 increases. That is, the ball launcher can change the launching force, which is the force (speed) with which the gaming ball is launched into the playing area 32, in response to the player's operation of the operating handle 24, and can launch the gaming ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the gaming ball flows down the left side of the playing area 32, and a right hit in which the gaming ball flows down the right side of the playing area 32.
[0024] The enclosed gaming machine 10 is designed so that gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls into the tray.
[0025] In addition, behind the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).
[0026] The card unit 201 is a so-called "machine-to-machine sandwich" and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is communicatively connected to the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited and the number of balls on the card (the number of game values owned), which is the number of balls owned by the player. The balls on the card are valid only on the day they are generated, and balls on the card after that day may be added to the ball reserve managed by the gaming parlor (the balls are converted into saved balls). The card may also store the player's personal information or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as banknotes. The amount of money inserted into the cash insertion section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball lending operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a balance display unit 215. The game ball count display unit 214 and the balance display unit 215 are provided within a monitor such as an LCD monitor. The ball lending operation unit 211 is operated when increasing the number of game balls held by the gaming machine (number of usable game balls, number of usable game values), which is the number of game balls that a player can use, based on the balance stored on the card. The number of game balls held by the gaming machine is numerical data managed by the gaming machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the gaming machine based on the number of balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The game ball count display unit 214 displays the number of game balls held on the card. The remaining amount display section 215 displays the remaining amount.
[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 so as to be able to communicate with it via the frame control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in an amusement parlor (game center). The hall computer can communicate with a server installed in a data center outside the amusement parlor via a network.
[0029] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an inserted amount signal that is output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return the card in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that will be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of game balls available to the player (number of available game values). As an example, the ball number display unit 217 is configured with a plurality of (for example, six) seven-segment LED lamps arranged side by side, and can display multiple (six-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated by a player when the player finishes playing on the gaming machine 10. The counting operation unit 218 outputs the above-mentioned counting signal when pressed. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. Furthermore, the number of balls fired into the gaming area 32 (or the number of balls ejected from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.
[0034] [Game board] Next, the gaming board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the gaming board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the gaming board 30 includes a flat gaming board body 30a that serves as a mounting base for various components. The gaming board body 30a is made of wood or synthetic resin, and a gaming area 32 surrounded by a guide rail 31 is provided on the front side of the gaming board body 30a. The gaming machine 10 is configured so that a game is played by launching gaming balls from a ball launcher into the gaming area 32 surrounded by the guide rail 31. The launch passage 29 guides the gaming balls from the ball launcher into the gaming area 32. The gaming area 32 is provided with components such as windmills and obstacle spikes that change the flow direction of the gaming balls, and the launched gaming balls flow down the gaming area 32 while changing their rolling direction due to these components.
[0036] A window 40 is provided in the approximate center of the gaming board main body 30a, which serves as a display area for the variable display game. Behind the window 40, a display device 41 is arranged as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is arranged so that the display content can be seen from the front side of the gaming board 30 through the window 40. Note that the display device 41 is not limited to one that includes a liquid crystal display, and may also include a display such as an organic electroluminescence (EL) display.
[0037] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and in each variable display area, identification information (special symbols) and images that produce a variable display game are displayed. If there is another display capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other display may function as a sub-display (auxiliary display). For example, the sub-display may be smaller in size than the display device 41, and may be movable from near the periphery of the display device 41 to near the center in front of it as part of the production, and may also function as a production movable body 44 (movable gadget, see Figure 4).
[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 that perform light-emitting performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 to detect a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball that has been shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.
[0040] A general winning opening 35 (general winning area) is arranged in the game area 32 on the lower left of the window section 40, and another general winning opening 35 is arranged in the game area 32 on the lower right of the window section 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches (SW) 35a (1 to n) provided in the general winning openings 35.
[0041] In the game area 32 below the window 40, there is provided a start winning port 36 (first start winning port, start winning port 1, first start winning area) that sets the conditions for starting the special symbol variable display game. In the game area 32 to the right of the window 40, there is provided a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward, etc., to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, the special symbol variable display game is executed. In this embodiment, the game ball is more likely to enter the starting winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.
[0042] When the result of the normal variable display game reaches a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it will be in a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls cannot easily flow into the normal variable winning device 37. In this embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the fluctuation time of the normal map fluctuation display game or by making the winning probability of the normal map fluctuation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special game is played, thereby generating a time-saving state (normal power support state) as a specific game state. The time-saving state (normal power support state) also occurs overlappingly in the probability variable state (excluding the latent probability variable state).
[0044] In the game area 32 below the normal variable prize winning device 37, a special variable prize winning device 39 is provided. The special variable prize winning device 39 has an opening / closing door 39c that opens the large prize winning port (large prize winning area) by operating a large prize winning port solenoid 39b (see Figure 3). The special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state based on the results of the special variable prize display game, facilitating the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). A large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection means for detecting game balls that enter the large prize winning port. The special variable prize winning device 39 is designed to facilitate the entry of game balls into the large prize winning port when the player hits the right side.
[0045] A specific area 86 (so-called V entry port) is provided inside the special variable winning device 39. For example, if a gaming ball enters the specific area 86 (V entry port, V entry area) after the opening / closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be open for a long period of time only during a small win, allowing the gaming ball to pass through easily. The game control device 100 can detect the passage of the gaming ball into the specific area 86 (V entry) via a sensor (specific area switch 72 described below) or the like. Upon detecting V entry, the game control device 100 determines that a transition to a big win state (V entry big win state) will occur after the small win ends, and transmits information indicating a V entry (specific area passage command, etc.) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the display device 41 or the like.
[0046] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win occurs, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning port) in the special variable winning device 39, resulting in a jackpot. The configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines. For example, this embodiment can be applied to a V-type variable machine (V-ST machine) in which a probability variable state (high probability state, specific gaming state) is determined after the jackpot ends when a gaming ball enters the specific area 86 (V winning port), and this embodiment can also be partially applied to gaming machines that do not have the specific area 86.
[0047] When a gaming ball enters a large winning slot of the general winning slot 35, the starting winning slot 36, the normal variable winning device 37, or the special variable winning device 39, the frame control device 200 (see FIG. 3) provides the number of winning balls according to the type of winning slot as numerical data and adds it to the number of balls held by the gaming machine (number of available gaming balls, number of available gaming values). In addition, the lower gaming area 32 is provided with an outlet 30b for collecting gaming balls that did not enter the winning slots, etc. In addition, the general winning slot 35, the starting winning slot 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with LEDs 46 that can light up when a gaming ball enters a winning slot, etc.
[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is an information display device that is made up of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game status, and is equipped with display parts 51 to 60.
[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a collection of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start memory number (hold number) of each change display game. Note that the special chart 1 display 51 and the special chart 2 display 52 may be 7-segment type display units. The special chart 1 hold display 54 is composed of two LED lamps. The special chart 2 hold display 55 is composed of two LED lamps. The normal chart hold display 56 is composed of two LED lamps.
[0050] The collective display device 50 also has a first game status display unit 57 (first game status indicator, one LED lamp) that notifies when it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability status display unit, one LED lamp) that indicates when the gaming machine 10 is turned on that the probability state for a jackpot is in a high probability state, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).
[0051] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a variable display, alternating between them. The variable display game may also be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating (flashing) a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game) is also executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or ordinary pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the ordinary pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game.
[0052] Next, the flow of the game in the gaming machine 10, the regular chart variation display game, and the special chart variation display game will be described in detail.
[0053] In the gaming machine 10, games are played by launching gaming balls from a ball launcher (not shown) toward the gaming area 32. The launched gaming balls flow down the gaming area 32, changing their rolling direction due to obstacles and windmills placed throughout the gaming area 32. They either win or enter the normal start gate 34, the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, or they flow into the outlet 30b at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins the normal winning slot 35, the starting winning slot 36, the normal variable winning slot 37, or the special variable winning slot 39, the number of prize balls corresponding to the winning slot is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball count display 217 displays the number of balls held by the gaming machine after the addition.
[0054] The normal map start gate 34 is provided with a gate switch 34a that detects a game ball that has passed through the normal map start gate 34. When a game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the determination result of the normal map winning random number value (random number value for winning determination) extracted at this time.
[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, if the game ball passes through the normal map start gate 34, the normal map start memory number (normal map reserve number) is incremented (+1) if it is less than the upper limit. The game control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, extracted predetermined random number values (normal map winning random number value, normal map random number value) as start memories that serve as the right to play the normal map variation display game, based on the passage of the game ball through the normal map start gate 34. Note that if there are multiple winning results (normal map winning symbols) in the normal map variation display game, a normal map winning symbol random number value is also extracted to allocate the winning results (for drawing lots), and both the normal map winning random number value and the normal map winning symbol random number value are stored as start memories.
[0056] In this way, the normal map start memory (normal map reserve) stores a normal map winning random number value as a random number value for determining whether the normal map fluctuation display game is a winning or losing game, and when this random number value for determining whether the game is a winning or losing game matches the judgment value, the normal map fluctuation display game is a winning game and a specific result pattern is derived.
[0057] The normal symbol variation display game (pattern variation game) is executed by the normal symbol display device 53 provided in the collective display device 50. The normal symbol display device 53 is composed of an LED that indicates a win when lit as normal identification information (normal symbol, normal symbol) and indicates a loss when unlit, and displays the variation of the normal identification information by flashing this LED, and after a predetermined variation display time has elapsed, displays the result by turning the LED on or off.
[0058] If the normal symbol random number value extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display 53 stops as a winning result and enters a winning state (normal symbol winning state). At this time, the normal power solenoid 37c is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable winning device 37. The opening time of the movable member 37b of the normal variable winning device 37 once (for example, 3 seconds) may be called the normal power opening time.
[0059] The entry of a gaming ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). A gaming ball that enters the start winning hole 36 is detected as a start winning ball for the special chart 1 variable display game, and is stored up to a predetermined upper limit number (here, 4). A gaming ball that enters the normal variable winning device 37 is detected as a start winning ball for the special chart 2 variable display game, and is stored up to a predetermined upper limit number (here, 4). The gaming control device 100 (RAM 111c) serves as a start memory means that stores, up to a predetermined number, an extracted predetermined random number value as a start memory that becomes the right to play the special chart variable display game, based on the entry of a gaming ball into the start winning area (starting hole) of the start winning hole 36 or the normal variable winning device 37.
[0060] When detecting the starting winning ball of the special symbol variation display game, various random number values are extracted, such as a jackpot random number value, a jackpot symbol random number value (special symbol symbol random number value), a variation pattern random number value, etc. These random number values are stored in the special symbol reserve memory area (part of the RAM) of the game control device 100 as a special symbol start memory up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of times stored in the special symbol start memory is displayed on the special symbol 1 reserve indicator 54 and the special symbol 2 reserve indicator 55, which are used to notify the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a win in the start winning slot 36 or the first start memory (special chart 1 start memory, special chart 1 reserve). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a win in the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reserve).
[0062] The special symbol 1 variable display game (first special symbol variable display game, first symbol variable display game) and the special symbol 2 variable display game (second special symbol variable display game, second symbol variable display game) are played by displaying a predetermined result pattern in a stopped state after displaying a changing state of identification information (special symbol, special symbol) on the special symbol 1 display 51 and the special symbol 2 display 52. The stopping symbols as the predetermined result pattern that are stopped and displayed on the special symbol 1 display 51 and the special symbol 2 display 52 include a big win symbol (a stopping symbol for a big win), a small win symbol (a stopping symbol for a small win), a time-saving symbol (a stopping symbol for a support win), a losing symbol (a losing stopping symbol), etc.
[0063] In addition, a decorative special symbol variable display game that variably displays multiple types of identification information corresponding to each special symbol variable display game is executed on the display device 41. The identification information on the display device 41 is composed of numbers, symbols, character designs, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.
[0064] The decorative special symbol variation display game (decorative symbol variation game, presentation game) on the display device 41 is carried out by starting a display (scrolling or rotating display) of the identification information (decorative special symbol, decorative special symbol) consisting of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then sequentially stopping the varying symbols after a predetermined time to display the results of the special symbol variation display game. Multiple types of identification information are displayed in a rotating manner on the display device 41. Because the identification information (decorative special symbol) displayed on the display device 41 thus varies (including changes and movements) over time in the decorative special symbol variation display game, the decorative special symbol variation display game is also called a symbol variation game. Furthermore, the display device 41 also displays a variety of presentations, such as the appearance of character images (picture images), to enhance the game's appeal. In addition, instead of or together with the decorative special pattern change display game, a decorative normal pattern change display game may be implemented on the display device 41 in which the identification information (decorative normal pattern, decorative normal pattern) changes over time in response to the normal pattern change display game (pattern change game) on the normal pattern display 53, and this may be implemented by scrolling display, rotating display, etc. in the same way as the decorative special pattern change display game.
[0065] When a game ball enters the start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a jackpot value), a specific result state (special result state) is derived from the displayed symbols as a result of the special symbol variable display game, and a jackpot state (special game state) is achieved. Correspondingly, the display state of the display device 41 becomes a special result state (for example, a state in which numbers such as "777" are lined up).
[0066] At this time, the special variable prize winning device 39 converts the special prize winning port from a closed state to an open state for a predetermined time (for example, 30 seconds) by energizing the special prize winning port solenoid 39b (see FIG. 3). In other words, the special variable prize winning device 39 opens the special prize winning port wide for a predetermined time or until a predetermined number of game balls enter the special variable prize winning device 39, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a special result mode (small win result mode) is derived from the displayed symbols as a result of the special symbol variable display game, and a small win state is achieved. Correspondingly, the display mode of the display device 41 becomes a small win result mode. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). In addition, the small win random number value may be used to determine a small win.
[0068] At this time, the special variable winning device 39 converts the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoid 39b (see Figure 3). Note that the full opening time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (big win game state, special game state), so the game value (number of balls won) that the player can acquire is less in the small win state than in the big win state. Note that the large prize opening is open in both the small win state and the big win state, but the big win state may be called the first special game state, and the small win state may be called the second special game state.
[0069] Here, we will explain the difference between a big win and a small win.
[0070] A jackpot is a special result that accompanies the activation of a conditional device, while a minor jackpot is a special result that does not accompany the activation of the conditional device. The conditional device is activated when a jackpot occurs in a special variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set to continuously activate the special variable prize-winning device 39, which is a special electric device. The "conditional device" may be a software means, such as a flag that is turned on and off by software as described above, or a hardware means, such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the big win flag is set and the special variable winning device is opened, whereas in the case of a small win, the small win flag is set and the special variable winning device is opened. However, if there is a V win during the small win state, the condition device will be activated.
[0072] In addition, the special chart 2 variation display game is executed with priority over the special chart 1 variation display game, and when there is a start memory for the special chart 1 variation display game and the special chart 2 variation display game and it becomes possible to execute the special chart variation display game, the special chart 2 variation display game is executed (special chart 2 reserved priority consumption, special chart 2 priority variation). Alternatively, the special chart 1 variation display game and the special chart 2 variation display game may be executed in the order in which the winning (i.e., start memory) occurred (winning order consumption), and when a start memory for the special chart 1 variation display game and / or the special chart 2 variation display game occurs and it becomes possible to execute the special chart variation display game, the variation display game based on the oldest start memory may be executed. In addition, unless otherwise specified, in this embodiment, it is assumed that the special chart 2 priority variation (special chart 2 reserved priority consumption) and the special chart 2 variation display game is executed with priority over the special chart 1 variation display game.
[0073] In addition, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they are simply referred to as the special chart variable display game.
[0074] [Game control device] 3 is a block diagram of the gaming control system of the gaming machine 10. The gaming machine 10 is equipped with a gaming control device 100 (main board) that serves as the main control means. The gaming control device 100 is a main control device that controls the overall game, and is composed of a gaming microcomputer 111 (hereinafter referred to as the gaming microcomputer), an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus that connects the gaming microcomputer 111, the input unit 120, and the output unit 130. The gaming microcomputer 111 can receive various signals and data via the input unit 120, and can transmit various signals and data via the output unit 130.
[0075] An oscillation circuit (crystal oscillator) having an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU operating clock, timer interrupt, and random number generation circuit may be connected to the gaming microcomputer 111. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.
[0076] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of 32V DC from a 24V AC power supply and a DC / DC converter that generates a lower level DC voltage such as 12V DC or 5V DC from 32V DC, a backup power supply 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies recovery (recovery, restoration) from a power outage.
[0077] The backup power supply 420 can be composed of a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if this voltage drops to, for example, 17V or less, detects the occurrence of a power outage and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or when the power is restored.
[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the frame control device 200. Here, initialization basically means clearing to zero, which erases the information and sets it to zero; however, some values, such as performance information (base values), may be maintained at their current values without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read during the main loop processing of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is provided on the game control device 100 inside the gaming machine 10, and is therefore located in a position (inaccessible position) that cannot be operated unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be provided in a location other than the game control device 100.
[0080] The gaming microcomputer 111 includes a CPU 111a (central processing unit: microprocessor), a read-only ROM 111b (read-only memory), and a random access memory (RAM 111c) that can be read and written at any time.
[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information), and serves as a storage means that can retain the stored information even if a power outage occurs.
[0082] 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 frame control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. Although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number value for determining a jackpot in the special symbol variable display game, a special symbol pattern random number value for determining a jackpot pattern (a symbol that stops for a jackpot), a small symbol (a symbol that stops for a small symbol), and a time-saving symbol (a symbol that stops for a support hit), and a variable pattern random number value for determining a variable pattern in the special symbol variable display game (including information on variable displays of various reaches and no reaches, information on the execution time of the special symbol variable display game, etc.). The random number generation circuit can also generate a random number value for determining whether a normal symbol variable display game is a hit, and a random number value for determining the normal symbol hit result (normal symbol hit pattern).
[0084] Furthermore, in the processing related to the special chart variation display game, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or loss) of the special chart variation display game, the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, when the CPU 111a executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b.
[0085] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands or data) from the game control device 100.
[0086] The input unit 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the entry port switch 35a of the normal entry port 35, the entry port 1 switch 36a in the first entry port 36, the entry port 2 switch 37a in the second entry port (normal variable entry device 37), and the large entry port switch 39a in the special variable entry device 39. The outputs from the gate switch 34a, the entry port switch 35a, the entry port 1 switch 36a, the entry port 2 switch 37a, and the large entry port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. The detection signals from the entry port 1 switch 36a and the entry port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input unit 120. The switches connected to the input unit 120 may be, for example, magnetically detect game balls.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball outlet switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage (V entry) of a game ball into the specific area 86 (V entry port). The remaining ball outlet switch 73 detects game balls that have passed through the remaining ball outlet, which discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and finished playing (i.e., all game balls that have passed through the entry port or out port 30b). Note that not only game balls that have entered the out port 30b, but also game balls that have entered the entry ports (first start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.
[0088] In addition, various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch (door opening / closing sensor) for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main 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 frame control device 200 to the gaming control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the presentation control device 300 via the output unit 130, for example, by serial communication. Note that communication between the game control device 100 and the presentation control device 300 is one-way communication that prevents signals from being input from the presentation control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a gaming machine as an actual machine (mass-produced product) installed in an amusement parlor (game center).
[0092] The output unit 130 is also provided with an output port that outputs opening / closing data for the normal solenoid 37c that opens the normal variable prize winning device 37, the large prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is also provided with a driver that receives the opening / closing data signal, generates a solenoid drive signal, and outputs it.
[0093] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, for example, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.
[0095] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device 152, LED on / off data of the performance display device 152 using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 is made up of a plurality (four) of seven-segment type (eight-segment type including the dots Dp) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value number) obtained by winning, and may be, for example, the payout rate (base value), the ratio of bonus balls, the number of dispensed balls, etc.
[0098] The ball payout rate (base value) is the ratio (proportion) of the total number of prize balls to the number of dispensed balls (or the number of shot balls introduced into the game area 32), and is calculated as (number of acquired balls ÷ number of dispensed balls) × 100 (%). In other words, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 dispensed balls. The number of dispensed balls can be obtained by counting the signal of the out ball detection switch 74, etc. In enclosed gaming machines, the number of acquired balls (total number of prize balls) is the number of game value (amount of game value) that is assigned as numerical data.
[0099] For example, the ratio of prize balls to prize balls is the percentage (%) (= so-called continuous prize ball ratio) of the number of prize balls (number of balls acquired by each prize ball) acquired by winning a prize ball in a big prize slot during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize ball in a prize slot during a specified period (for example, from when the gaming machine 10 is turned on to the present).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (a game-prohibited state, a game-prohibited state) in which games such as the special game, the normal game, and round games (games played during big wins or small wins) cannot be played when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, new games with special game and new normal game cannot be started. The safety device can take appropriate countermeasures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to prevent players from becoming addicted to the game. Reducing addiction allows players to play with peace of mind.
[0101] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a complete function (or ending function, stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.
[0102] In this embodiment, the activation conditions for the safety device are (1) the difference between the number of safe balls and the number of discharged balls during a specified period of time, reaching a ball difference reference value (predetermined value), and (2) neither a jackpot nor a small jackpot has occurred. The difference is calculated by subtracting the number of discharged balls from the number of safe balls during a specified period of time (difference = number of safe balls - number of discharged balls). Thus, the activation conditions for the safety device consist of two stages: (1) and (2). The difference in balls for condition (1) may be the difference in balls during a specified period from the lowest difference in balls to the present, i.e., the difference in balls based on the minimum value (the increase in the number of balls from the minimum value), or it may correspond to the maximum increase in the difference in balls during a single day of operation (the so-called MY). Other activation conditions may also be used. For example, condition (1) may be configured such that the number of safe balls reaches a predetermined value. Condition (2) may also be configured such that the special variable prize device is not activated, or the large prize opening is not open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of dispensed balls) that are determined to be awarded during a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 during a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.
[0104] Note that the number of fired balls, which is the number of fired balls that have been fired into the play area 32 and introduced, may be used instead of the number of ejected balls, and the difference in the number of balls may be calculated as the number of safe balls minus the number of fired balls. The number of fired game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were fired by the ball launcher but did not reach the play area 32 are excluded from the number of fired balls, and the difference in the number of balls is decremented by -1 for each game ball fired by the ball launcher, and is incremented by +1 for each foul ball.
[0105] For example, when the difference in balls is less than 90,000, the safety device goes into a non-activated state (activation notice state, activation warning state, or normal state where the safety device is not activated). When the difference in balls is between 90,000 and 94,999, the safety device goes into an activation notice state that warns of the activation of the safety device. When the difference in balls reaches 95,000, the safety device goes into an activation warning state that warns of the activation of the safety device, or into an activated state where the safety device is activated (activated state).
[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if there is a big hit or a small hit, and it will be activated if there is neither a big hit nor a small hit. Therefore, if the safety device is activated before a big hit or a small hit occurs, a game stop state (a game-disabled state, a game-prohibited state) will occur immediately afterwards, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big hit or a small hit occurs in a time-saving state or a probability variable state.
[0107] On the other hand, when the big hit or small hit ends and it is no longer a big hit or a small hit, the safety device transitions from the activation warning state to the activation state (activating state).
[0108] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Playing will end soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the performance control device 300 displays an activation warning display (for example, the text "Playing will end after the win ends") on the display device 41.
[0109] When the safety device is in an activated state (not during a small win or a big win), i.e., when the game is stopped, the presentation control device 300 displays an activated display 513 (the words "play stopped") on the display device 41. When the safety device is activated, the game control device 100 sets a safety device activated flag (safety device activated flag) to on, which indicates that the safety device is activated. The safety device activated flag (safety device activated flag) is cleared to 0 (safety device activated flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.
[0110] In the game stop state, games such as the special chart variable display game, the normal chart variable display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game stop state, the detection of game balls by the prize opening switch is disabled, the prize opening (winning) is disabled, the solenoids stop so that the big prize opening, the specific area 86, the normal variable winning device 37, etc. are closed, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart variable display game and the normal chart variable display game not be continued, but new special chart variable display games and new normal chart variable display games cannot be started.
[0111] [Transition state when power is turned on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the device transitions to various states (modes).
[0112] If the RAM clear switch 112 is turned on when the power is turned on, the system transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. Note that when the RAM clear switch 112 is turned on, the system initially enters a RAM clear preparation state (initialization preparation state), and if the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). Note that when the game control device 100 executes the RAM initialization process, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system transitions to a normal power recovery state (normal power recovery mode), where power is simply restored.
[0114] [Performance control device] Next, the configuration of the effect control device 300 (sub-board) will be described using Figure 4. Figure 4 is a block diagram of the effect control system of the gaming machine 10. The effect control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the effect LED 46, and / or the operation of the effect movable body 44 in response to commands from the gaming control device 100. In other words, the effect control device 300 can control effects related to the game. The effect LED 46 may be a full-color LED (light-emitting diode) that can emit light in various colors.
[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.
[0116] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (for example, a cache memory) that provides a working area.
[0117] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performs processes such as instructing the sound control unit 314 on the sound to be played, lighting up the performance LED 46, driving and controlling the motor and solenoid of the performance movable body 44, and managing the performance time.
[0118] The VDP 312 is equipped with RAM that provides a working area and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.
[0120] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives, via the command I / F, special symbol reservation number commands, decorative special symbol commands, variation commands, symbol stop commands, and the like transmitted from the game control device 100 to the performance control device 300 as performance control instruction signals (performance commands).
[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LED (light emitting diode) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable body 44 (for example, a movable role object that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332, 334 that drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44 are connected to the control microcomputer 311 via an address / data bus.
[0123] Furthermore, the effect control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting to the control microcomputer 311 a detection signal indicating the on / off state of the effect button switch 25a built into the effect button 25 provided in the glass frame 15, and a detection signal indicating the on / off state of the direction key switch 450. The switch input circuit 336 also inputs to the control microcomputer 311 a detection signal of a volume adjustment switch 335 that enables a gaming establishment official (an attendant, a manager, an administrator) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b.
[0124] The normal power supply section 410 of the power supply device 400 supplies a DC voltage of a desired level to the performance control device 300 having the configuration described above and the electronic components controlled thereby.
[0125] [Basic Control] Next, we will explain the basic control in the gaming machine 10. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit (normal game hit random number value) based on the input of a game ball detection signal from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss in the normal game variable display game.
[0126] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed variably for a predetermined time, and then stops and displays it. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. Note that if the result of the normal map variation display game is a loss, control is performed to display a loss result state on the normal map display 53.
[0127] In addition, the first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value (jackpot random number value) for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 1 variable display game is a hit or a miss.
[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value (jackpot random number value) for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 2 variable display game is a win or a loss.
[0129] Then, the CPU 111a of the game control device 100 outputs a control signal (presentation control command) including the determination result of the special symbol 1 variable display game and the special symbol 2 variable display game to the presentation control device 300. Then, the special symbol 1 display 51 and the special symbol 2 display 52 display a special symbol variable display game in which the identification symbol is displayed variably for a predetermined time, and then displayed stationary. In other words, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (first start winning port 36, normal variable winning device 37).
[0130] Furthermore, the performance control device 300 displays, on the display device 41, a decorative special symbol variable display game corresponding to the special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52, based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the light emission of the various performance LEDs 46, based on a command (control signal) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).
[0131] Then, when the result of the special symbol variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays a small win symbol or a big win symbol (a small win stop symbol or a big win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a, for example, controls the big prize opening solenoid 39b to open the opening / closing door 39c of the special variable prize winning device 39, allowing game balls to flow into the big prize opening.
[0132] One round (R) is defined as the process of opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (for example, 10 balls) enter the large prize opening, or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is continued (repeated) a predetermined number of rounds (for example, 15, 11, or 2 times) (cycle play). Also, if the result of the special symbol variable display game is a loss, control is performed to stop and display a loss symbol (loss stop symbol) on the special symbol 1 display 51 or the special symbol 2 display 52 as the loss result mode.
[0133] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special symbol variation display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special symbol variation display game is higher than in the normal probability state. Furthermore, whether the high probability state is reached based on the result state of either the special symbol 1 variation display game or the special symbol 2 variation display game, both the special symbol 1 variation display game and the special symbol 2 variation display game will be in the high probability state. In the high probability state (probability variable state), the game control device 100 sets a special symbol high probability flag indicating the high probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special game variation display game and the number of times it is executed. In the time-saving state, the normal game variation display game and the normal game variation winning device 37 may be controlled to be in a time-saving operation state, and the normal game variation winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is played, resulting in a normal power support state. Note that even in a high probability state (normal probability variable state) other than the latent probability variable state, the time-saving state is overlapped and normal power support is executed.
[0135] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-shortened changes in the special chart change display game can also be executed.
[0136] In addition, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, four times) that is greater than the first opening number (for example, two times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability, normal map winning probability) to a higher probability than the normal probability (low probability) in the normal operating state.
[0137] In the time-saving mode, the time required for the normal variable winning device 37 to switch to the open state is extended by varying one or more of the normal symbol variation time, normal symbol stop time, normal symbol release count, normal symbol release time, and normal symbol probability. This makes it easier to win the normal variable winning device 37 in the time-saving mode than in the normal game mode where no special game is played. This increases the number of times the special symbol variation display game is executed per unit time compared to the normal game mode, and also shortens the execution interval of the special symbol variation display game. It is also possible to set multiple types of time-saving modes that vary differently. It is also possible to set the movable member 37b not to open in the normal operating mode (normal symbol probability is 0). When there are multiple types of normal symbol winning results (normal symbol winning patterns), the normal symbol release time (long release, short release) and the number of normal symbol releases may be changed depending on the type of normal symbol winning result (normal symbol win A, normal symbol win B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.
[0138] The game control device 100 basically sets a time-shortening flag indicating the time-shortening state in the time-shortening state. However, even if the time-shortening flag is set, the low base state in which the ball payout rate (base value) is as low as the normal game state because the opening time of the normal variable winning device 37 is extremely short may be treated as the normal game state in which no special game is played (of course, it may also be treated as the time-shortening state).
[0139] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (time-saving A1, time-saving A2, time-saving A3, etc.) that correspond to the normal hit result (normal hit symbol) with different normal power release times and normal power release counts. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. In addition, the time-saving state when the time-saving end condition can be specified by the number of times the normal chart variable display game is executed may be called the normal chart ST state.
[0140] After the time-saving state ends, a remaining reserve consumption state (remaining reserve state) can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning in the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reserve, and the special chart 2 variable display game is executed. The remaining reserve consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and therefore the probability of a V-winning jackpot).
[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time interval (e.g., 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.
[0143] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).
[0144] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt process, when a game ball wins (enters) the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is made that can determine in advance the game result based on the winning at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine in advance the result of the variable display game based on the start memory before the variable display game is executed.
[0146] Furthermore, the timer interrupt processing can execute a safety device-related processing that performs processing related to the safety device (complete function), a difference ball counting processing that updates a counter that counts the difference ball number, etc. In the safety device-related processing, safety device-related information such as the operating status of the safety device is sent as a command to the performance control device 300, and a safety device operating flag that indicates that the safety device is operating is set.
[0147] In the main processing that starts when the power is turned on, the game control device 100 can send power outage recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands relating to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared to be cleared.
[0148] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.
[0149] The game control device 100 can transmit game status commands indicating game states such as normal game state, time-saving state (normal power support state), and special chart high probability state (probability change state), error commands indicating errors such as fraud or abnormality, and safety device-related commands related to safety devices. The safety device-related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice state of the safety device, an operation warning command corresponding to the operation warning state of the safety device, and an operating command corresponding to the operation state of the safety device.
[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to the results of the special symbol variation display game, such as losing symbols, big win symbols, small win symbols, and time-saving symbols, and symbol stop commands indicating the stop of the special symbol variation display game, and win-related commands corresponding to each stage of the big win or small win state. Here, customer waiting-related commands include customer waiting demo commands that instruct customer waiting demos, such as movie demos on the demo screen. Win-related commands also include opening commands (fanfare commands) corresponding to the opening (fanfare) of a small win or big win, round commands corresponding to the round of a small win or big win, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a big win or small win.
[0151] The game control device 100 can transmit a special figure 1 reserve number command and a special figure 2 reserve number command indicating the number of start memories when the first start memory number (special figure 1 reserve number), which is the number of first start memories (special figure 1 reserve), and the second start memory number (special figure 2 reserve number), which is the number of second start memories (special figure 2 reserve), change. The game control device 100 can also transmit a regular figure reserve number command indicating the number of regular figure start memories when the regular figure start memory number (regular figure reserve number), which is the number of regular figure start memories (regular figure reserves), changes. The game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning slot 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.
[0152] Furthermore, the game control device 100 can transmit a look-ahead command when a gaming ball enters the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and the first start memory or the second start memory occurs. The look-ahead commands include look-ahead stop pattern commands corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the jackpot random number value or special pattern random number value saved as the first start memory or the second start memory, and look-ahead fluctuation pattern commands based on the saved fluctuation pattern random number value.
[0153] In addition, the game control device 100 can send necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hitting instruction notification command, right hitting instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.
[0154] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may also notify the error by lighting up the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command includes information indicating the content of the error, the content of the error may be displayed on the display device 41.
[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, operation warning command, or operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command.
[0158] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory count and the second start memory count are zero and the special chart variable display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.
[0159] When the effect control device 300 receives a variation command indicating a variation pattern and a decorative stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related effect setting process to set an effect related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, big win symbol, small win symbol, time-saving symbol, etc.). Note that when a game ball enters the start winning slot 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display device 51 or the special symbol 2 display device 52 of the collective display device 50, and transmits the variation command, the decorative stop symbol command, etc. to the effect control device 300.
[0160] 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 or small 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 expectation (reliability) of a jackpot increases in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. In addition, a state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state does not occur.
[0164] The expectation (reliability) of a presentation (preview) indicates the probability of a jackpot if that presentation is selected, and can be calculated based on the selection rate of that presentation when there is a jackpot and the selection rate of that presentation when there is no jackpot (when there is a miss). The higher the selection rate of that presentation when there is a jackpot, the higher the expectation, and the higher the selection rate of that presentation when there is a miss, the lower the expectation. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).
[0165] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.
[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the performance at the start of a small or large win; when it receives a round command, it executes a round performance, which is the performance during a round; when it receives an interval command, it executes an interval performance in the interval between rounds; and when it receives an ending command, it executes an ending performance corresponding to the ending of a large or small win.
[0167] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as look-ahead commands, it draws and sets a look-ahead preview performance (look-ahead performance, look-ahead preview) with a lottery probability corresponding to the look-ahead command. Examples of look-ahead preview performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye look-ahead performance related to a decorative stop pattern. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display changes from the normal one, and the expectation of winning the variable display game based on the hold is higher than when the hold does not change (normal).
[0168] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.
[0169] In addition, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100 in addition to those mentioned above.
[0170] [Game state transition diagram (game flow)] FIG. 5 is a game state transition diagram (game flow) illustrating transitions (shifts) of game states.
[0171] In the normal game mode (normal state), the probability of winning a normal symbol is low (e.g., 0), and the normal variable winning device 37 is difficult to open, so there is no normal power support (power support). For this reason, in the normal game mode, hitting left, which makes it easier for the game ball to enter the starting winning hole 36, is more preferable (advantageous) for the player than hitting right, and is recommended as the game ball launch mode. In the normal game mode, the main starting area where the game ball is likely to enter with the recommended launch mode is the starting winning hole 36, and the main variable display game (main variable display game) is the special symbol 1 variable display game (the main variable is special symbol 1). In addition, in the normal game mode, the starting area where the game ball is difficult to enter with the recommended launch mode is the normal variable winning device 37, and the special symbol 2 variable display game is not the main game, and is executed less frequently (probability, possibility) than the special symbol 1 variable display game.
[0172] When the result of the special chart variable display game in normal play state is a hit, it is possible to move to the jackpot state. There are two types of jackpots: direct hit jackpots (pattern jackpots, special chart jackpots), which are jackpots that do not go through a V entry, and V entry jackpots, which are jackpots that go through a V entry during a small win. A direct hit jackpot is a jackpot that is determined solely by lottery using a jackpot random number value, without the condition of a V entry.
[0173] In the specific gaming state AC of Figure 5, the probability of a normal winning is high (e.g., 1), there is normal power support, and it is a time-saving state that is more advantageous to the player than the normal gaming state. In this embodiment, the specific gaming state AC is basically described as a time-saving state. However, part or all of the specific gaming state AC is not limited to a time-saving state, and can be configured as a probability variable state as long as it is a state that is more advantageous to the player than the normal gaming state. In the specific gaming state AC, right-handed hitting, which makes it easier for the gaming ball to enter the normal variable winning device 37, is more preferable (advantageous) for the player than left-handed hitting, and is recommended as the gaming ball launch mode. In the specific gaming state AC, the main starting area where the gaming ball is more likely to enter with the recommended launch mode is the normal variable winning device 37, and the main variable display game (main variable display game) is the special variable display game (the main variable is special symbol 2). Note that in the normal symbol ST state, the main variable display game in the specific gaming state AC may be the normal symbol variable display game. In addition, in the specific game state AC, the starting area where it is difficult for the game ball to enter with the recommended launch mode is the starting entry port 36, and the special chart 1 variable display game is not the main game, and is executed less frequently (probability, possibility) than the special chart 2 variable display game.
[0174] However, as an exception, if the specific game state is a medium support state (slight time-saving state) or a latent probability variable state, as in the normal game state, hitting from the left, which makes it easier for the game ball to enter the starting winning slot 36, is more suitable (advantageous) for the player than hitting from the right, and is recommended as the game ball launch mode. In the medium support state, the opening time of the normal variable winning device 37 is short and the normal power support is weak (the opening time is slightly longer than in the normal game state). In the latent probability variable state, there is a high probability of a direct hit occurring in the special chart 1 variable display game, but there is no normal power support.
[0175] In the specific game state AC as the time-saving state (normal power support state), if a small hit or a big hit occurs, the end condition is met and the specific game state AC ends. Also, in the specific game state AC, if a small hit or a big hit does not occur and the number of times the special chart variable display game is executed (in the case of the normal chart ST state, the number of times the normal chart variable display game is executed) reaches the end number (predetermined number of times), the end condition is met, the specific game state AC ends, and the game transitions to the normal game state. Here, the number of times the special chart variable display game is executed is the number of times the special chart 2 variable display game is changed (the number of times it is executed), the number of times the special chart 1 variable display game is changed (the number of times it is executed), or the total number of times the special chart 1 variable display game and the special chart 2 variable display game are changed, etc.
[0176] The number of times to end the time-saving specific gaming state AC may be different to enhance the enjoyment of the game, which will increase the variety of gameplay and increase the enjoyment of the game. In this embodiment, the number of times to end may be increased in the order of specific gaming state A < specific gaming state B < specific gaming state C, which is advantageous for the player. Note that if the number of times to end is an extremely large value (for example, 10,000 times), the number of times to end will never actually be reached, and the specific gaming state AC can only be ended when a small win or a big win occurs.
[0177] In addition, after the end of the special game state AC, if there are remaining reserves (second start memory, special game 2 reserve), the game may transition to a remaining reserve state (remaining reserve consumption state) in which a special game 2 variable display game based on the remaining reserve is executed. In this embodiment, the remaining reserve state is considered to be part of the normal game state because there is no normal power support. However, the remaining reserve state may be considered to be an advantageous state different from the normal game state because the special game 2 variable display game is executed and is more advantageous to the player than the normal game state.
[0178] [Winning design] 6 is a table illustrating the types of winning symbols (types of winning results) in the special symbol variable display game and the corresponding winning details, in relation to FIG. 5. The types of winning symbols are allocated at a predetermined allocation rate (selection rate, winning rate) in a lottery using special symbol random number values. The winning symbol is displayed (derived) as a stopping symbol in a special result mode on the special symbol 1 display 51 for the special symbol 1 variable display game, and is displayed (derived) as a stopping symbol in a special result mode on the special symbol 2 display 52 for the special symbol 2 variable display game.
[0179] As shown in Figure 6 (I), for the special chart 1 variable display game, whether the game state at the time of winning is a non-time-saving state (i.e., a normal game state, etc.) or a time-saving state (i.e., a specific game state), there is a winning symbol AE. In this embodiment, the time of winning is the end of the stop display time (stop display period) in which the winning symbol is displayed as a stopped symbol indicating the result of the variable display game. However, this is not limited to this, and the time of winning may be any time during the stop display time except for the start of the stop display time.
[0180] In this embodiment, the jackpot symbol and the small jackpot symbol are distinguished, and the jackpot symbol is a stop symbol for a direct jackpot that is not caused by a V entry, and the small jackpot symbol is a stop symbol that can cause a V entry jackpot due to a V entry during a small jackpot. The winning symbol AC is a jackpot symbol, and the winning symbols D and E are small jackpot symbols. It is also possible to configure the small jackpot symbol as a jackpot symbol related to a V entry jackpot without distinguishing it from the jackpot symbol.
[0181] The number of rounds is the number of times the special variable prize winning device 39 (large prize opening) is opened, that is, the number of rounds played while the large prize opening is open, and is 2 rounds (2R) for the winning symbol AE. For a small prize winning symbol, the first round is a small prize round (V prize winning round) that can generate a V prize, and the second round and beyond are big prize rounds resulting from a V prize winning. Note that since it is rare for the special symbol 1 variable display game to be executed during a specific game state, Figure 5 does not show the state transition from the specific game state due to the winning symbol of the special symbol 1 variable display game.
[0182] The presentation modes (presentation styles) of winning games (winning states) are classified into Win Mode I, Win Mode II, and Win Mode III (see also Figure 5). In the same presentation mode, most of the presentations are the same. The presentation mode for winning games corresponding to winning symbol A is Win Mode I, the presentation mode for winning games corresponding to winning symbols B and C is Win Mode II, and the presentation mode for winning games corresponding to winning symbols D and E is Win Mode III.
[0183] The presentation mode may be set by the game control device 100 based on various game information, and the presentation mode information transmitted from the game control device 100 may be received by the presentation control device 300. Alternatively, the presentation control device 300 may grasp various game information based on commands received from the game control device 100, and set the presentation mode. For example, the presentation mode information set by the game control device 100 based on a winning symbol may be received by the presentation control device 300, or the presentation control device 300 may grasp a winning symbol from a decorative stop symbol command and set the presentation mode.
[0184] If the game state at the time of a win is a non-time-saving state, the destination after the end of the winning state is specific game state B for winning symbols A and B, specific game state A for winning symbol C, specific game state C for winning symbol D, and normal game state for winning symbol E (see also Figure 5). Even if the number of rounds is the same, the destination changes depending on the winning symbol, which can surprise the player and increase the interest of the game. After a winning game (predetermined game) as a game in a small win state and / or a big win state is played according to the winning symbol AD, the game transitions to a specific game state (specific state). On the other hand, after a winning game is played according to the winning symbol E, the game transitions to a normal game state (normal state) without transitioning to a specific game state (specific state). Since prize balls can be acquired even in a winning game related to the winning pattern E which shifts to the normal game state, this compensates for the fact that few prizes are won in the normal game state and prize balls (game balls, game media) can hardly be acquired, and the interest in the game can be improved.
[0185] The presentation mode is challenge mode for specific game state A, RUSH1 (lower level rush) for specific game state B, RUSH2 (higher level rush) for specific game state C, and normal mode for the normal game state.
[0186] In addition, in the case of an initial hit from the normal game state (the first hit in a consecutive win state), only the winning symbol D can transition to the most advantageous specific game state C (see also Figure 5). In this embodiment, the allocation rate (selection rate) of the winning symbol D among the winning symbols AE is set to the lowest, and the probability (possibility) of transitioning to the specific game state C (higher level rush) after the initial hit is set lower than the probability of transitioning to the specific game state B (lower level rush) after the initial hit or the probability of transitioning to the specific game state A (challenge mode) after the initial hit.
[0187] On the other hand, if the game state at the time of a win is the time-saving state, the destination after the end of the win state will be the same specific game state B for all winning symbols AE. Therefore, depending on whether the game state at the time of a win is the time-saving state or the non-time-saving state, the destination after the end of the win state will be different and more varied, which will increase the interest in the game. Note that even if the game state at the time of a win is the time-saving state, the destination may be the same as the non-time-saving state to simplify game control.
[0188] As shown in Figure 6 (II), for the special chart 2 variable display game, whether the game state at the time of winning is in the non-time-saving state or the time-saving state, there is a winning symbol ae. The winning symbol ad is a jackpot symbol (a symbol that stops when a direct jackpot occurs), and the winning symbol e is a small jackpot symbol.
[0189] In addition, the non-time-saving state in which the special chart 2 variable display game becomes a hit includes the remaining hold state. Also, in this embodiment, the time of the hit is the end of the stop display time in which the winning pattern is stopped and displayed, so if the time-saving state in which the special chart 2 variable display game becomes a hit ends at the start of the stop display time (if the time-saving flag is set to 0 at the start of the stop display time), it is determined that the game state at the time of the hit is a non-time-saving state.
[0190] The number of rounds is 10 rounds (10R) for winning symbols a and e, and 2 rounds (2R) for winning symbols b, c, and d. Also, because there are 10 rounds of winning symbols, playing the special symbol 2 variable display game is more advantageous for players than playing the special symbol 1 variable display game.
[0191] If the game state at the time of winning is a non-time-saving state, the destination after the winning state ends is specific game state B for winning symbols a, d, and e, and specific game state C for winning symbols b and c, and there is no transition to the normal game state via a win (see also Figure 5). Note that even if the number of rounds is the same, the destination changes depending on the winning symbol, which can surprise the player and increase the fun of the game.
[0192] On the other hand, if the game state at the time of winning is the time-saving state, the destination after the end of the winning state will be the same specific game state C for all winning symbols ae. Therefore, depending on whether the game state at the time of winning is the time-saving state or the non-time-saving state, the destination after the end of the winning state will be different and more varied, which increases the interest of the game.
[0193] In addition, if the special symbol 2 variable display game is a win, the specific game state B ends at the start of the stop display time of the winning symbol (the game control device 100 sets the time-saving flag to 0).The game control device 100 then determines that the game state at the time of the win (in this embodiment, at the end of the stop display time) is a non-time-saving state, and refers to a table such as that shown in FIG. 6(II) to determine the transition destination (specific game state B or C) after the end of the winning state generated from the specific game state B based on the type of winning symbol.In this way, the game control device 100 ends the specific game state B in accordance with the start of the stop display time that displays the winning result (winning symbol) that triggered the generation of the next specific game state B or C to be transitioned to after the end of the specific game state B.
[0194] On the other hand, if the special symbol 2 variable display game is a win, the specific game states A and C end at the end of the stop display time of the winning symbol.The game control device 100 then determines that the game state at the time of the win (at the end of the stop display time) is a time-shortened state, and refers to a table such as that shown in Figure 6 (II) to determine the transition destination (here, only specific game state C) after the end of the winning state generated from specific game states A and C based on the type of winning symbol.In this way, the game control device 100 ends specific game state B in accordance with the end of the stop display time displaying the winning result (winning symbol) that triggered the generation of the next specific game state C to be transitioned to after the end of specific game states A and C.
[0195] As described above, the game state at the time of winning (at the end of the stop display time) is changed depending on whether the specific game state is ended in correspondence with the start or end of the stop display time of the winning symbol. This makes it possible to change the destination (next specific game state) after the winning state, thereby increasing the interest in the game.
[0196] [Ending conditions] 7 is a table illustrating the termination conditions for the specific gaming state AC. In this embodiment, since the specific gaming state is a time-saving state, the termination condition is a time-saving termination condition or an electric support termination condition. The termination conditions are not limited to those shown in FIG. 7, and other termination conditions may be used, such as switching the termination conditions between the specific gaming states shown in FIG. 7.
[0197] The termination conditions include those related to the number of times m the special symbol 1 changes, the number of times n the special symbol 2 changes, the total number of times r the special symbol 1+2 changes, and the number of times s that a win has occurred. The number of times m the special symbol 1 changes is the number of times the special symbol 1 change display game is executed (i.e., the number of times changes, the number of times it is executed). The number of times n the special symbol 2 change is the number of times the special symbol 2 change display game is executed (i.e., the number of times changes, the number of times it is executed). The total number of times r the special symbol 1+2 changes is the total number of times that a win has occurred in the special symbol 1 change display game and the special symbol 2 change display game. In this embodiment, when a win occurs, it is at the end of the stop display time, so the number of times s that a win occurs is counted and incremented by 1 at the end of the stop display time of the winning symbol. The specific game state can be terminated when the number of times m the special symbol 1 changes, the number of times n the special symbol 2 changes, the total number of times r the special symbol 1+2 changes, or the number of times s that a win has occurred reaches the termination number, and the termination condition is met.
[0198] The number of times that the specific game state A can end is 6 times for the number of changes in special chart 1 m, 20 times for the number of changes in special chart 2 n, 26 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state A ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 20, the total number of changes in special chart 1 + 2 r becomes 26, or the number of wins s becomes 1.
[0199] The number of times that the specific game state B can end is 6 times for the number of changes in special chart 1 m, 140 times for the number of changes in special chart 2 n, 146 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state B ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 140, the total number of changes in special chart 1 + 2 r becomes 146, or the number of wins s becomes 1.
[0200] The number of times that the specific game state C can end is 6 times for the number of changes in special chart 1 m, 186 times for the number of changes in special chart 2 n, 186 times for the total number of changes in special chart 1 + 2 r, and 1 time for the number of wins s. In other words, the specific game state C ends when any of the following conditions is met: the number of changes in special chart 1 m becomes 6, the number of changes in special chart 2 n becomes 186, the total number of changes in special chart 1 + 2 r becomes 186, or the number of wins s becomes 1.
[0201] In addition, in the order of specific game state A < specific game state B < specific game state C, the number of times that the specific game state ends increases in terms of the number of special chart 2 changes n and the total number of changes r, which is advantageous for the player.
[0202] In Figure 7, the end count rEND for the total number of changes r of special charts 1 + 2 may be the same as or different from the sum of the end count mEND for the number of changes m of special chart 1 and the end count nEND for the number of changes n of special chart 2. When they are the same as in specific game states A and B (rEND = mEND + nEND), there is an advantage in that it is acceptable for the special chart 1 variable display game to be accidentally executed in a specific game state where right-hand play is required. On the other hand, when they are different as in specific game state C (for example, rEND = nEND), irregular playing methods such as changing from left-hand play to right-hand play when the number of changes m of special chart 1 reaches the end count (mEND-1) are effectively suppressed.
[0203] As shown in Figures 5-7, once a specific game state B or C is reached, it is easy for the specific game state B or C to be repeated, which makes it easier for a consecutive game state to occur in which the specific game state B or C occurs after a small hit / jackpot (special game state), increasing the excitement of the game. Note that a consecutive game state (a consecutive win) is a game state other than the normal game state (such as a jackpot state, a small hit state, a time-saving state, or a probability variable state) that continues without going through the normal game state (normal mode). The number of consecutive wins is the number of consecutive jackpots that continue without going through the normal game state.
[0204] [Contents of winning games] Figures 8 and 9 are tables showing the content of winning games (winning states) for each type of winning symbol. Figure 8 shows the content of winning games triggered by the derivation of winning symbol AE in the special symbol 1 variable display game, and Figure 9 shows the content of winning games triggered by the derivation of winning symbol AE in the special symbol 2 variable display game.
[0205] The game control device 100 sets the opening period (opening section, fanfare period), round period (round section), interval period (interval section), and ending period (ending section) of the winning game in this order. The round period and interval period may be set multiple times by being alternately repeated. Also, if the winning game consists of a small win game including a small win round (V winning round, first round) and a jackpot game after the small win game (jackpot game due to V winning), an opening period and an ending period may be set for each of the small win game and the jackpot game. The interval period after the small win round may be omitted.
[0206] The round period is the opening period (opening time) during which the special variable winning device 39, which is the large winning port, is open. The interval period is the closing period (closing time) during which the special variable winning device 39 closes after opening. The opening period is the period from the start of the small win game or the big win game (i.e., the end of the stop display time of the winning symbol) until the special variable winning device 39 opens. The ending period is the period from the end of the interval period after the final round period of one winning game until the transition to the post-winning game state (e.g., specific game state or normal game state). A configuration may be adopted in which there is no interval period after the final round period, in which case the ending period is the period from the end of the final round period until the transition to the post-winning game state. The round period in which the special variable winning device 39 (large winning port) is opened and game balls are acquired as prize balls through winning, and other periods in which it is closed (opening period, interval period, ending period) can be distinguished from each other in terms of acquiring game balls, which are the game medium (acquisition of prize balls).
[0207] In the winning game related to the winning symbol AE of the special symbol 1 variable display game in Figure 8, the content of the game control by the game control device 100 is the same in the winning games related to the multiple winning symbols AC ((I) (II) (III)), except for the opening and ending of the winning games. In the winning games related to the multiple winning symbols D and E ((IV) (V)), except for the ending of the winning games, the content of the game control by the game control device 100 is the same. Note that the content of the presentation controlled by the presentation control device 300 may be different, as described below.
[0208] In FIG. 8, the round period for the jackpot game among the winning games is 25 seconds. For the winning games involving the winning symbols D and E, which are small winning symbols, the first round is a small winning round for the small winning game, in which the special variable winning device 39 repeatedly opens for 40 ms (msec, milliseconds) and closes for 600 ms, resulting in an opening and closing pattern of 15 total 40 ms openings and 14 total 600 ms closings. If a game ball passes through the specific area 86 that opens during the small winning round, a V winning occurs, and a V winning jackpot, which is a jackpot resulting from a V winning, occurs. The interval period is basically 1200 ms.
[0209] Furthermore, for winning games involving winning symbols D and E, there is no interval after the first small win round (V winning round), and instead a short 4ms ending period for the small win game and a 4ms opening period for the big win game (V winning jackpot game) are set. The 4ms ending period and 4ms opening period are extremely short compared to the final ending period (e.g., 17 seconds) and the first opening period (e.g., 6 seconds) of the winning game, making it difficult to produce a recognizable effect. Therefore, the round effect (first round effect) of the small win game and the round effect (second round effect) of the big win game (V winning jackpot game) can be executed continuously without any interruption.
[0210] In Figure 8, the opening period is basically the same 6 seconds regardless of whether the state at the time of the win is the time-saving state or not, and regardless of the type of winning symbol. However, for a winning game involving winning symbols B and C, the opening period differs depending on whether the state at the time of the win is the time-saving state or not, being 6 seconds if the state is the time-saving state, but 14.5 seconds if the state is not the time-saving state. Therefore, if the first win from the normal game state is due to winning symbols B and C, the opening effect can be longer than for other winning symbols.
[0211] In Figure 8, if the state at the time of a win is the time-saving state, the ending period is the same 17 seconds regardless of the type of winning symbol. If the state at the time of a win is the non-time-saving state, the ending period varies depending on the type of winning symbol, being 14 seconds, 19 seconds, 24 seconds, 17 seconds, and 4 seconds for the winning symbol AE, respectively. By varying the length of the ending period in this way, different effects can be executed during the ending period. For a winning game (first winning game, first predetermined game) corresponding to the winning symbol E (first winning result, first result), the ending period (predetermined period) is shorter than winning games corresponding to other winning symbols AD.
[0212] The winning game triggered by the derivation of winning symbol A from the normal game state (non-time-saving state) (Figure 8(I)) corresponds to winning mode I in Figure 5, the winning game triggered by the derivation of winning symbols B and C (Figure 8(II)(III)) corresponds to winning mode II in Figure 5, and the winning game triggered by the derivation of winning symbols D and E (Figure 8(IV)(V)) corresponds to winning mode III in Figure 5. At least the length of the ending period differs between winning modes I, II, and III. In addition, the length of the opening period of winning mode II (14.5 seconds) differs from the length of the opening period of winning modes I and III (6 seconds).
[0213] In addition, the game states to which the winning games associated with the winning symbols A, C, D, and E transition after the winning games end are different, such as specific game state B, specific game state A, specific game state C, and normal game state, but the ending periods are different, so the content of the winning games also differ. In addition, the winning games associated with the winning symbols A, C, D, and E differ in at least part of the presentation during the ending period (at least part of the presentation during the round period may also differ). This makes it easier for the player to recognize the destination after the winning games end.
[0214] In addition, a winning game related to the winning symbol E (first winning result, first result) is called the first predetermined game (first winning game), a winning game related to the winning symbol A (second winning result, second result) is called the second predetermined game (second winning game), a winning game related to the winning symbol D (third winning result, third result) is called the third predetermined game (third winning game), and a winning game related to the winning symbol C (fourth winning result, fourth result) may be called the fourth predetermined game (fourth winning game). In all of the first predetermined game, second predetermined game, third predetermined game, and fourth predetermined game, game balls (gaming media) can be acquired as prize balls.
[0215] After the winning game (first predetermined game) related to the winning symbol E (first result) ends, the game transitions to the normal game state rather than the specific game state. Therefore, during the short ending period (predetermined period, 4 seconds) of the winning game related to the winning symbol E, the ending effect (predetermined effect) for transitioning to the specific game state is not executed. This prevents game balls from being consumed simply by passing through the outlet 30b during the ending period when the special variable winning device 39 is closed, thereby increasing the enjoyment of the game. Instead, during this ending period, an effect indicating a transition to the normal mode (for example, a background display of the normal game state (described below)) is executed. Conversely, the ending period of the winning game (first predetermined game) related to the winning symbol E (first result) can be made longer than that of the winning games related to other winning symbols, and a game explanation effect explaining that the game will transition to the normal game state, unlike the other winning symbols, can be executed to increase the enjoyment of the game.
[0216] As a variant, in order to simplify the control, in Figure 8, the ending period of the winning game related to the winning pattern AD except for the winning pattern E may all be set to 17 seconds to reduce the difference depending on the winning pattern and the state at the time of the win, or the opening period of the winning game related to the winning pattern AE may all be set to 6 seconds to reduce the difference depending on the winning pattern and the state at the time of the win.
[0217] Of the winning games related to the winning symbol ae in the special symbol 2 variable display game in Fig. 9, the content of the game control by the game control device 100 is basically the same for winning games related to multiple winning symbols a and e. That is, for winning games related to multiple winning symbols a and e, the opening period (9 seconds), round period (25 seconds except for the first round), interval period (1200 ms), and ending period (4 seconds) are the same.
[0218] For winning symbols a and e, the opening and closing pattern of the special variable winning device 39 in the first round is the same: 40 ms open and 600 ms closed alternately, 15 times each, and 14 times in total (same as for winning symbols D and E in Figure 8). However, winning symbol a is a jackpot symbol, not a small jackpot symbol. Therefore, the first round of a winning game related to winning symbol a is a jackpot round, but the specific area 86 (V winning hole) is not opened, resulting in a pseudo-fake small jackpot round (V winning round) in which no V winning occurs, surprising the player and increasing the fun of the game. Also, as with the winning symbols D and E described above, there is no interval period after the first small jackpot round in a winning game related to winning symbol e, and instead a short 4 ms ending period for the small jackpot game and a 4 ms opening period for the jackpot game are set.
[0219] In a winning game involving multiple winning symbols bd, the game control content by the game control device 100 is the same except for the ending of the winning game (however, it is different from a winning game involving winning symbols a and e). In a winning game involving winning symbol bd, the opening time of the special variable winning device 39 during the round period is 1.8 seconds, which is different from the opening time of 25 seconds in the case of winning symbols a and e, and almost no game balls (prize balls) can be won. This adds variety to the number of balls won depending on the winning symbol, increasing the excitement of the game. Note that the content of the presentation controlled by the presentation control device 300 may be different.
[0220] For the winning symbol bd, if the state at the time of winning is the time-saving state, the ending period is the same 1 second regardless of the type of winning symbol, but if the state at the time of winning is not the time-saving state, it differs depending on the type of winning symbol, and is 17.6 seconds, 17.6 seconds, and 3.6 seconds for the winning symbol bd, respectively. Note that, as a modified example, in order to simplify the control, in Figure 9, the ending period of the winning game related to the winning symbol bd may all be 1 second, eliminating differences due to the winning symbol and the state at the time of winning.
[0221] [Screen transition] 10 to 12 are screen transition diagrams showing the display screen of the display device 41 in chronological order, and illustrate the screen transition when transitioning from the normal gaming state (normal mode) to the winning state (winning mode) in Fig. 5 and then to a specific gaming state (RUSH1, RUSH2, challenge mode) or the normal gaming state. Note that displays and images displayed on the display screen may be displayed decoratively as part of the presentation, even if they have the purpose of conveying information.
[0222] Figure 10 illustrates an example of a screen transition when a game transitions from a normal game state to a specific game state B after a winning state corresponding to winning symbol A is reached. In Figure 10, the presentation mode changes from the normal mode of the normal game state to a winning mode I of the winning state when winning symbol A is derived, and then transitions to RUSH1, which is a time-saving mode of the specific game state B. Note that (c) to (g) in Figure 10 correspond to the opening period to the ending period in Figure 8(I).
[0223] In (A) of FIG. 10, the game is in a normal game mode, and the mode display 501 indicating the presentation mode (presentation style) indicates normal mode in text. Note that "normal mode" is displayed until the normal game mode ends in the next (B). Also, a normal background image 524 corresponding to normal mode is displayed on the display screen. The normal background image 524 may be a still image or a moving image. Here, the normal background image 524 imitates the scenery of a mountainous region, but is not limited to this.
[0224] In (A), the special symbol 1 variable display game is being executed as the main variable display game, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 610 in the center of the display screen. The left symbol, right symbol, and middle symbol are fluctuating (scrolling fluctuating in this case) as three decorative special symbols. The large symbol may be displayed semi-transparently and fluctuating at high speed so as not to interfere with other effects, making it difficult to see, or may be hidden. At the same time, the decorative special symbol (small symbol) is fluctuating in the variable display area 615 in the corner of the display screen as the special symbol 1 variable display game. The special symbol 1 variable display game is also being executed on the special symbol 1 display device 51, and the special symbol is fluctuating.
[0225] In the first hold display section 645 (waiting area), which displays the first start memory (special chart 1 start memory) before the execution of the variable display game as the first hold display, several hold displays 641a corresponding to the first start memory are displayed (here, one). The second hold display section 635 (described below), which displays the second start memory (special chart 2 start memory) before the execution of the variable display game as the second hold display, does not display a hold display. The hold consumption section 640 (hold consumption area) also displays a variable hold display 641b indicating the variable hold related to the currently executed special chart 1 variable display game (the start memory that was the right to execute this special chart variable display game). The upper right corner of the display screen of the display device 41 is provided with a special chart 1 hold number display section 650 and a special chart 2 hold number display section 660. The special chart 1 hold number display section 650 and the special chart 2 hold number display section 660 display the number "1" indicating the special chart 1 hold number and the number "0" indicating the special chart 2 hold number, respectively.
[0226] If there is a sub-display in addition to the display device 41 as the main display, the mode display 501 may be displayed on the sub-display (sub-display device). Similarly, the special chart 1 hold number display unit 650, the special chart 2 hold number display unit 660, the hold display 631a, the changing hold display 631b, etc. may also be displayed on the sub-display.
[0227] The following (A) shows the display screen of the display device 41 when the special symbol 1 variable display game results in a winning result. Here, the game control device 100 stops and displays the winning symbol A as the stopped symbol on the special symbol 1 display 51. Then, the performance control device 300 stops and displays the decorative stop symbol (image symbol) corresponding to the winning symbol A in the variable display areas 610, 615 of the display screen. Here, the decorative stop symbol is a pattern in which three decorative special symbols are aligned to the same symbol (or a symbol with the same number), and is displayed as "111," for example. The decorative stop symbol may be determined by lottery to be one of the numbers 1 to 9. In addition, the variable pending display 641b is hidden.
[0228] Next, in (C), the presentation mode becomes the winning mode I corresponding to the winning game (winning state) of FIG. 8(I). Then, as part of the opening presentation, an image 663 simulating a large prize opening (special variable prize opening device 39) is displayed, and a prompting indicator 665 is displayed in the form of an arrow urging the player to place the game ball in the large prize opening. When the player sees the prompting indicator 665, they can adjust the rotation amount of the operating handle 24 so that the game ball is launched aiming at the large prize opening, making it easier for the game ball to enter the large prize opening. The prompting indicator 665 also functions as a right-hit instruction indicator. Furthermore, because right-hits tend to place the game ball in the large prize opening (special variable prize opening device 39), a right-hit instruction indicator 503 is displayed, instructing or recommending right-hits. The right hit instruction display 503 may be displayed until the end of the ending period of the winning game (until (K) described below), and may continue to be displayed even in the specific game state thereafter.
[0229] Next, in (D), a round effect is executed during the round period of the first round (1R) related to the winning game. As part of the round effect, the character display 667 "BONUS 1" is displayed as the title of the winning game.
[0230] Next, in (E), a round effect is executed during the round period of the second round (2R) after the interval period following the first round. Movie 1 is displayed as the video 668 as this round effect.
[0231] Next, in (a), after the interval period following the second round, during the ending period, as part of the ending presentation (predetermined presentation), a text display 670 ("Entering RUSH1") is displayed, indicating that the game will transition to a specific game state B (RUSH1) after the winning game (winning state) ends.
[0232] Next, in (G), during the ending period, as part of the ending presentation, a manufacturer display 671 ("XYZ") indicating the manufacturer of the gaming machine 10, warning displays 673, 674 to alert the player, and a character image 676 (picture image) are displayed. Here, a brand display indicating the brand of the gaming machine 10 may be displayed instead of the manufacturer display 671. The character image 676 may be either a still image or a moving image. Then, after the winning game after (G), i.e., after the winning mode I is ended, the game transitions to the specific gaming state B (RUSH1) as shown in FIG. 5.
[0233] The warning displays 673 and 674 warn the player (predetermined warnings) about getting addicted or forgetting to take out the prepaid card. For example, the warning display 673 displays "Pachinko and pachislot are games that should be enjoyed in moderation #Be careful not to get addicted#" in addition to (G) "Be careful not to get addicted. / / / ", and includes symbols ". / / / " and "#" such as periods, slashes, and sharps in addition to warning statements (such as "Be careful not to get addicted") to warn the player. Also, for example, the warning display 674 displays "Be careful not to forget to take out your prepaid card. / / / " in addition to (G) "Be careful not to forget to take out your prepaid card#", and includes symbols ". / / / " and "#" in addition to warning statements (such as "Be careful not to forget to take out your prepaid card" to warn the player.
[0234] Such symbols indicate sentence breaks between or at the end of warning messages, or draw attention to and emphasize the warning messages. Warning messages 673, 674 are difficult to notice because the warning messages are displayed horizontally (left and right) and the size of each character is small, and the light-emitting state of the LED 46 (e.g., light color, lighting pattern, extinguishing) does not change in response to the display of warning messages 673, 674. However, adding such symbols allows the player to clearly and reliably grasp the information (warning messages) that should be communicated to them. Instead of the symbols ". / / / " and "#," a picture image such as a small character image (mini character) may be displayed.
[0235] 11A and 11B illustrate screen transitions when a game transitions from a normal game state to a winning state corresponding to winning symbols B or C and then to a specific game state B or C. In FIGS. 11A and 11B, the presentation mode transitions from the normal mode of the normal game state to a winning mode II of the winning state upon the derivation of winning symbols B or C, and then transitions to either RUSH1, which is the time-saving mode of specific game state B, or to challenge mode, which is the time-saving mode of specific game state A. Note that (S) to (Chi1) in FIGS. 11A and 11B correspond to the opening period to the ending period in FIG. 8(II). (S) to (Chi2) in FIGS. 11A and 11B correspond to the opening period to the ending period in FIG. 8(III).
[0236] FIG. 11A(K) is the same as the display screen in the normal gaming state in FIG. 10(A), and therefore the explanation thereof will be omitted.
[0237] Next, (C1) and (C2) are similar to (A) in FIG. 10, but are the display screens of the display device 41 when the special symbol 1 variable display game results in a winning outcome. Here, the game control device 100 displays the winning symbol B or winning symbol C as a stopped symbol on the special symbol 1 display 51. Then, in the variable display areas 610 and 615 of the display screen, the performance control device 300 displays the decorative stop symbol (image symbol) corresponding to the winning symbol B or winning symbol C as a stopped symbol. Here, the decorative stop symbol is a pattern in which three decorative special symbols are aligned to the same symbol (or a symbol with the same number). For example, "333" is displayed corresponding to the winning symbol B, and "555" is displayed corresponding to the winning symbol C. The decorative stop symbol may be determined by lottery to be one of the numbers 1 to 9.
[0238] The effect control device 300 can also be configured to set the decorative stop symbols of (C1) and (C2) to be the same, so that before the start of a winning game, the effect is the same regardless of whether it is winning symbol B or winning symbol C, making it impossible to tell from the content displayed on the display screen whether it is winning symbol B or winning symbol C. This makes it difficult for the player to know where the game state will transition after the winning game ends, at least before the start of the winning game, thereby increasing the player's interest in the game.
[0239] Next, in (S), the presentation mode becomes the winning mode II corresponding to the winning game (winning state) of Figure 8 (II) (III). Then, as part of the opening presentation, the character display 680 "BONUS 2" is displayed as the title of the winning game. The right-hit instruction display 503 may be displayed until the end of the ending period of the winning game (until (Chi1) (Ta2) described below), and may continue to be displayed in the specific game state thereafter.
[0240] Next, in (C), a large right-hit instruction display 682 is displayed as part of the opening effect, instructing or recommending a right hit. The content of the opening effect differs between the winning modes II of (S) and (C) and the winning mode I of (C), and the opening period during which the opening effect is executed is 14.5 seconds and 6 seconds, respectively. Furthermore, in the winning mode II of (S) and (C), after the title of the winning game, "BONUS 2," is displayed, a large display relating to the hitting method (right-hit instruction display 682) is displayed, whereas in the winning mode I of (C) and (D), after the title of the winning game, "BONUS 1," is displayed, a large display relating to the hitting method (promotion display 665) is displayed. This provides a variety of effects, enhancing the enjoyment of the game.
[0241] Next, in (S) of Fig. 11B, a round effect is executed during the round periods of the first and second rounds (1R, 2R). As this round effect, Movie 2 is displayed as video 683, unlike Movie 1 in hit mode I in (O).
[0242] Next, (Ta1) and (Chi1) are the same display screens as (Ka) and (Ki) in FIG. 10, but in the case of a winning symbol B, as part of the ending performance of the ending period, a text display 670 ("Entering RUSH1") is displayed, suggesting that the game will transition to a specific game state B (RUSH1) after the winning game ends. Next, a manufacturer display 671 ("XYZ"), warning displays 673, 674, and a character image 676 (picture image) are displayed. Then, in the case of a winning symbol B, after the winning game after (Chi1) ends, that is, after the winning mode II ends, the game will transition to a specific game state B (RUSH1) as shown in FIG. 5.
[0243] In addition, when the allocation rate (selection rate) of the winning symbol B is significantly lower than the allocation rate (selection rate) of the winning symbol C, the probability of transitioning to the specific game state B (RUSH1) after the end of the winning game is significantly lower than the probability of transitioning to the specific game state A (challenge mode). Therefore, the text display 670 ("Entering RUSH1") serves as a promotion notification effect, which surprises a player who would have been disappointed by the transition to the specific game state A (challenge mode), thereby increasing the enjoyment of the game.
[0244] On the other hand, in (Ta2), in the case of the winning symbol C, as part of the ending performance, a text display 684 ("Entering challenge mode") is displayed, indicating that the game will transition to a specific game state A (challenge mode) after the winning game ends.
[0245] Next, (Chi2) shows the transition to the special game state A (challenge mode) after the winning game following (Ta2) ends, i.e., after the end of winning mode II, in the case of winning symbol C. Here, the mode display 501 indicating the presentation mode indicates the challenge mode, which is a type of time-saving mode, in text corresponding to the time-saving state. Also, a background image 505 corresponding to the challenge mode is displayed on the display screen. The background image 505 may be a still image or a moving image. Here, the background image 505 is modeled after a landscape including a Japanese-style building, but is not limited to this. A special symbol 2 variable display game is executed in the variable display areas 610, 615 as the main variable display game. The special symbol 2 variable display game is also executed on the special symbol 2 display 52, and the special symbol is currently variable.
[0246] In the second hold display section 635 (waiting area), which displays the second start memory (special chart 2 start memory) before the execution of the variable display game as the second hold display, several hold displays 631a corresponding to the second start memory are displayed (here, one). The first hold display section 645, which displays the first start memory (special chart 1 start memory) before the execution of the variable display game as the first hold display, does not display a hold. The hold consumption section 640 (hold consumption area) displays a variable hold display 631b indicating the variable hold related to the currently executed special chart 2 variable display game (the start memory that was the right to execute this special chart variable display game). The upper right corner of the display screen of the display device 41 is provided with a special chart 1 hold number display section 650 and a special chart 2 hold number display section 660. The special chart 1 hold number display section 650 and the special chart 2 hold number display section 660 display the number "0" indicating the special chart 1 hold number and the number "1" indicating the special chart 2 hold number, respectively.
[0247] Referring also to FIG. 5, when the special symbol 2 variable display game is a hit in the specific game state A (challenge mode), the game transitions to the specific game state C (RUSH2) for all winning symbols ae.
[0248] In addition, the specific game state B (RUSH1) to which the special chart 1 variable display game can be transitioned after a winning game involving the winning symbol A may be called the first specific state, and the specific game state A (challenge mode) or specific game state C (RUSH2) to which the special chart 1 variable display game can be transitioned after a winning game involving the winning symbol C may be called the second specific state.
[0249] 12A and 12B illustrate screen transitions when a game transitions from a normal game state to a special game state C or a normal game state after a winning state corresponding to winning symbols D and E is reached. In FIGS. 12A and 12B, the presentation mode transitions from the normal mode of the normal game state to a winning mode III in the winning state upon the derivation of winning symbols D and E, and then transitions to RUSH2, which is the time-saving mode of the special game state C, or to the normal mode of the normal game state. Note that (N) to (F1) in FIGS. 12A and 12B correspond to the opening period to the ending period in FIG. 8(IV). (N) to (F2) in FIGS. 12A and 12B correspond to the opening period to the ending period in FIG. 8(V).
[0250] (Na) in FIG. 12A is the same as the display screen in the normal gaming state in (A) in FIG. 10, and therefore the explanation will be omitted.
[0251] Next, (D1), (D2), and (Ju) are the display screens of the display device 41 in the situation where the special symbol 1 variable display game has resulted in a winning result or immediately before that. Here, the winning symbol D or winning symbol E is displayed as a stopped symbol on the special symbol 1 display 51 by the game control device 100. Then, in the variable display areas 610 and 615 of the display screen, the decorative stopped symbol (image symbol) corresponding to the winning symbol D or winning symbol E is displayed as a stopped symbol by the performance control device 300.
[0252] In (D1), it is the same as (A) of Figure 10, but in the variable display area 610, 615, the decorative stopping pattern is a state in which three decorative special patterns are aligned with the same pattern (or a pattern with the same number), and for example, "999" is displayed corresponding to the winning pattern D.
[0253] In (D2), just before the special symbol 1 variable display game results in a winning result, the left symbol "1" and the right symbol "3" are stopped or temporarily stopped in the variable display area 610, but the center symbol is changing, and the decorative special symbol is also changing in the variable display area 615. In addition, during the temporary stop, the symbols are shaking and vibrating finely.
[0254] Then, in (J), after (D2), in the variable display area 615 in the corner of the display screen, the decorative stop symbols are displayed in a manner in which the three decorative special symbols are not aligned (misaligned), and for example, "163" is displayed in correspondence with the winning symbol E. Meanwhile, in the variable display area 610, a special symbol 686 is displayed as a decorative stop symbol that does not include numbers and is not displayed during the variation. For example, the special symbol 686 includes a text display 686a, a character image 686b, and a frame 686c. The text display 686a displays, for example, "Ball win chance" in large letters to indicate that a game ball can be acquired by winning. The frame 686c surrounds and includes most of the text display 686a and the character image 686b.
[0255] Unlike the warning displays 673 and 674, the character display 686a does not include any symbols other than warning text, including periods (for example, ". / / / " or "#"). Furthermore, the character display 686a is not displayed horizontally (left and right), but is displayed large in a diagonal direction at an angle to the horizontal. The light emission mode of the effect LED 46 changes in accordance with the character display 686a. The light emission mode includes light emission color, lighting pattern, and extinguishing. Because the character display 686a is displayed diagonally and accompanies changes in the light emission mode of the effect LED 46, it can arouse the player's impatience and prevent delays in the launch of the game ball when hitting to the right in a winning game.
[0256] In addition, the presentation control device 300 can be configured to make the presentation the same regardless of whether the winning symbol D or the winning symbol E on the special symbol 1 display 51 is displayed before the start of the winning game by replacing (D1) with (D2) (Ju) or by replacing (D2) (Ju) with (D1), so that it is impossible to distinguish whether the winning symbol is D or E from the display content on the display screen. This makes it difficult for the player to understand the transition destination of the game state after the winning game ends, at least before the start of the winning game, thereby increasing the enjoyment of the game.
[0257] Next, in (N), after (N1) or (Nu), the presentation mode changes to the winning mode III corresponding to the winning game (winning state) of Figures 8(IV) and (V). Then, as part of the opening presentation, a character display 687 "Winning device open" is displayed, indicating that the special variable winning device 39 (large winning opening) will be opened in the winning game. The right-hit instruction display 503 may be displayed until the end of the ending period of the winning game (until (F1) and (F2) described below), and may continue to be displayed in the specific game state thereafter.
[0258] Next, in (No), a large right-hit instruction display 682 is displayed as part of the opening effect, instructing or recommending a right hit. Also, since the winning symbols D and E are small-hit symbols and the first round of the winning game is a small-hit round (V winning round), a text display 688 ("Aim for V") is displayed, urging the player to aim the game ball at the specific area 86 (V winning hole).
[0259] The opening performance differs between the (Ne)(No) winning mode III and the (U)(Su)(Se) winning modes I and II.
[0260] Next, in (C) of Figure 12B, a round effect is executed during the round periods of the first and second rounds (1R, 2R). As this round effect, unlike the movies 1 and 2 in the winning modes I and II of (E) and (S), movie 3 is displayed as video 685. Note that text display 688 ("Aim for V") may be displayed until a V win occurs in the first round.
[0261] The next (Hi1) is a display screen similar to (F) of FIG. 10, but in the case of winning symbol D, as part of the ending effect of the ending period, text display 690 ("Entering RUSH2") is displayed as a promotion notification effect, suggesting that the game will transition to specific game state C (RUSH2) after the winning game ends. Note that because the allocation rate (selection rate) of winning symbol D is lower than the allocation rate (selection rate) of winning symbol E, the probability of transitioning to specific game state C (RUSH2) after the winning game ends is significantly lower than the probability of transitioning to the normal game state (normal mode). Therefore, text display 690 serves as a promotion notification effect, surprising players who would be disappointed by the transition to the normal game state, and increasing their interest in the game.
[0262] The effects during a winning game (during a first predetermined game) corresponding to the winning symbol E (first winning result, first result) and the effects during a winning game (during a third predetermined game) corresponding to the winning symbol D (third winning result, third result) are partially common, such as the opening effects and round effects of (Ne), (No), and (Ha). Therefore, if a promotion notification effect is performed in response to the winning symbol D, as in (Hi1), in the effects of the ending period other than that part, the promotion notification effect will stand out and the promotion notification effect can be executed effectively.
[0263] The next (F1) is the same display screen as (G) of Fig. 10, but it also displays a manufacturer display 671 ("XYZ"), warning displays 673, 674, and a character image 676. In the case of a winning symbol D, the ending period may be made shorter than the 17 seconds in Fig. 8 (IV), and the warning displays 673, 674 may not be displayed during the ending period, and the game may transition to the most advantageous specific game state C early. Then, in the case of a winning symbol D, after the winning game after (F1) ends, that is, after the winning mode III ends, the game transitions to the specific game state C (RUSH2) as shown in Fig. 5.
[0264] On the other hand, in (Hi2), in the case of the winning symbol E, as part of the ending effect, a character display 692 ("QRSVW Theater") showing the title corresponding to the normal mode, which is the effect mode in the normal game state (the title of the normal mode), is displayed. Therefore, it indirectly suggests that the game will transition to the normal game state (normal mode) after the winning game ends, which can increase the interest of the game.
[0265] Next, in (F2), part or all of the display screen becomes an image or display that is displayed on the normal screen in normal mode. This indirectly suggests that the game will transition to normal play (normal mode) after the winning game ends, enhancing the enjoyment of the game. Specifically, the normal background image 524 displayed in normal mode begins to be displayed in the same manner as in (Na). Instead of the normal background image 524, other images or displays, such as character images displayed in normal mode or titles (text display) related to animations or movies displayed in normal mode, may be displayed. Also, the reserved display 641a, the special symbol 1 reserved number display section 650, and the special symbol 2 reserved number display section 660 are displayed in the same manner as in (Na). Note that decorative special symbols are also displayed in the variable display areas 610 and 615, but unlike in (Na), they are not changing, and instead the same decorative stop symbol ("163") as in (Nu) is displayed as a stopped symbol.
[0266] Furthermore, in (F2), unlike (Na), the mode display 501 and the variable hold display 641b are not displayed, while the right-hit instruction display 503 that instructs or recommends right-hitting is displayed. Therefore, the player can recognize that here, it is still not the normal game state (normal mode) but the ending period of the winning state.
[0267] In the case of the winning symbol E, after the winning game after (F2) is finished, that is, after the winning mode III is finished, the game shifts to the normal game state as shown in FIG.
[0268] In this way, the left-hit instruction display (left-hit notification effect) when returning to the normal game state (normal mode) via a winning game corresponding to the winning symbol E, and the left-hit instruction display (left-hit notification effect) when returning to the normal game state (normal mode) after executing a specific game state via a winning game corresponding to another winning symbol AD, can be executed in the same common manner. Continuing to hit right in the normal game state would result in wasting game balls acquired through a winning game corresponding to the winning symbol E. However, by displaying a common left-hit instruction display (left-hit notification effect) when returning to the normal game state after a winning game corresponding to any winning symbol, not just the winning symbol E, it becomes easier for the player to understand when it is necessary to return to left-hit and also simplifies control. Therefore, when returning to the normal game state (normal mode) after a winning game corresponding to the winning symbol E, it is possible to quickly return to left-hit, thereby preventing wasted game balls.
[0269] As described above, during the ending period, the display device 41 (display means) starts displaying the normal background image 524, which is a display of the background of the normal game state (normal state). When the display of the normal background image 524 starts, the right hit instruction display 503 (predetermined notification) that was executed during the round period and opening period before the ending period continues, making it easy to understand that the winning game is still in progress (winning state). Even during the ending period, the right hit instruction display 503 is displayed and the player is likely to continue hitting the right, but because the special variable winning device 39 (big winning port) has already been closed, even if a game ball won as a prize ball during a winning game is fired, it will not win the special variable winning device 39 and will be wasted as a wasted ball. However, as shown in Figure 8 (V), the ending period (4 seconds) of the winning game related to the winning symbol E is shorter than the ending periods (14 seconds or more) of the winning games related to the other winning symbols AD, so it is possible to reduce the number of wasted balls (unnecessary wastage of game balls) during such an ending period. Also, the normal background image 524 during the ending period allows the player to recognize that the game is moving to the normal game state, so that the player can stop hitting to the right and not waste game balls, thereby reducing the number of wasted balls (unnecessary wastage of game balls).
[0270] The effects of (Hi2) and (Fu2) may be executed on a sub-display (sub-display) together with or instead of the display device 41. In this case, an effect different from (Hi2) and (Fu2) is executed on the display screen of the display device 41 during the ending period. The order of (Hi2) and (Fu2) may also be reversed.
[0271] As shown in (Hi2) and (Fu2), in the ending period of the winning game (first predetermined game) corresponding to the winning symbol E (first result), the warning displays 673, 674 are not displayed, and the predetermined warning (warning against addiction or forgetting to take out the prepaid card) by the warning displays 673, 674 is not executed. Therefore, the ending period (4 seconds) of the winning game related to the winning symbol E can be made shorter than the ending periods (14 seconds or more) of the winning games (second predetermined game, third predetermined game, fourth predetermined game) corresponding to the other winning symbols AD (second result, third result, fourth result), thereby reducing the number of wasted balls in the ending period.
[0272] In addition, in a winning game (such as a second predetermined game) corresponding to the winning symbols A, B, and D (such as a second result), a predetermined warning is more likely to be issued than in a winning game (such as a first predetermined game) corresponding to the winning symbol E (such as a first result). Therefore, it becomes easier for the player to distinguish between a winning game (such as a first predetermined game) that transitions to a normal game state and a winning game (such as a second predetermined game) that transitions to a specific game state (specific state), thereby increasing the player's interest in the game.
[0273] Note that, during the ending period of a winning game related to the winning symbol E, instead of setting the execution probability of the attention call displays 673, 674 to 0% and completely hiding them, the execution probability (selection probability) of the attention call displays 673, 674 by lottery may be set to be greater than 0%, and the attention call displays 673, 674 may be executed at a predetermined execution probability greater than 0%. However, even in this case, the predetermined execution probability is set so that the predetermined attention call is more likely to be executed in a winning game corresponding to the winning symbol AD than in a winning game corresponding to the winning symbol E.
[0274] The game control device 100 may set the ending period (e.g., 14 seconds, 17 seconds) when the attention display 673, 674 is executed by lottery, with the above-mentioned predetermined execution probability as the winning probability. If the game control device 100 loses the lottery, it may set the ending period (e.g., 4 seconds) when the attention display 673, 674 is not executed. In this way, there are more opportunities for the ending period of the winning game related to the winning symbol E to be shorter (e.g., 4 seconds) than the ending periods (e.g., 14 seconds, 17 seconds) of the winning games corresponding to other winning symbols AD. This makes it possible to reduce wasted balls during the ending period.
[0275] Also, in FIG. 12B, if a V entry fails in the first small win round of (C) and the second round of big win game is not executed (in the case of a V puncture), regardless of the winning symbol, the ending period of the small win game after the round period is extended and at least a part of the same effects as (Hi2) and (Fu2) are executed. In other words, if the ball does not enter the specific area 86 (V entry port) during the small win game (in the case of a V puncture), the second round of big win game becomes impossible after the end of the first round of small win game. The same effects are executed in the ending period of the small win game in the case of a V puncture and in the ending period of the V entry big win game in the case of the winning symbol E (the ending period after the second round).
[0276] The same effect is at least one of the display of the character display 692 ("QRSVW Theater") indicating the title corresponding to the normal mode and the display of the normal background image 524. Other effects (for example, the right-hit instruction display 503) other than the character display 692 and the normal background image 524 in (Hi2) and (Fu2) do not have to be executed during the ending period of the small win game in the case of a V-punk.
[0277] In addition, the same effect may be executed after the transition to the normal game state (normal mode) after the ending period has ended, rather than during the ending period of the small win game in the case of a V-puncture. In other words, in the case of a V-puncture, after the transition to the normal game state after the end of the winning game, one or both of the character display 692 and the normal background image 524 in (Hi2) and (Fu2) may be displayed.
[0278] As described above, FIG. 12 has been explained, but the effect of (Hi2) may not be executed, and the transition may be made from (C) to (Fu2).
[0279] [Modification] Modifications not mentioned in the above description are summarized below. The following modifications can also enhance the enjoyment of the game.
[0280] In Fig. 8, the length that differs depending on the winning symbols A, D, and E may be the opening period corresponding to the beginning of the round period instead of (or in addition to) the ending period corresponding to the end of the round period. This allows the promotion notification effect to be executed in the opening period, providing flexibility to the effect, and also reducing wasted balls (waste of game balls) in the opening period of a winning game related to the winning symbol E.
[0281] The special variable prize winning device is not limited to the special variable prize winning device 39, and there may be multiple special variable prize winning devices. In this case, for example, the special variable prize winning device (large prize winning port) that opens in a winning game may be changed depending on the winning symbol. For example, in a winning game (round game) corresponding to the winning symbol bd, a special variable prize winning device (large prize winning port) different from the winning symbols a and e may be opened (FIGS. 9(II)(III)(IV)).
[0282] 12A and 12B, the effects during a winning game (during a first predetermined game) corresponding to the winning symbol E and the effects during a winning game corresponding to the winning symbol D are not the opening effects and round effects of (Ne), (No), and (Ha), but may be common to the opening effects and ending effects, but may be different in the round effects. In other words, the effects during a winning game (during a first predetermined game) corresponding to the winning symbol E (first winning result, first result) and the effects during a winning game (during a third predetermined game) corresponding to the winning symbol D (third winning result, third result) are common in part (opening effects and ending effects). Then, different effects can be executed during a winning game corresponding to the winning symbol E and during a winning game corresponding to the winning symbol D in a round period before the ending effect (predetermined period). Therefore, if a promotion notification effect is performed in response to the winning symbol D in the effect of a round period other than the part, the promotion notification effect will stand out and the promotion notification effect can be executed effectively. Note that, instead of the round period, a different effect may be executed in the opening period before the ending effect (predetermined period).
[0283] [Effects of the embodiment or its modified example] In this embodiment or its modified example, the gaming machine 10 can execute a predetermined game (e.g., a winning game) in which a gaming medium (e.g., a gaming ball) can be acquired according to the game result (e.g., a winning symbol), and can execute a predetermined effect (e.g., a predetermined ending effect) during a predetermined period (e.g., an ending period) of the predetermined game. A first predetermined game (e.g., a first winning game) is executed according to a first result (e.g., a winning symbol E), and a second predetermined game (e.g., a second winning game) is executed according to a second result (e.g., a winning symbol A). After the first predetermined game ends, the game does not transition to a specific state (e.g., a specific game state, a time-saving state), and after the second predetermined game ends, the game can transition to the specific state. The predetermined period in the first predetermined game and the predetermined period in the second predetermined game are made different, and the predetermined effect is not executed during the predetermined period in the first predetermined game.
[0284] In such a gaming machine 10, since it is possible to acquire gaming media (e.g., gaming balls) in the first predetermined game even when the specific state is not transitioned to, this serves as compensation for the case where the specific state is not transitioned to and there are few prizes, resulting in insufficient acquisition of gaming media (prize balls), thereby increasing the enjoyment of the game. By shortening the predetermined period (e.g., ending period) in the first predetermined game in which the specific state is not transitioned to, it is possible to prevent gaming media (gaming balls) from being wasted, thereby increasing the enjoyment of the game. Conversely, it is also possible to lengthen the predetermined period (e.g., ending period) in the first predetermined game and execute a game explanation effect that explains the transition to a state other than the specific state, thereby increasing the enjoyment of the game.
[0285] In this embodiment or its modified example, the gaming machine 10 can transition to a normal state (for example, a normal game state) that is more disadvantageous to the player than the specific state after the end of the first predetermined game. During a predetermined period (for example, an ending period) in the first predetermined game, the display means (for example, the display device 41) starts displaying a background of the normal state (for example, a normal background image 524), and in the situation where the display of the background starts, the predetermined notification (for example, the right hit instruction display 503) that was executed before the predetermined period continues.
[0286] In such a gaming machine 10, the display of a background in the normal state (e.g., the normal background image 524) indicates early on that the game will transition to the normal state after the end of the first predetermined game during a predetermined period (e.g., the ending period) of the first predetermined game, thereby enhancing the interest of the game. Furthermore, when the background display starts, a predetermined notification (e.g., the right-hit instruction display 503) that was executed before the predetermined period continues, making it easier to understand that the first predetermined game is in progress (e.g., a winning game is in progress). While this predetermined notification (e.g., the right-hit instruction display 503) may result in the wasteful consumption of gaming media acquired during the first predetermined game, the predetermined period for the first predetermined game and the predetermined period for the second predetermined game are made different, and the predetermined effect is not executed during the predetermined period for the first predetermined game (e.g., the ending period), thereby shortening the predetermined period and reducing the wasteful consumption of gaming media. In addition, by displaying the background of the normal state during a predetermined period in the first predetermined game, it is possible to suppress the wasteful consumption of game media by suggesting a transition to the normal state, thereby increasing the interest in the game.
[0287] In this embodiment or its modified example, a third predetermined game (for example, a winning game corresponding to winning symbol D) in which game media can be acquired can be executed, the predetermined period in the first predetermined game and the predetermined period in the third predetermined game are made different, and some of the effects in the first predetermined game and the third predetermined game (for example, the effects in the round period and the opening period) are common. Therefore, after the effects are common between the first predetermined game and the third predetermined game, a promotion notification effect or the like can be performed during the predetermined period in the third predetermined game to surprise the player and increase the enjoyment of the game.
[0288] In this embodiment or its modified example, a third predetermined game (for example, a winning game corresponding to winning symbol D) in which game media can be acquired can be executed, and the effects during the first predetermined game and the third predetermined game have some common effects (for example, effects during the opening period and ending period), and different effects can be executed during the first predetermined game and the third predetermined game in a period (for example, a round period) before a predetermined period (for example, an ending period). Therefore, in the third predetermined game, if a promotion notification effect is executed early as an effect other than that part (for example, an effect during a round period) before the predetermined period, the promotion notification effect can be executed effectively, and the enjoyment of the game can be increased.
[0289] In this embodiment or its modified example, the specific states include a first specific state (e.g., specific game state B) and a second specific state (e.g., specific game state A or specific game state C). It is possible to acquire gaming media and to play a predetermined game (e.g., a winning game related to winning symbol C, winning mode II) different from the first predetermined game (e.g., winning mode III) and the second predetermined game (e.g., winning mode I), and it is possible to transition to the second specific state after the predetermined game is completed. Therefore, the existence of two specific states (the first specific state and the second specific state) increases the variety of the game. Furthermore, by transitioning to the second specific state, which is one of the specific states, via a predetermined game that is not the first predetermined game or the second predetermined game, the game becomes more varied and the enjoyment of the game can be improved.
[0290] In this embodiment or its modified example, a predetermined warning (e.g., warning display 673, 674) is more likely to be executed in the second predetermined game than in the first predetermined game. Therefore, in the second predetermined game, which can transition to a specific state after the end of the game, a predetermined warning is more likely to be executed as a predetermined effect during a predetermined period (e.g., an ending period), whereas in the first predetermined game, which does not transition to a specific state after the end of the game, a predetermined warning (e.g., warning display 673, 674) is less likely to be executed during a predetermined period (e.g., an ending period). Therefore, in the first predetermined game, the predetermined period is often shorter, which can reduce waste of game media (game balls) during the predetermined period.
[0291] In this embodiment or its modified example, a predetermined warning is not executed during a predetermined period in the first predetermined game. Therefore, in a second predetermined game that can transition to a specific state after completion, a predetermined warning is executed as a predetermined effect during a predetermined period (e.g., an ending period), while in a first predetermined game that does not transition to a specific state after completion, a predetermined warning (e.g., warning display 673, 674) is not executed during the predetermined period (e.g., an ending period). Therefore, in the first predetermined game, the predetermined period can be shortened, and waste of game media (game balls) during the predetermined period can be reduced.
[0292] In this embodiment or its modified example, the first predetermined game and the second predetermined game have a distinguishable predetermined period (e.g., an ending period) for acquiring game media, and a period different from the predetermined period (e.g., a round period). The length of the predetermined period in the first predetermined game is made different from the length of the predetermined period in the second predetermined game. Therefore, by shortening the length of the predetermined period (e.g., the ending period) in the first predetermined game in which a transition to a specific state does not occur, it is possible to prevent game media (game balls) from being wasted during the predetermined period and increase the enjoyment of the game. Alternatively, the length of the predetermined period (e.g., the ending period) in the first predetermined game can be lengthened to execute a game explanation effect that explains the transition to a state other than the specific state, thereby increasing the enjoyment of the game.
[0293] In this embodiment or its modified example, the predetermined period during which the predetermined effect is not executed in the first predetermined game corresponds to the period after the end (e.g., ending) or before the start (e.g., opening) of a state in which game media can be acquired (e.g., round game) in the first predetermined game and the second predetermined game. Therefore, waste of game media in the first predetermined game can be suppressed.
[0294] In this embodiment or its modified example, the predetermined period during which the predetermined effect is not executed in the first predetermined game is a period (e.g., an ending period) corresponding to the end of the state in which game media can be acquired in the first predetermined game and the second predetermined game. Even if the length of the predetermined period in the first predetermined game and the length of the predetermined period in the second predetermined game are different, the length of the period (e.g., an opening period) corresponding to the start of the state in which game media can be acquired in the first predetermined game and the second predetermined game may be the same (e.g., 6 seconds). This simplifies game control. Furthermore, since the length of the period (e.g., an opening period) corresponding to the start of the state in which game media can be acquired is fixed, the sense of incongruity caused by changes is eliminated, improving the enjoyment of the game.
[0295] In this embodiment or its modified example, when the game state at the time of result derivation (e.g., winning symbol E) and the second result (e.g., winning symbol A) is determined to be a time-saving state, the predetermined period in the first predetermined game and the predetermined period in the second predetermined game may be the same length (e.g., 17 seconds). This simplifies game control. Also, the difference between the time-saving state and other states is apparent, increasing the interest in the game.
[0296] In this embodiment or its modified example, if the ball does not enter a specific area during a small win game (for example, in the case of a V-puncture), the big win game becomes unavailable after the small win game ends, and the same effect is executed during the predetermined period (for example, the ending period) of the first predetermined game (the big win game) and the predetermined period (for example, the ending period) of the small win game. This reduces the storage capacity of the data for the effect. Furthermore, if the ball does not enter a specific area during a small win game (for example, in the case of a V-puncture), it becomes easier to understand that the game transitions to the same game state (for example, the normal game state) after the end of the small win game and the end of the first predetermined game, thereby increasing the interest in the game.
[0297] In this embodiment or its modified example, a new specific state can be generated after the currently running specific state has ended, and the currently running specific state can be ended in correspondence with the start of a display time that displays the result that triggered the generation of the new specific state. This makes it possible to vary the new specific state that is generated after the currently running specific state has ended depending on whether the currently running time-saving state ends in correspondence with the start of the display time or the end of the display time, thereby increasing the enjoyment of the game.
[0298] 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.
[0299] 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. 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 due to various bonuses to the total number of medals paid out in a specified period. [Explanation of symbols]
[0300] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board) 501 Mode display 503 Right-hand stroke instruction display 524 Normal background image 673 Warning display 674 Warning display
Claims
1. A gaming machine that can execute a predetermined game in which game media can be acquired according to the result of the game and can execute a predetermined effect during a predetermined period of the predetermined game, A first predetermined game is executed according to the first result, and a second predetermined game is executed according to the second result; The game does not transition to a specific state after the end of the first predetermined game, but can transition to a specific state after the end of the second predetermined game; The predetermined period in the first predetermined game is different from the predetermined period in the second predetermined game, During the predetermined period in the first predetermined game, the predetermined effect is not executed, A gaming machine characterized in that a predetermined warning is more likely to be executed in the second predetermined game than in the first predetermined game.
2. 2. The gaming machine according to claim 1, wherein the predetermined warning is not executed during the predetermined period in the first predetermined game.
Citation Information
Patent Citations
Game machine
JP2023005249A
Game machine
JP2015221239A