Game machine

The gaming machine addresses the lack of entertainment value in conventional machines by allowing customizable settings and dynamic presentation modes, thereby increasing player engagement and enjoyment.

JP2025186115APending Publication Date: 2025-12-23NEWGIN KK
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Patent Information

Application Number
JP2024094734
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-06-11
Publication Date
2025-12-23

AI Technical Summary

Technical Problem

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

Method used

A gaming machine that allows for customizable settings across different gaming states, including first, second, and third settings, with distinct presentation modes and specific periods for each, enabling dynamic changes based on setting statuses.

Benefits of technology

Enhances game enjoyment by providing varied and engaging gameplay experiences through customizable effects and presentation modes.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025186115000001_ABST
    Figure 2025186115000001_ABST
Patent Text Reader

Abstract

To improve the amusement of a game.SOLUTION: A game machine is provided in which: various settings related to a performance include a first setting which can be set in a first game state, a second setting which can be set in a second game state, and a third setting which can be set in these states; in the first setting, a first performance mode in a first performance is set, in the second setting, a second performance mode in a second performance is set, and in the third setting, a third performance mode in a third performance is set; the third performance mode reflecting the third setting in the first game state and the third performance mode reflecting the third setting in the second game state are different from each other; there is a specific period from a start of one variation game to a start of a next variation game; the specific period includes a first period and a second period; in the first period, the performance mode is changed according to a setting situation of the first setting, the second setting, or the third setting; and in the second period, the performance mode is not changed irrespective of the setting situation.SELECTED DRAWING: Figure 12
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Description

[Technical Field]

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

[0002] BACKGROUND ART Gaming machines that allow customization of various setting information related to effects (for example, Patent Document 1) have been known. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-177880 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional gaming machines, there is room for improving the entertainment value of the game.

[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0006] In a representative aspect of the present invention, there is provided a gaming machine in which various settings related to effects can be set, the various settings including a first setting that can be set in at least a first gaming state, a second setting that can be set in at least a second gaming state, and a third setting that can be set in common to at least the first gaming state and the second gaming state, the second gaming state being a gaming state that is more advantageous to a player than the first gaming state, the first setting sets a first performance pattern in a first effect, the second setting sets a second performance pattern in a second effect, the third setting sets a third performance pattern in a third effect, and in the first gaming state The third presentation mode when the third setting is reflected and the third presentation mode when the third setting is reflected in the second gaming state are different from each other, there is a specific period determined from the start of one variable game to the start of the next variable game, the specific period includes a first period and a second period, and in the first period, the first presentation mode, the second presentation mode, or the third presentation mode is changed depending on the setting status of the first setting, the second setting, or the third setting, and in the second period, the first presentation mode, the second presentation mode, or the third presentation mode is not changed regardless of the setting status. [Effects of the Invention]

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

[0008] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] FIG. 10 is a diagram illustrating an example of customization during normal play. [Figure 6] FIG. 10 is a diagram showing details of each customization type during normal play. [Figure 7] FIG. 10 is a diagram showing an example of the relationship between each selection item and the defined presentation mode for each customization type during normal play. [Figure 8] FIG. 10 is a diagram illustrating an example of customization during RUSH. [Figure 9] FIG. 10 is a diagram showing details of customized species during RUSH. [Figure 10] FIG. 10 is a diagram showing an example of the relationship between each selection item and the defined presentation mode for each customization type during RUSH. [Figure 11] 10 is a timing chart showing an example of a change over time in the presentation mode according to the selected item of the customization type according to the second embodiment. [Figure 12] 11 is a timing chart showing an example of a change over time in the presentation mode in response to a change in the selection item of the customization type according to the third embodiment. [Figure 13] 13 is a timing chart showing an example of a change over time in the presentation mode in response to a change in the selection item of the customization type according to the fourth embodiment. [Figure 14] 13 is a timing chart showing an example of a change over time in the presentation mode in response to a change in a selection item of a customization type according to the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION

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

[0010] [First embodiment] (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 or luminance of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.

[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 game, during normal game) is a game state in which no special game state occurs, and is basically a low base state with a low ball payout rate (base value). The special game state is a non-normal game state, and includes 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 ball 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 plurality of 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 (e.g., some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a rotating fashion. The variable display game may be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating (flashing) a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game) is executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or normal pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the normal pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game.

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

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

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

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

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

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

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

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

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

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

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

[0063] In addition, 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 random number value for determining a win 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 random number value for winning determination at the time of winning detection is a small winning value), a special result mode (small winning result mode) is derived from the displayed symbols as a result of the special symbol variable display game, and a small winning state is achieved. Correspondingly, the display mode of the display device 41 becomes a small winning result mode. In this embodiment, a random number value for winning determination is also used to determine a small winning, but the small winning value (small winning determination value) is different from the big winning value (big winning determination value). In addition, a small winning random number value may be used to determine a small winning.

[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] In addition, ROM111b stores, for example, a fluctuation pattern table that specifies the relationship between a plurality of fluctuation patterns (fluctuation mode and fluctuation time) that specify the execution time (fluctuation time) of the special chart fluctuation display game, the presentation content, whether or not a reach state occurs, etc., and a predetermined fluctuation pattern judgment value, as well as judgment values ​​for various random numbers.

[0083] In particular, the variation patterns include normal variation patterns used for normal games. Furthermore, the normal variation patterns include normal jackpot variation patterns used in variation games when a jackpot is won, and normal loss variation patterns used in variation games when a jackpot is not won. The normal jackpot variation pattern is a variation pattern that performs a reach effect in a presentation game during normal games and ultimately derives a jackpot symbol combination. On the other hand, the normal loss variation pattern is a variation pattern that ultimately derives a loss symbol combination in a presentation game during normal games. In particular, the normal loss variation patterns include a "reach" variation pattern (hereinafter referred to as the "first normal loss variation pattern") in which a reach effect is performed in a presentation game, and a "no reach" variation pattern (hereinafter referred to as the "second normal loss variation pattern") in which a reach effect is not performed in a presentation game. Note that the normal variation pattern specifies a generally longer variation time than the time-saving variation pattern described later.

[0084] The variation patterns also include time-saving variation patterns used for the time-saving state. Furthermore, the time-saving variation patterns include a time-saving jackpot variation pattern and a time-saving miss variation pattern. The time-saving jackpot variation pattern is a variation pattern that performs a reach effect in the effect game during the time-saving state and ultimately derives a jackpot symbol combination. The time-saving miss variation pattern is a variation pattern that ultimately derives a miss symbol combination in the effect game during the time-saving state. In particular, the time-saving miss variation pattern includes a "reach" variation pattern (hereinafter referred to as the "first time-saving miss variation pattern") in which a reach effect is performed in the effect game, and a "no reach" variation pattern (hereinafter referred to as the "second time-saving miss variation pattern") in which a reach effect is not performed in the effect game. The time-saving variation pattern specifies a variation time that is generally shorter than the above-mentioned normal variation pattern.

[0085] In addition, the above-mentioned normal jackpot fluctuation pattern, first normal miss fluctuation pattern, time-saving jackpot fluctuation pattern, and / or first time-saving miss fluctuation pattern may each include a table (such as a second-half fluctuation group table or a second-half fluctuation pattern selection table) for determining the latter-half fluctuation pattern, which is the fluctuation pattern after the reach state is reached, and a table (such as a first-half fluctuation group table or a first-half fluctuation pattern selection table) for determining the former-half fluctuation pattern, which is the fluctuation pattern before the reach state is reached.

[0086] 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 win determination 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 jackpot stop pattern), a small hit pattern (a small hit stop pattern), and a time-saving pattern (a support hit pattern, a support hit stop pattern), and 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).

[0087] Furthermore, when the CPU 111a detects the entry of a game ball into a predetermined winning slot, it refers to the fluctuation pattern table stored in the ROM 111b from the current game state (whether it is in normal play or time-saving mode, etc.) and the information of each start memory (particularly the hit determination random number value and the fluctuation pattern random number value), and determines one of the normal jackpot fluctuation pattern, the first normal loss fluctuation pattern, the second normal loss fluctuation pattern, the time-saving jackpot fluctuation pattern, the first time-saving loss fluctuation pattern, and the second time-saving loss fluctuation pattern. Then, the CPU 111a generates a control command based on the determined fluctuation pattern and stores it in the buffer 133 of the output unit 140.

[0088] More specifically, the CPU 111a determines whether the random number value for winning determination included in the start memory matches the big winning determination value stored in the ROM 111b.

[0089] When the random number value for hit determination matches the jackpot determination value, if the game state is normal play, the corresponding normal time jackpot fluctuation pattern is determined by referring to the fluctuation pattern table based on the fluctuation pattern random number value contained in the start memory. On the other hand, if the game state is time-saving state, the corresponding time-saving jackpot fluctuation pattern is determined by referring to the fluctuation pattern table based on the fluctuation pattern random number value contained in the start memory. Then, the CPU 111a generates a control command (fluctuation command or look-ahead fluctuation pattern command) including information on the determined normal time jackpot fluctuation pattern or time-saving jackpot fluctuation pattern, and stores it in the buffer 133.

[0090] Furthermore, if the random number value for hit determination does not match the jackpot determination value, and the gaming state is normal play, the CPU 111a refers to the variation pattern table based on the variation pattern random number value contained in the start memory to determine the corresponding first normal use failure variation pattern (when a reach effect is executed) or the corresponding second normal use failure variation pattern (when a reach effect is not executed). On the other hand, if the gaming state is time-shortened, the CPU 111a refers to the variation pattern table based on the variation pattern random number value contained in the start memory to determine the corresponding first time-shortened failure variation pattern (when a reach effect is executed) or the corresponding second time-shortened failure variation pattern (when a reach effect is not executed). Then, the CPU 111a generates a control command (variation command or look-ahead variation pattern command) including information on the determined first normal use failure variation pattern, second normal use failure variation pattern, first time-shortened failure variation pattern, or second time-shortened failure variation pattern, and stores it in the buffer 133.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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).

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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.

[0103] 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.

[0104] 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.

[0105] For example, the ratio of 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).

[0106] (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.

[0107] 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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] For example, when the difference in balls is less than 90,000, the safety device goes into a non-activated state (activation warning state, activation notice 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 warning 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 notice state that warns of the activation of the safety device, or into an activated state where the safety device is activated (activated state).

[0112] In addition, when the difference in the number of balls reaches 95,000, the safety device will enter an activation warning state if there is a big hit or a small hit, and will enter an activation state if there is neither a big hit nor a small hit. Therefore, if the safety device enters an activation state 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 enter an activation state before a big hit or a small hit occurs in a time-saving state or a probability-variant state.

[0113] 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 activated state (activated state).

[0114] In the activation warning state, the performance control device 300 displays an activation warning display (for example, the text "Playing will end soon") on the display device 41. In the activation notice state of the safety device during a small win or a big win, the performance control device 300 displays an activation notice display (for example, the text "Playing will end after the win ends") on the display device 41.

[0115] 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.

[0116] In the game-stop state, games such as the special chart change display game, the normal chart change display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game-stop state, the detection of game balls by the prize-winning port switch is disabled, the prize port (winning) is disabled, the solenoids that close the large prize port, the specific area 86, the normal winning device 37, etc. are stopped, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 and the performance display device 152 are turned off. In the game-stop state, not only are the special chart change display game and the normal chart change display game unable to continue, but new special chart change display games and new normal chart change display games cannot be started. It is also possible to configure the game so that launching of game balls is not stopped in the game-stop state. In the game-stop state, all light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 are turned off (all off). However, this is not limited to this. In the game stop state, the light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 may be partially lit (partially lit) or all lit (fully lit). Furthermore, in the game stop state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stop state may be output to the test firing device (a configuration in which the test firing signal is not output is also possible). In the game stop state, the presentation control device 300 turns off all of the presentation LEDs 46 (fully lit), or turns on some or all of them. However, when an error occurs, some or all of the presentation LEDs 46 may be lit in red. In addition, in the game stop state, the presentation control device 300 may stop audio output from the speaker 19 to silence the sound (a configuration in which the sound is not silenced is also possible).

[0117] (Power-on transition state) 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).

[0118] 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.

[0119] 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.

[0120] (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.

[0121] 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.

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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).

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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.

[0131] (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.

[0132] 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.

[0133] In addition, the first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for determining whether the special chart 1 variable display game is a win (random number value for determining whether the special chart 1 variable display game is a win or a loss) is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 1 variable display game is a win or a loss.

[0134] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for determining whether the special chart 2 variable display game is a win (random number value for determining whether the special chart 2 variable display game is a win or a loss) 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.

[0135] 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).

[0136] 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.).

[0137] 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.

[0138] 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.

[0139] 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.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] 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 variable state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. In this embodiment, the time-saving state or the game state in which the probability variable state and the time-saving state occur simultaneously is particularly referred to as "RUSH" or "during RUSH."

[0144] 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).

[0145] 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.

[0146] 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).

[0147] 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).

[0148] 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.

[0149] 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).

[0150] 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.

[0151] 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.

[0152] 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.

[0153] 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.

[0154] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.

[0155] 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 warning command corresponding to the operation warning state of the safety device, an operation notice command corresponding to the operation notice state of the safety device, and an operating command corresponding to the operation state of the safety device.

[0156] 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.

[0157] 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.

[0158] 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 is generated. The look-ahead command includes a look-ahead stop pattern command corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the hit determination random number value and special pattern random number value saved as the first start memory or the second start memory, and a look-ahead variable pattern command determined as described above.

[0159] 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.

[0160] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.

[0161] 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.

[0162] 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.

[0163] 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 an operation warning command, an operation notice command, or an operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command.

[0164] 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.

[0165] When the performance control device 300 receives a variation command including information on the specified variation pattern and a decorative stop symbol command indicating the decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set a performance 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 performance control device 300.

[0166] In particular, the variation-related effect setting process can set (select) with a predetermined selection rate, by referring to the variation command, preview effects that appear during the special symbol variation display game and can predict the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the display device 41, and decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. The pseudo-sequential effect is an effect in which pseudo-variations that vary and temporarily stop decorative special symbols on the display device 41 are performed a predetermined number of times in one special symbol variation display game. Furthermore, the variation-related effect setting process can 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.

[0167] 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.

[0168] 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.

[0169] 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.

[0170] 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).

[0171] 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.

[0172] 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.

[0173] 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).

[0174] 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.

[0175] It should be noted that the presentation control device 300 can receive commands necessary for control other than those mentioned above from the game control device 100. Furthermore, when the presentation control device 300 of this embodiment detects a customization operation (operation on the directional key switch 450 or presentation button 25) by the player during a variable game (during a variable display game or a pattern variable game) or while a demo screen is being displayed, it determines the presentation mode of various presentations according to the operation.

[0176] In particular, the presentation control device 300 of this embodiment adjusts the presentation aspects, such as the occurrence rate (appearance rate), presentation behavior (pattern), and expectation level for a specified bonus, in the presentation to be customized (hereinafter referred to as the "target presentation") according to the content of the above-mentioned customization operation and the predictive change pattern command and / or change command received from the game control device 100.

[0177] More specifically, for each possible variation pattern, the performance control device 300 refers to a performance mode determination table that links the target performance, customization content (selection items described below), and the performance mode related to the target performance, and determines the performance mode of the corresponding target performance based on the acquired predictive variation pattern command and / or variation command and the detected customization operation.

[0178] In particular, the performance control device 300 can perform various controls (such as a lottery to select a performance) to realize the performance aspects (such as appearance rate) of various performances determined for each possible variation pattern. In particular, the performance control device 300 of this embodiment can set different performance aspects (such as appearance rate) according to each variation pattern (normal jackpot variation pattern, first normal loss variation pattern, second normal loss variation pattern, time-saving jackpot variation pattern, first time-saving loss variation pattern, and second time-saving loss variation pattern) even for the same performance (two or more performances with the same performance behavior).

[0179] In this embodiment, a "predetermined benefit" refers to an element that is granted to a player during play and that can result in a higher profit for the player than during normal play (a certain amount of balls paid out, a special bonus state, a time-saving state, a small win state, a big win state, etc.). Furthermore, the "expectation level for a predetermined benefit" refers to the degree of expectation from the player's perspective that the benefit can be obtained, and is typically expressed as an index of the probability of the benefit occurring (for example, the probability of reaching a big win determined for each presentation). In the following, for the sake of simplicity, the "expectation level for a predetermined benefit" will be simply referred to as "expectation level," and when referring to a specific benefit element (for example, a big win), a term that clearly indicates this (for example, "expectation level of a big win" or "expected big win") will be used.

[0180] The following describes in detail how the presentation is adjusted through customization according to this embodiment.

[0181] (Customization details) As described above, the gaming machine 10 of this embodiment has a customization function that determines the presentation mode of the corresponding target presentation in accordance with the customization operation performed by the player. In particular, the targets of "customization" in this embodiment include the setting of the mode (presentation mode) related to each presentation, such as the appearance rate, presentation behavior, and expectation level adjustment related to the display presentation of the display device 41 and the operation presentation of the presentation movable body 44, music change, volume adjustment, light intensity adjustment, and auto mode on / off setting.

[0182] Fig. 5 is a diagram illustrating an example of customization during normal play. In particular, Fig. 5 shows screen transitions on the display device 41, assuming customization of the customer waiting screen and the variable game screen during normal play.

[0183] FIG. 5(A) shows a customer waiting screen (demo screen) with the display of objects related to the customization function. As shown in the figure, on the customer waiting screen, an effect button image 601 and text such as "menu" are displayed as objects related to the customization function. The effect button image 601 is an image that guides (suggests, explains) the player that a menu display screen can be called up by pressing the effect button 25. When the player presses the effect button 25 while this customer waiting screen is displayed, the display on the display device 41 transitions to the menu display screen.

[0184] 5(A) shows a menu display screen during normal gameplay. The menu display screen displays a menu 602 showing each item to be customized in this embodiment. In particular, in the illustrated example, the menu 602 displays the selectable items "Performance customization," "Volume and light adjustment," "Auto ON / OFF," and "Initialization."

[0185] "Performance customization" is an item for displaying the type of customization (hereinafter referred to as "customization type") corresponding to each target performance executed during normal play, and multiple items (hereinafter referred to as "selection items") for determining the customization content defined for each customization type.

[0186] "Volume / Light Adjustment" is an item for adjusting the volume of the speaker 19, the brightness of the display screen, etc. In the gaming machine 10 of this embodiment, the volume can be adjusted by a predetermined operation of the directional key switch 450. In addition, in the gaming machine 10 of this embodiment, the brightness can be adjusted by operating buttons (not shown).

[0187] "Auto ON / OFF" is an item for selecting either a state in which the auto mode is set (auto ON) or a state in which the auto mode is deactivated (auto OFF). Note that the auto mode refers to a control mode in which, when an effect requiring the player to operate (press) the effect button 25 occurs, the effect button 25 is automatically operated without the player having to operate it himself, or an effect that is deemed to have been operated for control purposes is executed.

[0188] "Initialize" is an item for instructing the operation to reset each setting in the above "Performance customization," "Volume and light adjustment," and / or "Auto ON / OFF" to the predetermined default value (initial state).

[0189] In addition, a menu explanation image 603 is displayed next to the menu 602. The menu explanation image 603 displays an explanation of the currently selected item among the items displayed in the menu 602. In particular, in the example shown in FIG. 5, when "Performance Customization" is selected, the types of customization defined in the "Performance Customization" ("RUSH Announcement Setting" or "Prediction Setting," "Vibration Up Setting," and "Air Setting") are displayed.

[0190] The player can select the contents of the menu 602 by operating the directional key switch 450 (represented by a directional key switch image 604 displayed as an object on the image in FIG. 5) up or down, and can confirm the selected menu by pressing the effect button 25. Also, the display screen displays a directional key switch image 604 informing the player that the directional key switch 450 can be operated, and an effect button image 601 informing the player that the effect button 25 can be operated. Also, the effect button image 601 is displayed in a location that does not interfere with other displays, with a message such as "Exit Menu" attached, to inform the player that the menu display screen can be ended. For example, when the effect button image 601 is selected while "Effect Customization" is selected, the display on the display device 41 transitions to the effect customization screen.

[0191] 5(c) shows the effect customization screen during normal play. The effect customization screen displays each customization type that can be selected during normal play and items for selecting the effect mode for each customization type.

[0192] Next, Fig. 5(D) shows a variable game screen during normal play accompanied by the display of objects related to the customization function. The variable game screen shown in Fig. 5(D) is a screen displayed during the variable game. In particular, when the demo screen of Fig. 5(A) is displayed, if a winning game ball is detected, the screen transitions to the variable game screen of Fig. 5(D). Conversely, when the variable game screen of Fig. 5(D) is displayed, if a winning game ball is not detected and a predetermined waiting time has elapsed, the screen transitions to the demo screen of Fig. 5(A).

[0193] In the variable game screen of Figure 5 (e), various objects related to the customization function (in the figure, a customization display image 606, a directional key switch image 604, and a performance button image 601) are selectively displayed along with the variable display of the decorative special chart on the display device 41.

[0194] The customization display image 606 displays the customization type and characters indicating the currently selected option for that customization type (for example, "RUSH notification setting: medium"). Then, even during the variable game, the player can switch the displayed customization type or change the selected option by operating the directional key switch 450 or the effect button 25.

[0195] In order to widen the display area for displaying effects and the variable display area, the directional key switch image 604 and the effect button image 601 may be hidden, displayed in a reduced size, or displayed in part, and then enlarged and displayed in their entirety when the player operates the directional key switch 450 or a button. When enlarged and displayed in their entirety, characters explaining the operation of each directional key of the directional key switch 450 (for example, "switch" or "select") may be displayed near the directional key switch image 604. Similarly, characters explaining the operation of the effect button 25 (for example, "end") can be displayed near the effect button image 601.

[0196] Next, details of each customization type related to "effect customization" during normal play will be explained.

[0197] 6 is a diagram showing details of each customization type during normal play. As shown in the figure, the customization types selectable during normal play in this embodiment include a "RUSH notification setting" or a "pre-reading setting," a "vibration up setting," and an "air setting."

[0198] The "RUSH Notification Settings" include options "OFF," "Low," "Medium," and "High" for gradually increasing or decreasing the occurrence rate (occurrence rate) of the RUSH entry effect during normal gameplay. The RUSH entry effect is executed during normal gameplay when a jackpot involving RUSH entry is won (variable game), and is a type of effect that can notify (indicate) the player that the RUSH will begin after the jackpot ends. In particular, the RUSH entry effect can be realized by any display, light emission, audio output, or operation of the effect moving body 44, or a combination of two or more of these, that can make the player aware of the intended notification (entry into the RUSH). Specific forms of the RUSH entry effect include the display of "RUSH ENTERING!" on the display device 41, audio output using the speaker 19 to notify the player of the entry into the RUSH, the illumination of a specific color (e.g., rainbow) by a specified light-emitting body, or operation based on a predetermined movement pattern of the effect moving body 44.

[0199] The "prediction setting" includes the options "OFF," "low," "medium," and "high" for gradually increasing or decreasing the occurrence rate (occurrence rate) of the prediction effect during normal play. The prediction effect is a type of effect that, when a player wins a predetermined winning slot, such as the first start winning slot 36 or the second start winning slot (normal variable winning device 37), notifies (suggests) that the player has won a jackpot with a certain degree of reliability (expectation) or higher in a variable game. In particular, the prediction effect can be realized by any display, light emission, sound output, or operation of the effect movable body 44, or a combination of two or more of these, that can make the player aware of the intended notification content (increased expectation of winning a pending jackpot). Specific examples of the predictive performance include a change or stopping pattern of a specific decorative special pattern on the display device 41 (for example, stopping of a pattern of the same color), or a change in the color or shape of the hold display displayed on the display device 41 (for example, a hold change).

[0200] The "Vibration Up Setting" includes the selection items "Normal" and "Up" for gradually determining the appearance rate (occurrence rate) and execution time of the vibration effect during normal play. The vibration effect during normal play is executed in a variable game, and is an effect that notifies (suggests) to the player that the reliability (expectation) of a jackpot in the variable game is higher than a certain level by vibrating the effect button 25 in a predetermined pattern for a predetermined time (hereinafter referred to as the "vibration time").

[0201] The "air setting" includes the selection items "OFF" and "ON" for gradually setting the appearance rate (occurrence rate) of air effects during normal play. Note that the air effects during normal play are executed in a variable game in which a jackpot accompanied by a RUSH entry is won, and are an effect that notifies (indicates) the player that he or she has won a jackpot accompanied by a RUSH entry by sending (generating) air toward the player using an air sending mechanism (not shown) provided on the gaming machine 10 (for example, the operating handle 24).

[0202] 7 is a diagram showing an example of the relationship between each selection item and the defined presentation mode for each customization type during normal play. Note that the numerical values ​​shown in FIG. 7 are merely examples and do not limit the technical scope of the present invention. In particular, the specific values ​​related to the presentation mode (the appearance rate, reliability, and vibration time of the presentation) defined for each customization type shown in FIG. 7 can be appropriately adjusted according to each variation pattern (normal jackpot variation pattern, first normal failure variation pattern, or second normal failure variation pattern) determined during normal play.

[0203] As shown in the figure, the options defined in the "RUSH Announcement Settings" include "OFF", which never executes the RUSH entry effect regardless of whether or not a RUSH entry jackpot has been won, "Low", which executes the RUSH entry effect at a relatively low frequency even if a RUSH entry jackpot has been won, "Medium", which executes the RUSH entry effect at a medium frequency, and "High", which executes the RUSH entry effect at a relatively high frequency if a RUSH entry jackpot has been won.

[0204] More specifically, in the customization type "RUSH notification setting," for each selection item, the appearance rate of the RUSH entry effect and the reliability indicating the probability of winning a jackpot when the effect occurs are determined. Note that the appearance rate of the RUSH entry effect shown in FIG. 7 means the probability that the game control device 100 will determine the normal jackpot fluctuation pattern, and that the jackpot won in the corresponding fluctuation game will enter the RUSH after the jackpot ends (a jackpot that enters the RUSH). In other words, the appearance rate of the RUSH entry effect shown in FIG. 7 corresponds to the occurrence probability of the RUSH entry effect per winning a jackpot that enters the RUSH. In particular, in the illustrated example, the selection item "OFF" has an appearance rate of "0%", the selection item "low" has an appearance rate of "30%", the selection item "medium" has an appearance rate of "50%", and the selection item "high" has an appearance rate of "100%". In addition, since the RUSH entry effect is only executed when a jackpot is won, as described above, a reliability of "100%" is specified for all of the selection items "low", "medium", and "high" for which the RUSH entry effect can be executed.

[0205] Therefore, for the customization type "RUSH Announcement Setting," the frequency of the target RUSH entry effect increases in the order of "OFF," "Low," "Medium," and "High." For example, if the selection item is "High," the RUSH entry effect will always occur when a jackpot involving entry into the RUSH is won, allowing the player to constantly recognize that entry into the RUSH is highly likely after the jackpot ends. On the other hand, if the selection item is "Low" or "Medium," the RUSH entry effect will only occur in some cases when a jackpot involving entry into the RUSH is won. This allows the player to feel a sense of anticipation for the RUSH entry effect even if the RUSH entry effect does not occur when a jackpot is won. In particular, by selecting one of the selection items through the customization operation, the player can adjust the effect of the RUSH entry effect to suit their preferences.

[0206] The "Prediction Setting" customization type defines the probability of a pre-reading effect occurring for each selection item, as well as a reliability indicating the probability of a jackpot when the effect occurs. The probability of the pre-reading effect shown in FIG. 7 is determined as the sum of the probabilities of the pre-reading effect being selected by the effect control device 300 when the normal jackpot variation pattern, the first normal loss variation pattern, and the second normal loss variation pattern are selected in response to the entry of a game ball into a predetermined starting slot. In other words, the probability of the pre-reading effect shown in FIG. 7 corresponds to the actual probability of a pre-reading effect occurring per winning during normal play. In particular, in the illustrated example, the "OFF" selection item is assigned a probability of 0%, the "low" selection item is assigned a probability of 0.5%, the "medium" selection item is assigned a probability of 1%, and the "high" selection item is assigned a probability of 2%. In addition, in the look-ahead effect, the reliability of "60[%]", "30[%]", and "15[%]" is specified for each selection item "low", "medium", and "high" that can execute the look-ahead effect. Note that the higher the appearance rate, the more likely the look-ahead effect will appear in the case of a losing win (start memory), and conversely, the reliability tends to decrease.

[0207] Therefore, for the customization type "Look-Ahead Setting," the frequency of appearance of the look-ahead effect, which is the target effect, increases as the selection item is changed from "OFF," "Low," "Medium," and "High," while its reliability (expected jackpot) decreases. For example, when the selection item is "Low," the frequency of the look-ahead effect itself is low, but the player can be made aware that there is a high expectation that it will lead to a jackpot if it occurs. On the other hand, when the selection item is "High," the reliability of the look-ahead effect when it occurs decreases, but the opportunities for the look-ahead effect to occur can be increased, thereby enhancing the player's interest. In particular, by selecting one of the selection items through the player's customization operation, the player can adjust the effect of the look-ahead effect to suit their preferences.

[0208] The "Vibration Up" customization type defines the probability of a vibration effect occurring for each selection item, the vibration duration of the effect button 25, and a reliability indicating the probability of a jackpot when the corresponding effect occurs. The vibration effect occurrence rate shown in FIG. 7 is determined as the sum of the probabilities of a vibration effect being selected by the effect control device 300 when the normal jackpot variation pattern is selected, the first normal loss variation pattern is selected, and the second normal loss variation pattern is selected. In other words, the vibration effect occurrence rate shown in FIG. 7 corresponds to the actual probability of a vibration effect occurring per variation game during normal play. In particular, in the illustrated example, the "Normal" selection item has a probability of 0.2% and the "Up" selection item has a probability of 1.0%. Furthermore, for the vibration effect, the reliability of 80% and 15% is defined for the "Normal" and "Up" selection items, respectively. Furthermore, for the vibration effect, the vibration time of "1.0 [s]" and "0.5 [s]" are specified for each selection item "Normal" and "Up", respectively. Note that the higher the appearance rate, the more likely the vibration effect will appear in a losing variable game, and conversely, the lower the reliability.

[0209] Therefore, for the customization type "Vibration Up Setting," the frequency of the vibration effect, which is the target effect, increases as the selection item increases from "Normal" to "Up," while its reliability (expected jackpot probability) decreases and its execution time decreases. Therefore, for example, when the selection item is "Normal," the frequency of the vibration effect itself is low, but when it does occur, the player can be made to recognize that the execution time of the effect is long and the expectation of winning a jackpot is high. On the other hand, when the selection item is "Up," the reliability of the vibration effect occurrence decreases and the execution time of the effect is shortened, but the player's interest can be enhanced by increasing the opportunities for the vibration effect to occur. In particular, by selecting one of the selection items through the player's customization operation, the player can adjust the effect of the vibration effect to suit their preferences.

[0210] For the "Air Setting" customization type, the appearance rate of the target air effect and the reliability indicating the probability of winning a jackpot when the effect occurs are determined for each selection item. The appearance rate of the air effect shown in FIG. 7 refers to the probability that the effect will be selected by the effect control device 300 when the game control device 100 selects a normal jackpot variation pattern and the jackpot won in the corresponding variation game is a jackpot that enters RUSH. In other words, the appearance rate of the air effect shown in FIG. 7 corresponds to the actual occurrence probability of an air effect per jackpot that enters RUSH. In particular, in the illustrated example, the appearance rate of "0%" is set for the "OFF" selection item, and the appearance rate of "20%" is set for the "ON" selection item. Furthermore, since the air effect is executed when a jackpot that enters RUSH is won, as described above, a reliability of "100%" is set for the "ON" selection item, which can execute the air effect.

[0211] Therefore, when the selection item for the "Air Setting" customization type is "ON," an air effect is executed during a portion of a jackpot that triggers a RUSH. Therefore, the execution of the air effect allows the player to recognize that they have won a jackpot that triggers a RUSH. On the other hand, when the selection item is "OFF," an air effect is not executed even if a jackpot that triggers a RUSH is won. In other words, when a jackpot that triggers a RUSH is won, an air effect is not used to notify the player of the win, so that effects other than the air effect (especially effects that do not directly notify the player of a jackpot or the start of a RUSH) can create a sense of anticipation for the player. In particular, by selecting one of the selection items through the player's customization operation, the player can adjust the effect of the air effect (more specifically, whether or not to execute it) to suit their preferences.

[0212] Figure 8 is a diagram illustrating an example of customization during RUSH in this embodiment. In particular, Figure 8 shows each screen transition assuming customization of the customer waiting screen and the variable game screen during RUSH on the display device 41. Note that the display screens shown in Figures 8(A) and 8(D) are the same as the display screens shown in Figures 5(A) and 5(D), respectively, except for inevitable changes due to differences between normal play and RUSH, and therefore explanations thereof will be omitted.

[0213] 8(A) shows the menu display screen during RUSH. The menu display screen during RUSH differs from the menu display screen during normal play in that when "Performance Customization" is selected in menu 602, "Announcement Type Setting" or "Advance Reveal Setting," "Vibration Up Setting," and "Air Setting" are displayed as customization types.

[0214] 8(c) shows the effect customization screen during RUSH. The effect customization screen displays each customization type that can be selected during RUSH, and items for selecting the effect mode for each customization type.

[0215] 9 is a diagram showing details of each customization type during RUSH. As shown in the figure, the customization types selectable during RUSH in this embodiment include "notification type setting" or "pre-reveal setting," "vibration up setting," and "air setting."

[0216] In the "Notification Type Setting," the notification effect during the RUSH is specified as the target effect, and the selection items "Full Notification," "Normal Notification," and "Chance Notification" are set to determine the appearance rate (occurrence rate) and behavior of the notification effect. The notification effect is a type of effect that can notify the player that they have won a jackpot during the RUSH. In particular, the notification effect can be realized by any display, light emission, sound output, operation of the effect movable body 44, or a combination of two or more of these, that can make the player recognize the intended notification content (winning a jackpot).

[0217] The "Pre-reveal setting" defines the pre-reveal effect during normal play as the target effect, and includes "OFF" and "ON" selection items for gradually increasing or decreasing the occurrence rate (occurrence rate) of the pre-reveal effect. The pre-reveal effect is an effect that notifies (suggests) the player that they have won a jackpot with a certain degree of reliability (expectation) or higher in a variable game of a reserved (start memory) generated by winning a predetermined winning slot, such as the first start winning slot 36 or the second start winning slot (normal variable winning device 37), in a variable game prior to the reserved variable game. In particular, the pre-reveal effect may occur when a ball wins a predetermined starting winning slot. The pre-reveal effect can be realized by any display, light emission, sound output, or operation of the effect movable body 44, or a combination of two or more of these, that can inform the player of the intended notification content (increased expectation of winning a jackpot in the reserved game). Specific examples of the preview effect include the emission of a specific color (for example, red) by a predetermined light-emitting body, or an action based on a predetermined action pattern of the preview movable body 44. In addition, a higher reliability is set for the preview effect during RUSH than for the preview effect during normal play described above.

[0218] The "Vibration Up Setting" includes the selection items "Normal" and "Up" for gradually determining the appearance rate (occurrence rate) and execution time (vibration time) of the vibration effect during the RUSH. The specific aspects of the vibration effect are the same as those during normal play described above.

[0219] The "air setting" includes the selection items "OFF" and "ON" for gradually increasing or decreasing the appearance rate (occurrence rate) of air effects during the RUSH. The air effects during the RUSH are executed in a variable game in which a jackpot is won, and are effects that notify (indicate) the player that they have won a jackpot by sending out (generating) air using an air sending mechanism (not shown). The information (notification content) that the air effects notify during normal play is "a jackpot that will trigger the RUSH," whereas the information (notification content) that the air effects notify during the RUSH is "a jackpot." In other words, for the same air effect, the information (notification content) intended during normal play and during the RUSH is different.

[0220] 10 is a diagram showing an example of the relationship between each selection item and the prescribed presentation mode for each customization type during RUSH. Note that the numerical values ​​shown in FIG. 10 are merely examples and do not limit the technical scope of the present invention. In particular, the specific values ​​related to the presentation mode (presentation appearance rate, reliability, and vibration time) prescribed for each customization type shown in FIG. 10 can be appropriately adjusted according to each variation pattern determined during RUSH (either the time-saving jackpot variation pattern, the first time-saving failure variation pattern, or the second time-saving failure variation pattern).

[0221] As shown in the figure, the customization type "Announcement Type Setting" defines the probability of the announcement effect and the associated presentation behavior for each selection item. The announcement effect appearance rate shown in FIG. 10 is determined as the sum of the probabilities of the announcement effect being selected by the presentation control device 300 when the time-saving jackpot variation pattern is selected, when the first time-saving loss variation pattern is selected, and when the second time-saving loss variation pattern is selected. In other words, the announcement effect appearance rate shown in FIG. 10 corresponds to the actual probability of the announcement effect occurring per variation game during the RUSH. In particular, in the illustrated example, the selection items "Full Announcement," "Normal Announcement," and "Chance Announcement" are defined with appearance rates of 1%, 5%, and 10%, respectively. Each selection item is also defined with presentation behaviors: "Presentation Pattern 1," "Presentation Pattern 2," and "Presentation Pattern 3."

[0222] Here, "presentation pattern 1" linked to "complete announcement" specifies an announcement effect that is always executed in a variable game when a jackpot is won, is not executed in a variable game when a jackpot is not won, and specifies an announcement behavior that suggests that a jackpot has been confirmed. Specific examples of the announcement effect specified by "presentation pattern 1" include the display of text such as "Jackpot Confirmed" on the display device 41, the emission of a specific color (e.g., rainbow colors) by a predetermined light-emitting element, or the output of a confirmation sound by the speaker 19, which are executed when the variable game starts. In particular, when "complete announcement" is selected, the appearance rate of the announcement effect matches the probability of winning a jackpot, and therefore "complete announcement" is linked to the lowest appearance rate of all the selection items.

[0223] "Presentation Pattern 2" associated with "Normal Announcement" specifies a presentation behavior for announcement effects that is always executed in the variable game when a jackpot is won and is also executed in part of the variable game when a jackpot is not won, and that indicates the confirmation of the win when a jackpot is won and the non-win (loss) when a jackpot is not won. A specific mode for realizing "Presentation Pattern 2" is to display a state in which predetermined characters are battling each other on the display device 41, and announce a jackpot win by making one character win, and announce a non-jackpot win by making the other character win. In particular, when "Normal Announcement" is selected, the announcement effect is executed even in part of the variable game when a jackpot is not won, so a higher appearance rate is associated with this "Normal Announcement" than with "Complete Announcement."

[0224] "Presentation Pattern 3" linked to "Chance Announcement" specifies a presentation behavior that, with regard to the announcement presentation, is always executed in the variable game when a jackpot is won, and is also executed in some of the variable games when a jackpot is not won (more frequently than normal announcement), and indicates that the jackpot has been confirmed when a jackpot is won, and that the jackpot is not won (a miss) when a jackpot is not won. A specific mode for realizing "Presentation Pattern 3" is a mode in which the presentation movable body 44 announces a jackpot win by completing an operation according to a predetermined operation pattern, and notifies that the jackpot is not won by not completing the operation. In particular, when "Chance Announcement" is selected, the announcement presentation is executed more frequently than "Normal Announcement" when a jackpot is not won, and therefore a higher appearance rate is linked to the "Chance Announcement" than to the "Normal Announcement."

[0225] Therefore, for the customization type "notification type setting," if the selection item is "full notification," the notification effect will occur only when a jackpot is won, if the selection item is "normal notification," the notification effect (more specifically, announcing that a jackpot has not been won) will occur even when a jackpot is not won partially, and if the selection item is "chance notification," the notification effect will occur more frequently when a jackpot is not won. For this reason, by selecting one of the selection items through his or her own customization operation, the player can adjust the effect of the notification effect (more specifically, the frequency of occurrence) to suit his or her preferences.

[0226] In the "Pre-reveal Setting" customization type, the appearance rate of the pre-reveal effect and the reliability indicating the probability of winning a jackpot when the effect occurs are determined for each selection item. The appearance rate of the pre-reveal effect shown in FIG. 10 is determined as the sum of the probabilities of the pre-reveal effect being selected by the effect control device 300 when a time-saving jackpot variation pattern is selected, when a first time-saving miss variation pattern is selected, and when a second time-saving miss variation pattern is selected, depending on the entry of a game ball into a predetermined starting hole. In other words, the appearance rate of the pre-reveal effect shown in FIG. 10 corresponds to the actual probability of the pre-reveal effect occurring per winning during RUSH. In particular, in the illustrated example, the appearance rate of "0%" is set for the "OFF" selection item, and the appearance rate of "2.0%" is set for the "ON" selection item. Furthermore, a reliability of "90%" is set for the "ON" selection item, which may execute the pre-reveal effect.

[0227] Therefore, when the selection item for the customization type "Pre-reveal setting" is "ON," the pre-reveal effect will be executed during some of the winning jackpots during the RUSH, or during a very small portion of the winning jackpots that are not won, giving the player a high sense of anticipation of winning a jackpot. On the other hand, when the selection item is "OFF," the pre-reveal effect will not be executed. In particular, by selecting one of the selection items through the player's own customization operation, the player can adjust the effect of the pre-reveal effect (more specifically, whether or not to execute the pre-reveal effect) to suit their own preferences.

[0228] In the "Vibration Up" customization type, similar to normal play, the appearance rate of a vibration effect during RUSH, the vibration duration, and the reliability indicating the probability of winning a jackpot when the vibration effect occurs are determined for each selection item. The appearance rate of the vibration effect shown in FIG. 10 is determined as the sum of the probabilities of the vibration effect being selected by the effect control device 300 when the time-saving jackpot variation pattern is selected, when the first time-saving loss variation pattern is selected, and when the second time-saving loss variation pattern is selected. In other words, the appearance rate of the vibration effect shown in FIG. 10 corresponds to the actual probability of a vibration effect occurring per variation game during RUSH. In particular, in the illustrated example, the appearance rate of "1%" is set for the "Normal" selection item, and the appearance rate of "10%" is set for the "Up" selection item. Furthermore, for the vibration effect, the reliability of "90%" and "20%" is set for the "Normal" and "Up" selection items, respectively. Furthermore, for the vibration effect, vibration times of "0.5 [s]" and "0.3 [s]" are defined for the selection items "normal" and "up," respectively.

[0229] In the "Air Setting" customization type, the appearance rate of air effects during RUSH and the reliability indicating the probability of winning a jackpot when the effect occurs are determined for each selection item. The appearance rate of air effects shown in FIG. 10 refers to the probability that an air effect will be selected by the effect control device 300 when a time-saving jackpot variation pattern is selected by the game control device 100. In other words, the appearance rate of air effects shown in FIG. 10 corresponds to the actual probability of air effects occurring per jackpot win. In particular, in the illustrated example, an appearance rate of "0%" is set for the selection item "OFF," and an appearance rate of "15%" is set for the selection item "ON." Furthermore, because air effects during RUSH are executed when a jackpot is won, a reliability of "100%" is set for the selection item "ON," which may execute the air effect. The air effects during RUSH may differ from those during normal play in terms of the amount of air sent out, the duration, the number of repetitions, and other aspects of air sending out.

[0230] In this embodiment, for the customization type "Vibration Up Setting" that is common to both normal game and RUSH, the vibration effect mode (more specifically, appearance rate, vibration duration, and reliability) defined for each selection item related to the "Vibration Up Setting" differs between normal game and RUSH. Also, for the customization type "Air Setting" that is common to both normal game and RUSH, the notification content as well as the air effect mode (more specifically, appearance rate) defined for each selection item differs between normal game and RUSH.

[0231] Therefore, even if the same customization content (selection items) is set for effects (vibration effects or air effects) that are common to both normal play and RUSH, the actual effect behavior and notification content reflected can be changed according to the selection items. Therefore, even for effects that are common to both normal play and RUSH, the impression given to the player and the information recognized in each scene can be changed, thereby increasing the substantial variation in effects.

[0232] (Operation and effect of the first embodiment) In this embodiment, a gaming machine 10 is provided that allows various settings related to effects. In this gaming machine 10, the various settings include a first setting ("RUSH announcement setting" or "pre-reading setting") that can be set at least in the first gaming state (during normal gaming), a second setting ("announcement type setting" or "pre-reveal setting") that can be set at least in the second gaming state (during RUSH), and a third setting ("vibration up setting" or "air setting") that can be set in common at least in the first gaming state and the second gaming state. Note that the second gaming state (during RUSH) is a gaming state that is more advantageous to the player than the first gaming state (during normal gaming). The first setting sets the first presentation mode (appearance rate or reliability) in the first presentation (RUSH entry presentation or pre-reading presentation), the second setting sets the second presentation mode (appearance rate, presentation behavior, or reliability) in the second presentation (announcement presentation or pre-spoiler presentation), and the third setting ("vibration up setting" or "air setting") sets the third presentation mode (appearance rate, vibration time, or reliability) in the third presentation, and the third presentation mode when the third setting is reflected in the first game state and the third presentation mode when the third setting is reflected in the second game state are mutually different.

[0233] As a result, for the third effect (vibration effect or air effect) that is common to the first gaming state (normal gameplay) and the second gaming state (RUSH), even if the same third setting is executed (the same selection item is selected for the "air setting"), the actual behavior of the effect when the third setting is reflected can be changed. Therefore, even for effects that are executed in common during normal gameplay and RUSH, the impression given to the player and the information recognized can be changed in each scene, thereby substantially increasing the variety of effects.

[0234] In addition, in the gaming machine 10 of this embodiment, the information (winning a jackpot by entering RUSH) notified by the third effect (air effect) when the third setting (selection item "ON") is reflected in the first gaming state (during normal gaming) is different from the information (winning a jackpot by entering RUSH) notified by the third effect (air effect) when the third setting (selection item "ON") is reflected in the second gaming state (during RUSH).

[0235] As a result, even if the same third setting (selection item "ON") is reflected in the first gaming state (normal gaming) and the second gaming state (RUSH), the information that the player is made aware of through the third effect (air effect) can be changed. Therefore, the effect of the execution of one third effect (the impression given to the player) can be changed for each gaming state, and the substantial variation in the effects can be further increased.

[0236] [Second embodiment] The second embodiment will be described below. In each embodiment described below, elements similar to those described in the previous embodiment are given the same reference numerals, and descriptions thereof will be omitted.

[0237] In particular, in this embodiment, in a predetermined variable game A, a mode is provided in which the performance behavior (particularly, the start timing of button vibration) of the vibration performance related to the "vibe up setting" is changed according to the setting status (selection item) of the customization type (more specifically, "vibe up setting") that constitutes the third setting. Note that in the variable game A of this embodiment, regardless of the selection item of the "vibe up setting" (whether the selection item is "normal" or "up"), the vibration performance is selected by the performance control device 300.

[0238] FIG. 11 is a timing chart showing an example of the change over time in the presentation mode depending on the setting status of the "vibration up setting."

[0239] In particular, Fig. 11(A) shows the execution mode of vibration effects (button vibrations) during variation game A, assuming that the selection item for the customization type "vibration up setting" has been changed from "normal" to "up" in the variation game immediately preceding variation game A (previous variation game). Also, Fig. 11(B) shows the execution mode of button vibrations during variation game A, assuming that the selection item for the customization type "vibration up setting" has not been changed (more specifically, is maintained at "normal") in the same variation game A.

[0240] In this embodiment, the fact that the variable games are the same means that the variable patterns identified by the game control device 100 match in the two variable games being compared. Therefore, the control mode described below can be applied to both normal play and RUSH, as long as the variable games are the same.

[0241] Specifically, in the example shown in FIG. 11(A), at time t1 in the previous variable game, the selection item for "Vibration Up Setting" is changed from "Normal" to "Up," and then at time t2, variable game A is started with the change in the selection item reflected (the appearance rate of the vibration effect and the vibration duration are changed). Then, at time t3, a predetermined time after the start of variable game A, button vibration is started. This button vibration ends at time t4, a predetermined time after time t3 (more specifically, the vibration duration associated with the selection item "Up") has elapsed.

[0242] On the other hand, in the example shown in Fig. 11(B), button vibration starts at time t'3, which is a longer time than in the example shown in Fig. 11(A) after the start of variable game A (time t2). This button vibration ends at time t'4, which is a predetermined time (for example, the vibration time associated with the selection item "Normal" shown in Fig. 7) after time t'3.

[0243] According to the control of this embodiment described above, in the variation game A in which the vibration effect is selected (executed), the timing at which the vibration effect starts (the timing at which the button vibration occurs), i.e., the timing at which the likelihood of a jackpot is indicated in the variation game A, can be changed depending on whether or not the selection item of the "vibe up setting" was changed in the previous variation game. Therefore, by combining the mode of the vibration effect according to the selection item of the "vibe up setting" (the result of customization) reflected in the variation game A with the change in the timing at which the vibration effect occurs, it is possible to further increase the substantial variation in the effect.

[0244] The specific settings for the timing of the vibration effect (button vibration) according to the setting status of the "vibration up setting" described in this embodiment can be changed as appropriate. For example, button vibrations may be generated multiple times in the variation game A at least when the "vibration up setting" selection item is changed in the previous variation game and when it is not, and the timing of at least one button vibration may be different in each case, thereby essentially changing the timing indicating the likelihood of winning a jackpot in each case. As a more specific example, if the "vibration up setting" selection item is changed in the previous variation game, button vibrations are generated for a predetermined time at a predetermined first timing during the variation game A, and button vibrations are generated again at a second timing after the button vibrations have stopped. On the other hand, if the "vibration up setting" selection item is not changed in the previous variation game, button vibrations are generated only at the second timing during the variation game A. As a result, although button vibration is generated at the common second timing in both cases, button vibration is also generated at the first timing only if the selection item for "vibration up setting" is changed in the previous variable game, thereby making it possible to set timings suggesting substantially different levels of expectation in each case.

[0245] Furthermore, the aspect described in this embodiment can also be applied to customization types other than the "vibration up setting" (for example, "air setting"). Also, in this embodiment, an example was described in which the timing at which the vibration effect starts is changed depending on whether the selection item for the "vibration up setting" has been changed in the previous variation game. However, this is not limited to this, and for example, in a variation game executed in which the selection item for the "vibration up setting" is in a state different from the initial state (for example, "normal") (for example, when the selection item is "up"), an aspect may be adopted in which the timing at which the vibration effect occurs is changed relative to the timing according to the selection item in the initial state.

[0246] (Operation and effect of the second embodiment) In this embodiment, a gaming machine 10 is provided that allows various settings related to effects. In this gaming machine 10, the various settings include a first setting ("RUSH announcement setting" or "pre-reading setting") that can be set at least in the first gaming state (during normal gaming), a second setting ("announcement type setting" or "pre-reveal setting") that can be set at least in the second gaming state (during RUSH), and a third setting ("vibration up setting" or "air setting") that can be set in common at least in the first gaming state and the second gaming state. Note that the second gaming state (during RUSH) is a gaming state that is more advantageous to the player than the first gaming state (during normal gaming). The first setting sets the first presentation mode (appearance rate or reliability) in the first presentation (RUSH entry presentation or pre-reading presentation), the second setting sets the second presentation mode (appearance rate, presentation behavior, or reliability) in the second presentation (announcement presentation or pre-spoiler presentation), and the third setting ("vibration up setting" or "air setting") sets the third presentation mode (appearance rate, vibration time, or reliability) in the third presentation, and the third presentation mode when the third setting is reflected in the first game state and the third presentation mode when the third setting is reflected in the second game state are mutually different.

[0247] Furthermore, the third effect (vibration effect) includes a suggestion of the degree of expectation regarding a predetermined benefit (winning a jackpot) during a variable game, and the third effect mode (particularly the appearance rate of the vibration effect) includes the timing of the suggestion that generates the suggestion of the degree of expectation (button vibration) during one variable game. When the third setting ("vibration up setting") is reflected in the first game state (during normal play) and / or the second game state (during RUSH) (FIG. 11(A)), it is possible to change the suggestion occurrence timing (to different times t3 and t'3, respectively) from when the third setting is not reflected.

[0248] As a result, for the third effect (vibration effect or air effect) that is common to the first gaming state (normal gameplay) and the second gaming state (RUSH), even when the same third setting is executed (same selection item), the actual performance behavior reflected can be changed according to the content of the third setting (selection item). Therefore, even for effects that are executed in common during normal gameplay and RUSH, the impression given to the player and the information recognized can be changed in each scene, thereby substantially increasing the variety of performances.

[0249] Furthermore, in one variable game (same variable game A), the timing indicating the likelihood of a jackpot (the timing at which the button vibration starts) can be changed between a situation in which the third setting is reflected (a situation in which the selected item is changed from "normal" to "up") and a situation in which the third setting is not reflected (a situation in which the selected item remains "normal"), thereby further increasing the actual variation in presentation.

[0250] [Third embodiment] In this embodiment, an embodiment is provided in which the presentation mode of each presentation is adjusted in a variable game B in which changes to the selection items in the customization types (more specifically, "prediction settings" and "vibration up settings") are reflected during normal play.

[0251] FIG. 12 is a timing chart showing the change over time of the selection items for each customization type (the "preview setting" and the "vibration-up setting") and the presentation modes related to each presentation in the variable game B to which the control of the present embodiment is applied.

[0252] Specifically, in FIG. 12, on the premise that in the variable game immediately before the variable game B (the pre-variable game), the selection item of the "preview setting" is changed from "low" to "medium" and the selection item of the "vibration-up setting" is changed from "up" to "normal", the appearance rate of the preview presentation in the variable game B, as well as the change over time of the appearance rate and vibration time of the vibration presentation are shown. In the variable game B of the present embodiment, according to the normal variable pattern specified by the game control device 100, for the selection items "off", "low", "medium", and "high" of the "preview setting", the appearance rates of the preview presentation are respectively set to "0 [%]", "X1 [%]", "X2 [%]", and "X3 [%]" (0 < X1 < X2 < X3). Also, for the selection items "normal" and "up" of the "vibration-up setting", the appearance rates of the vibration presentation are respectively set to "Y1 [%]" and "Y2 [%]" (0 < Y1 < Y2), and the vibration times are set to "Z2 [s]" and "Z1 [s]" (0 < Z1 < Z2).

[0253] In the illustrated example, throughout the entire period (time t11 to time t13) of the variable game B, the selection item of the "preview setting" is maintained at "medium" after the change, and the selection item of the "vibration-up setting" is maintained at "normal" after the change.

[0254] On the other hand, in the first half period (time t11 to time t12) of the variable game B, the appearance rate of the preview presentation, as well as the appearance rate and vibration time of the vibration presentation are all set to the values corresponding to the selection items after the change (respectively, "X2 [%]", "Y1 [%]", and "Z2 [s]"), but in the second half period (time t12 to time t13) of the variable game B, they switch to the values corresponding to the selection items before the change (specifically, respectively, "X1 [%]", "Y2 [%]", and "Z1 [s]").

[0255] Then, after time t13 when the variable game B ends (the next variable game starts), the appearance rate of the look-ahead effect and the appearance rate and vibration time of the vibration effect are switched again to values ​​according to the changed selected item.

[0256] According to the control of this embodiment described above, in a variable game B in which changes to the selection items related to the "pre-reading setting" and "vibration up setting" are reflected, during a part of the variable game B (the latter half of the period in this embodiment), the presentation style of the pre-reading effect and vibration effect can be changed to a style corresponding to the changed selection item, thereby further increasing the actual presentation variation.

[0257] More specifically, by setting the appearance rate of the look-ahead effect to "X2 [%]" according to the changed selection item during the first half of the variable game B, and then switching to "X1 [%]" according to the previous selection item during the second half, it is possible to realize a visual effect in which the look-ahead effect is performed only during the first half of the variable game B, but not executed (suspended) during the second half. Similarly, by setting the appearance rate and vibration time of the vibration effect to "Y1 [%]" and "Z2 [s]" according to the changed selection item during the first half of the variable game B, and then switching to "Y2 [%]" and "Z1 [s]" according to the previous selection item during the second half, it is possible to realize a visual effect in which no button vibration occurs during the first half of the variable game B, but the button vibration occurs for a relatively short time during the second half. Therefore, each visual effect can essentially function as multiple types of visual effects, thereby increasing the practical variety of visual effects.

[0258] The aspects described in this embodiment can also be applied to customization types other than the above-mentioned "preview setting" and "vibration up setting." In particular, the aspects of this embodiment may be applied to other customization types common to normal play and RUSH (specifically, "air setting"), or to customization types during RUSH (e.g., "announcement type setting" and / or "preview setting"). Furthermore, in a variation game in which the selection items for the "preview setting" and / or the "vibration up setting" are set in a state different from their initial states (e.g., "medium" and "normal"), a variation may be adopted in which the presentation modes of the preview effect and vibration effect are changed in the latter half of the variation game from the modes corresponding to the selection items in the initial state, regardless of whether the selection items were changed in the previous variation game.

[0259] Furthermore, in this embodiment, an example has been described in which the entire period of the variable game B is divided into a first half period and a second half period, and a presentation mode reflecting the changed selection items related to each customization type is applied in the first half period, and a presentation mode reflecting the selection items before the change is applied in the second half period. However, without being limited to this, it is also possible to specify at least a partial period (specific period) of the variable game B, set a first period and a second period that constitute the specific period, apply a presentation mode reflecting the changed selection items related to each customization type in the first period, and apply a presentation mode reflecting the selection items before the change in the second period.

[0260] (Operation and effect of the third embodiment) In this embodiment, a gaming machine 10 is provided that allows various settings related to effects. In this gaming machine 10, the various settings include a first setting ("RUSH announcement setting" or "pre-reading setting") that can be set at least in the first gaming state (during normal gaming), a second setting ("announcement type setting" or "pre-reveal setting") that can be set at least in the second gaming state (during RUSH), and a third setting ("vibration up setting" or "air setting") that can be set in common at least in the first gaming state and the second gaming state. Note that the second gaming state (during RUSH) is a gaming state that is more advantageous to the player than the first gaming state (during normal gaming). The first setting sets the first presentation mode (appearance rate or reliability) in the first presentation (RUSH entry presentation or pre-reading presentation), the second setting sets the second presentation mode (appearance rate, presentation behavior, or reliability) in the second presentation (announcement presentation or pre-spoiler presentation), and the third setting ("vibration up setting" or "air setting") sets the third presentation mode (appearance rate, vibration time, or reliability) in the third presentation, and the third presentation mode when the third setting is reflected in the first game state and the third presentation mode when the third setting is reflected in the second game state are mutually different.

[0261] In particular, there is a specific period (time t11 to time t13) determined from the start of one variation game B to the start of the next variation game (next variation game), and the specific period includes a first period (first half period: time t11 to time t12) and a second period (second half period: time t12 to time t13). During the first period, the first presentation mode (appearance rate of the pre-reading presentation), the second presentation mode (appearance rate of the announcement presentation), or the third presentation mode (appearance rate of the vibration presentation or vibration duration) is changed depending on the setting status (whether or not the selected item has been changed) of the first setting ("pre-reading setting"), the second setting ("notification type setting"), or the third setting ("vibration up setting"). On the other hand, during the second period, the first presentation mode, the second presentation mode, or the third presentation mode is not changed regardless of the setting status (the presentation mode corresponding to the selected item before the change is maintained).

[0262] As a result, for the third effect (vibration effect or air effect) that is common to the first gaming state (normal gameplay) and the second gaming state (RUSH), even when the same third setting is executed (same selection item), the actual performance behavior reflected can be changed according to the content of the third setting (selection item). Therefore, even for effects that are executed in common during normal gameplay and RUSH, the impression given to the player and the information recognized can be changed in each scene, thereby substantially increasing the variety of performances.

[0263] Furthermore, according to the gaming machine 10 of this embodiment, in the variable game B in which each setting (change of the selection item for each customization type) has been performed, the presentation mode reflecting the changed selection item is applied in the first period (first half period) of the variable game B, while the presentation mode reflecting the selection item before the change is applied in the second period (second half period). Therefore, each of the effects to be customized can essentially function as multiple types of effects, further increasing the presentation variation.

[0264] In addition, regardless of whether or not the effects are target effects in each of the above-mentioned customizations, the scope of disclosure of this application also includes executing different presentation patterns (especially different appearance rates or presentation behaviors) between the first period (especially the first half period) and the second period (especially the second half period) in a certain variable game for effects that can be executed on the gaming machine 10.

[0265] [Fourth embodiment] In this embodiment, as in the third embodiment, in the variable game B during normal play in which changes to the selection items in the "preview setting" and "vibration up setting" are reflected, control (control different from the third embodiment) is provided to adjust the presentation mode of each presentation. Note that explanations of parts common to the aspects described in the third embodiment above (prerequisites, etc.) will be omitted as appropriate.

[0266] Figure 13 is a timing chart showing the selection items for each customization type ("prediction setting" and "vibration up setting") and the changes over time in the presentation style for each presentation in variable game B to which the control of this embodiment is applied.

[0267] As shown in the figure, in this embodiment, the selection item for "Prediction Setting" is maintained at the changed "Medium" and the selection item for "Vibration Up Setting" is maintained at the changed "Normal" throughout the entire period of Variable Game B (time t11 to time t13).

[0268] On the other hand, unlike the third embodiment, the appearance rate of the look-ahead effect is set to a value ("X2 [%]") corresponding to the changed selected item throughout the first half period (time t11 to time t12) and the second half period (time t12 to time t13) of the variable game B. Also, as with the third embodiment, the appearance rate and vibration time of the vibration effect are set to values ​​("Y1 [%]" and "Z2 [s]") corresponding to the changed selected item during the first half period (time t11 to time t12) of the variable game B, and are switched to values ​​("Y2 [%]" and "Z1 [s]") corresponding to the selected item before the change during the second half period (time t12 to time t13).

[0269] After time t13 when the variable game B ends (when the next variable game starts), the appearance rate and vibration time of the vibration effect are switched again to values ​​according to the changed selected item.

[0270] According to the control of this embodiment described above, in the variable game B in which changes to the selection items related to each customization type are reflected, a customization type (specifically, a "prediction setting") that has the same presentation mode (presentation mode corresponding to the changed selection item) in both the first half period and the second half period, and a customization type (specifically, a "vibration up setting") that has different presentation modes in the first half period and the second half period are determined. This further increases the substantial presentation variation.

[0271] More specifically, throughout the first and second halves of variable game B, the appearance rate of the look-ahead effect related to the "look-ahead setting" is maintained at "X2 [%]" according to the changed selection item, while the appearance rate and vibration time of the vibration effect related to the "vibe-up setting" switch from "Y1 [%]" and "Z2 [s]" according to the changed selection item to "Y2 [%]" and "Z1 [s]" according to the selection item before the change as the first half period transitions to the second half period. Therefore, a new effect can be achieved by combining the look-ahead effect, whose presentation style does not change between the first half period and the second half period, and the vibration effect, whose presentation style changes between the first half period and the second half period.

[0272] The aspects described in this embodiment can also be applied to customization types other than the above-mentioned "preview setting" and "vibration up setting." In particular, the aspects of this embodiment may be applied to other customization types common to normal play and RUSH (specifically, "air setting"), or to customization types during RUSH (e.g., "announcement type setting" and / or "preview setting"). Furthermore, in a variation game in which the selection items for the "preview setting" and / or the "vibration up setting" are different from their initial states (e.g., "medium" and "normal"), the presentation mode of the preview effect may be the same throughout the first and second halves of the variation game, regardless of whether the selection item was changed in the previous variation game, and the presentation mode of the vibration effect may be different between the first and second halves. More specifically, the presentation mode of the preview effect may be set to a presentation mode corresponding to the currently selected item throughout the first and second halves, while the presentation mode of the vibration effect may be set to a presentation mode corresponding to the currently selected item during the first half and second halves, and a presentation mode corresponding to the initially selected item during the second half.

[0273] Furthermore, in this embodiment, an example has been described in which the entire period of the variable game B is divided into a first half period and a second half period, and the above-mentioned presentation pattern is set, but this is not limited to this. It is also possible to adopt a control in which at least a portion of the period (specific period) of the variable game B is specified, a first period and a second period that constitute the specific period are set, and the above-mentioned presentation pattern is set in the first period.

[0274] (Operation and effect of the fourth embodiment) In this embodiment, a gaming machine 10 is provided that allows various settings related to effects. In this gaming machine 10, the various settings include a first setting ("RUSH announcement setting" or "pre-reading setting") that can be set at least in the first gaming state (during normal gaming), a second setting ("announcement type setting" or "pre-reveal setting") that can be set at least in the second gaming state (during RUSH), and a third setting ("vibration up setting" or "air setting") that can be set in common at least in the first gaming state and the second gaming state. Note that the second gaming state (during RUSH) is a gaming state that is more advantageous to the player than the first gaming state (during normal gaming). The first setting sets the first presentation mode (appearance rate or reliability) in the first presentation (RUSH entry presentation or pre-reading presentation), the second setting sets the second presentation mode (appearance rate, presentation behavior, or reliability) in the second presentation (announcement presentation or pre-spoiler presentation), and the third setting ("vibration up setting" or "air setting") sets the third presentation mode (appearance rate, vibration time, or reliability) in the third presentation, and the third presentation mode when the third setting is reflected in the first game state and the third presentation mode when the third setting is reflected in the second game state are mutually different.

[0275] In particular, there is a specific period (time t11 to time t13) that is the period from the start of one variation game B to the start of the next variation game (next variation game), and the specific period includes a first period (first half period: time t11 to time t12) and a second period (second half period: time t12 to time t13). Among the first, second, and third settings, there are those that have the same presentation mode in the first and second periods ("preview setting"), and those that have different presentation modes in the first and second periods ("vibration up setting").

[0276] As a result, for the third effect (vibration effect or air effect) that is common to the first gaming state (normal gameplay) and the second gaming state (RUSH), even when the same third setting is executed (same selection item), the actual performance behavior reflected can be changed according to the content of the third setting (selection item). Therefore, even for effects that are executed in common during normal gameplay and RUSH, the impression given to the player and the information recognized can be changed in each scene, thereby substantially increasing the variety of performances.

[0277] Furthermore, according to the gaming machine 10 of this embodiment, in the variable game B in which each setting (change of the selection items for each customization type) has been made, it is possible to set a presentation that takes the same presentation mode (pre-reading presentation) and a presentation that takes a different presentation mode (vibration presentation) in the first period (first half period) and the second period (second half period), thereby further increasing the actual presentation variation.

[0278] [Fifth embodiment] In this embodiment, in a variable game in which changes to selection items in a customization type (more specifically, "vibration up setting") that is common during normal play and RUSH are reflected, an embodiment is provided in which the presentation mode of each presentation is adjusted when a power outage occurs and is restored.

[0279] 14 is a timing chart showing the time-dependent changes in the selection items of the customization type ("vibration up setting") and the presentation mode for each presentation in a variable game to which the control of this embodiment is applied. Note that, to simplify the drawing, only the time-dependent changes in the vibration time are shown for the presentation mode of the vibration presentation defined by the "vibration up setting" (the appearance rate is not shown).

[0280] Specifically, FIG. 14(A) shows the change over time in the variable game C during normal gameplay, and FIG. 14(B) shows the change over time in the variable game D during RUSH. In the variable game C during normal gameplay in this embodiment, for the selection items "NORMAL" and "UP" of the "Vibrate-up setting", vibration times "Z5[s]" and "Z4[s]" (0 < Z4 < Z5) are respectively defined according to the normal variable pattern specified by the game control device 100. Also, in the variable game D during RUSH, for the selection items "NORMAL" and "UP" of the "Vibrate-up setting", vibration times "Z4[s]" and "Z3[s]" (0 < Z3 < Z4) are respectively defined according to the variable pattern for time shortening specified by the game control device 100.

[0281] First, in the example of normal gameplay shown in FIG. 14(A), from the start time t21 of the variable game C to the time t22 when power failure occurs, the vibration time related to the vibration effect is maintained at a value ("Z4[s]") corresponding to the selected item after the change related to the "Vibrate-up setting". Then, at the time t23 when power is restored after the power failure, the selected item after the change is restored, and during the remaining period of the variable game C (t23 to t25) and after the start of the next variable game (after t25), the vibration time "Z4[s]" corresponding to the selected item after the above change is maintained.

[0282] On the other hand, in the example of RUSH shown in FIG. 14(B), from the start time t31 of the variable game D to the time t32 when power failure occurs, similar to during normal gameplay, the vibration time related to the vibration effect is maintained at a value ("Z3[s]") corresponding to the selected item after the change. On the other hand, at the time t33 when power is restored after the power failure, the vibration time becomes a value ("Z4[s]") corresponding to the selected item before the change. Then, at the switching timing t34 when a predetermined time Δt has elapsed from the power restoration (time t33), the vibration time is switched (restored) from the value ("Z4[s]") corresponding to the selected item before the change to the value ("Z3[s]") corresponding to the selected item before the change. And during the remaining period of the variable game D (t34 to t35) and after the start of the next variable game (after t35), the vibration time "Z3[s]" corresponding to the selected item after the change is maintained.

[0283] According to the control of this embodiment described above, if a power outage and restoration occurs in a situation where a change in the common "Vibration Up Setting" selection item is reflected in the variable game C during normal play and the variable game D during RUSH, a common presentation mode (vibration time "Z4 [s]") is set for a certain period of time after power restoration, and after the certain period has elapsed, a presentation mode corresponding to the change in each selection item (vibration time "Z4 [s]" during normal play, vibration time "Z3 [s]" during RUSH) is set. Therefore, even if changes in individual selection items are reflected in the common customization type "Vibration Up Setting" in each of the variable games C and D during normal play and RUSH, the common presentation mode can be executed until a predetermined time Δt has elapsed since power restoration (time t23 or time t33).

[0284] In this embodiment, when a power outage occurs in variable games C and D in which a change in the selection item of the "Vibration Up Setting" is reflected, an example has been described in which the vibration time is adjusted as the presentation mode specified in the "Vibration Up Setting." However, in this situation, a presentation mode other than the vibration time may be adjusted. Specifically, a presentation mode that can be customized, such as the occurrence rate of the vibration effect (button vibration) and / or the vibration pattern, may be adjusted.

[0285] Furthermore, the aspects described in this embodiment can be applied to any customization type other than the above-mentioned "vibration-up setting," more specifically, one or more customization types (including the above-mentioned "air setting") that can be set commonly during normal play and RUSH. For example, a customization type ("preview effect setting") may be adopted to specify the presentation mode (presentation pattern, etc.) of a preview effect (particularly a preview effect common to normal play and RUSH) that is executed prior to a variation effect (so-called reach effect) during a variation game and indicates the expected probability of a jackpot in the variation game. Furthermore, the above aspects may be applied to situations in which the above-mentioned power outage and restoration occur, regardless of whether the selection item for the "vibration-up setting" was changed in the previous variation game, for example, in a variation game executed in a state where the selection item for the "vibration-up setting" is different from its initial state (e.g., "normal") or not.

[0286] [Functions and Effects of the Fifth Embodiment] In this embodiment, a gaming machine 10 is provided that allows various settings related to effects. In this gaming machine 10, the various settings include a first setting ("RUSH announcement setting" or "pre-reading setting") that can be set at least in the first gaming state (during normal gaming), a second setting ("announcement type setting" or "pre-reveal setting") that can be set at least in the second gaming state (during RUSH), and a third setting ("vibration up setting" or "air setting") that can be set in common at least in the first gaming state and the second gaming state. Note that the second gaming state (during RUSH) is a gaming state that is more advantageous to the player than the first gaming state (during normal gaming). The first setting sets the first presentation mode (appearance rate or reliability) in the first presentation (RUSH entry presentation or pre-reading presentation), the second setting sets the second presentation mode (appearance rate, presentation behavior, or reliability) in the second presentation (announcement presentation or pre-spoiler presentation), and the third setting ("vibration up setting" or "air setting") sets the third presentation mode (appearance rate, vibration time, or reliability) in the third presentation, and the third presentation mode when the third setting is reflected in the first game state and the third presentation mode when the third setting is reflected in the second game state are mutually different.

[0287] Furthermore, when a power outage occurs in variable game C in which the third setting is reflected (the selection item for "vibration up setting" is changed) in the first game state (during normal play) (Figure 14(A)), and when a power outage occurs in variable game D in which the third setting is reflected in the second game state (during RUSH) (Figure 14(B)), the common third presentation mode (vibration time "Z4[s]") is reflected until a predetermined point in time in the variable games (C, D) after power is restored (until a predetermined time Δt has elapsed since power was restored).

[0288] As a result, for the third effect (vibration effect or air effect) that is common to the first gaming state (normal gameplay) and the second gaming state (RUSH), even when the same third setting is executed (same selection item), the actual performance behavior reflected can be changed according to the content of the third setting (selection item). Therefore, even for effects that are executed in common during normal gameplay and RUSH, the impression given to the player and the information recognized can be changed in each scene, thereby substantially increasing the variety of performances.

[0289] Furthermore, even if individual contents (selection items) are reflected in the common third setting ("Vibration Up Setting") during normal play and RUSH, a common presentation mode (vibration time "Z4 [s]") can be executed for a certain period of time after power is restored. Therefore, if the presentation modes during normal play and RUSH are made different after the certain period has passed, the difference in the presentation modes can be more clearly recognized by the player, enhancing the presentation effect.

[0290] [Variations] Modifications not mentioned in the above description are summarized below.

[0291] (1) In the above embodiments, examples have been described assuming that the "first gaming state" is normal gaming and the "second gaming state" is RUSH. However, examples of the "first gaming state" and the "second gaming state" are not limited to these. As long as the "second gaming state" is a gaming state that is more advantageous to the player than the "first gaming state," any combination of the "first gaming state" and the "second gaming state" can be set. For example, the aspects described in the above embodiments may be applied assuming that the "first gaming state" is a time-saving state that is not a probability variable state, and the "second gaming state" is a probability variable state and a time-saving state (i.e., RUSH).

[0292] (2) In the above embodiments, examples have been described in which the "first setting" refers to various settings (various customization types: specifically, "RUSH announcement settings" and "prediction settings") that can be set in the first gaming state (during normal gaming). However, the "first setting" is not limited to this, and any customization type (particularly, including customization types that can be set in the second gaming state) can be applied as long as it is one or more customization types that can be set in at least the first gaming state (during normal gaming). For example, the "first setting" may be a "prediction setting" that determines the presentation mode of the prediction effect executed during normal gaming. Furthermore, the "first setting" may be customization that determines the presentation behavior of various effects in at least the first gaming state, more specifically, adjustment of the sound mode and / or adjustment of the display and light emission mode for the various effects.

[0293] (3) In the above embodiments, examples have been described in which the "second setting" refers to various settings (various customization types: specifically, "announcement type setting" and "preview setting") that can be set in the second gaming state (during RUSH). However, the "second setting" is not limited to this, and any customization type (particularly, including customization types that can be set in the first gaming state) can be applied as long as it is one or more customization types that can be set at least in the second gaming state (during RUSH). For example, the "second setting" may be a "preview setting" that determines the presentation mode of the preview presentation executed during RUSH. Furthermore, the "second setting" may be customization that determines the presentation behavior of various presentations in at least the second gaming state, more specifically, adjustment of the display / light emission mode and / or adjustment of the sound mode of the various presentations.

[0294] (4) In the above embodiments, examples have been described in which the "third setting" is a "vibration up setting" and an "air setting." However, the "third setting" is not limited to this, and any customization type can be applied as long as it is one or more customization types that can be set commonly in the first gaming state (during normal gaming) and the second gaming state (during RUSH). For example, the "third setting" may be a customization type ("pre-event effect setting") that is executed prior to a variation effect (so-called reach effect) during a variation game and that specifies the presentation mode (such as the appearance rate) of a preview effect (particularly a preview effect common to the first gaming state and the second gaming state) that indicates the likelihood of a jackpot in the variation game.

[0295] (5) In each of the above embodiments (particularly the second embodiment), an example was described in which, in the variable game A in which the vibration-up effect is executed (selected) regardless of whether the selection item for the "vibration-up setting" has been changed in the first game state (during normal play) or the second game state (during RUSH), the start timing of the vibration-up effect (the timing at which the button vibration occurs) is mutually changed depending on whether the selection item has been changed in the previous variable game or not. However, this is not limited to this, and the situation in which the vibration effect is executed (selected) only when the selection item for the "vibration-up setting" has been changed or not is also included in the concept of "changing the timing at which the suggestion occurs when the third setting is reflected compared to when the third setting is not reflected." More specifically, if the selection item for "Vibration Up Setting" is changed from "Normal" to "Up" (if the occurrence rate of the vibration effect is set high), the vibration effect will be selected, but if the above change is not made and the selection item remains "Normal" (if the occurrence rate of the vibration effect is set low), the vibration effect will not be selected.The presentation style itself in a variable game is also included in the concept of "if the third setting is reflected (if the selection item for "Vibration Up Setting" is changed), the timing of the suggestion (timing of the button vibration) will be changed compared to when the third setting is not reflected (if the selection item is not changed and the vibration effect itself does not occur)."

[0296] (6) In the above embodiments (particularly the third and fourth embodiments described in FIGS. 12 and 13 , respectively), the “specific period” is defined as the period from the start (t11) to the end (t13) of a predetermined variable game B, and the “first period” constituting the “specific period” is the first half of the variable game B ([t11, t12,]), and the “second period” is the second half ([t12, t13,]). However, this is not limited to this, and the “specific period” may be any period (especially including a period in which the variable game itself is not being played) that is included between the start of one variable game B and the start of the next variable game. Furthermore, the “first period” and the “second period” may each be any period included in the “specific period.” In particular, the combined period of the “first period” and the “second period” does not necessarily have to coincide with the “specific period.” In other words, the combined period of the “first period” and the “second period” may be part of the “specific period.”

[0297] For example, if a predetermined error or power outage occurs during one variation game B and the variation game is interrupted, the "specific period" may be a period separated before and after the interruption of the variation game. For example, the "first period" may be the period from the start of variation game B to the time the error or power outage occurs, and the "second period" may be the period from the time the error is corrected or power is restored to the end of the variation game (the start of the next variation game) or any time before this.

[0298] Furthermore, if the variation game B is a variation in which a jackpot is won, the "specific period" may include the period of the jackpot state after the end of the variation game. For example, the "first period" may be the period from the start of variation game B to its end (the start of the jackpot state), and the "second period" may be the period from the end (the start of the jackpot state) to the start of the next variation game. Furthermore, the lengths of the first and second periods may not be the same (not approximately half the variation time), but may be different. For example, the first period may be the period before the reach state is reached, and the second period may be the period after the reach state is reached.

[0299] (7) Furthermore, in each of the above embodiments (particularly the second to fifth embodiments), examples have been described in which each presentation mode (such as appearance rate) is adjusted in a variable game determined by one variation pattern. However, the modes (control logic) of the second to fifth embodiments can also be applied to a variable game with a variation pattern different from the variation pattern assumed in each of the embodiments.

[0300] (8) The specific content of each customization type, target effect, selection item, effect mode, and notification content, as well as their combinations, are not limited to those described in the above embodiments (see Figures 6 and 9), and can be changed as appropriate.

[0301] 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.

[0302] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of the insertion of medals (gaming media) in a slot machine. The number of gaming media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the number of medals paid out in a specified period. [Explanation of symbols]

[0303] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

[Claim 1] A gaming machine that allows various settings related to performance, The various settings include a first setting that can be set in at least a first gaming state, a second setting that can be set in at least a second gaming state, and a third setting that can be set in common in at least the first gaming state and the second gaming state, the second gaming state is a gaming state that is more advantageous to the player than the first gaming state, In the first setting, a first performance mode in a first performance is set, In the second setting, a second performance mode in the second performance is set, In the third setting, a third performance mode in a third performance is set, The third presentation mode when the third setting is reflected in the first gaming state and the third presentation mode when the third setting is reflected in the second gaming state are different from each other, There is a specific period set between the start of one variable game and the start of the next variable game, the specific period includes a first period and a second period, In the first period, changing the first presentation mode, the second presentation mode, or the third presentation mode according to a setting status of the first setting, the second setting, or the third setting; In the second period, The first presentation mode, the second presentation mode, or the third presentation mode is not changed regardless of the setting status. A gaming machine characterized by:

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