Gaming machine

The gaming machine addresses the lack of player engagement in conventional machines by allowing customizable and interactive effects based on player input, enhancing player interest through varied execution patterns and adjustable sound and light settings.

JP2026011448APending Publication Date: 2026-01-23NEWGIN KK
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Patent Information

Application Number
JP2024112052
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-11
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player interest and engagement.

Method used

The gaming machine allows for a series of effects to be executed based on player input, with variations in execution patterns and adjustable volume or light intensity, and includes features like customizable light effects, sound effects, and interactive controls to enhance player interaction.

Benefits of technology

This enhances player engagement and interest by providing dynamic and interactive experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the interest of a player.SOLUTION: In the game machine capable of executing a performance, a series of performances can be executed based on input information input by a player via an information input unit, the series of performances to be executed is at least partially different according to the input information, the series of performances based on the same input information can be executed a plurality of times, and a predetermined performance among the series of performances based on the same input information may be executed in a first pattern and may be executed in a second pattern in the plurality of executions of the series of performances. A predetermined performance of the first pattern or the second pattern can be executed based on the same input information, and a sound volume or a light amount can be changed during execution of a series of performances based on the input information.SELECTED DRAWING: Figure 6A
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there exist gaming machines that can execute a mini-game as an effect while waiting for customers based on input information input by operating an operation unit or the like (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-234949 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, there is room for improving the interest of players.

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

[0006] In one representative form of the present invention, in a gaming machine capable of executing effects, a series of effects can be executed based on input information input by a player via an information input means, and the series of effects executed differs at least in part depending on the input information, and a series of effects based on the same input information can be executed multiple times, and a predetermined effect among the series of effects based on the same input information may be executed in a first pattern or a second pattern during the multiple executions of the series of effects, and the predetermined effect of the first pattern or the second pattern can be executed based on the same input information, and it is possible to change the volume or light intensity during the execution of the series of effects based on the input information. [Effects of the Invention]

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

[0008] [Figure 1] FIG. 2 is a view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] 1 is a screen transition diagram showing the transition (shift) of the display screen of the display device, and mainly illustrates the display screen in a customer waiting state (while waiting for a customer). [Figure 6A] 10 is a screen transition diagram showing the transition of the display screen of the display device in chronological order, and is a diagram illustrating an SP reach version reproduction performance demo (pattern 1). FIG. [Figure 6B] 10 is a screen transition diagram showing the transition of the display screen of the display device in chronological order, and is a diagram illustrating an example of a re-enactment demonstration (pattern 2) of the SP reach version. FIG. [Figure 7] This is a screen transition diagram showing the transition of the display screen of the display device in chronological order, and is a diagram illustrating a reproduction performance demo (patterns 1 and 2) of the operation performance version. [Figure 8A] 1 is a screen transition diagram showing the transition of the display screen of the display device in chronological order, and is a diagram (part 1) illustrating an example of customization and a reenactment demonstration in the game. [Figure 8B] 10 is a screen transition diagram showing the transition of the display screen of the display device in chronological order, and is a diagram (part 2) illustrating an example of customization and a reenactment demonstration in the game. [Figure 9] FIG. 10 is a screen transition diagram showing the transition of the display screen of the display device in chronological order, and shows a first modified example related to the occurrence of an error during the reproduction performance demo. [Figure 10]FIG. 10 is a screen transition diagram showing the transition of the display screen of the display device in time series, and is a diagram showing Modification 2 related to input information input by operating the back button. [Figure 11] FIG. 10 is a screen transition diagram showing the transition of the display screen of the display device in time series, and is a diagram showing Modification 3 in which a password obtained by a service linked with a mobile terminal is entered. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. Multiple effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch or a general type consisting of multiple (e.g., four) switches arranged in the front, back, left, and right directions. The directional key switch 450, for example, adjusts the light intensity (brightness, luminance) of the effect LED 46 by increasing or decreasing (+ / -) the two left and right switches, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+ / -) the volume of the speaker 19. The directional key switch 450 can also be used to set customization details, for example, by selecting an item from a menu displayed on the display device 41. The directional key switch 450 may have not only left, right, and front and back switches, but also a button switch in the center. In the directional key switch 450, detection signals indicating the on / off state can be generated from each of the left, right, front, and back switches. In addition, the gaming machine 10 may have a light intensity adjustment switch that adjusts the light intensity of the effect LED 46 and a switch that adjusts the volume of the speaker 19, independent of the directional key switch 450.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0046] That is, in this embodiment, the gaming machine 10 is 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 jackpot random number value, a jackpot symbol random number value (special symbol symbol random number value), a variation pattern random number value, etc. These random number values ​​are stored in the special symbol reserve memory area (part of the RAM) of the game control device 100 as a special symbol start memory up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of times stored in the special symbol start memory is displayed on the special symbol 1 reserve indicator 54 and the special symbol 2 reserve indicator 55, which are used to notify the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.

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

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

[0063] In addition, the display device 41 executes a decorative special symbol variable display game that variably displays multiple types of identification information corresponding to each special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52. The identification information on the display device 41 is composed of numbers, symbols, character designs, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

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

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

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

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

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

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

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

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

[0072] In addition, the special chart 2 variation display game is executed with priority over the special chart 1 variation display game, and when there is a start memory for the special chart 1 variation display game and the special chart 2 variation display game and it becomes possible to execute the special chart variation display game, the special chart 2 variation display game is executed (special chart 2 reserved priority consumption, special chart 2 priority variation). Alternatively, the special chart 1 variation display game and the special chart 2 variation display game may be executed in the order in which the winning (i.e., start memory) occurred (winning order consumption), and when a start memory for the special chart 1 variation display game and / or the special chart 2 variation display game occurs and it becomes possible to execute the special chart variation display game, the variation display game based on the oldest start memory may be executed. In addition, unless otherwise specified, in this embodiment, it is assumed that the special chart 2 priority variation (special chart 2 reserved priority consumption) and the special chart 2 variation display game is executed with priority over the special chart 1 variation display game.

[0073] In addition, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, they are simply referred to as the special chart variable display game.

[0074] [Game control device] 3 is a block diagram of the gaming control system of the gaming machine 10. The gaming machine 10 is equipped with a gaming control device 100 (main board) that serves as the main control means. The gaming control device 100 is a main control device that controls the overall game, and is composed of a gaming microcomputer 111 (hereinafter referred to as the gaming microcomputer), an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus that connects the gaming microcomputer 111, the input unit 120, and the output unit 130. The gaming microcomputer 111 can receive various signals and data via the input unit 120, and can transmit various signals and data via the output unit 130.

[0075] An oscillation circuit (crystal oscillator) having an oscillator such as a quartz crystal resonator and generating a clock that serves as a reference for the CPU operating clock, timer interrupt, and random number generation circuit may be connected to the gaming microcomputer 111. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.

[0076] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of 32V DC from a 24V AC power supply and a DC / DC converter that generates a lower level DC voltage such as 12V DC or 5V DC from 32V DC, a backup power supply 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies recovery (recovery, restoration) from a power outage.

[0077] The backup power supply 420 can be composed of a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if this voltage drops to, for example, 17V or less, detects the occurrence of a power outage and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or when the power is restored.

[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the frame control device 200. Here, initialization basically means clearing to zero, which erases the information and sets it to zero; however, some values, such as performance information (base values), may be maintained at their current values ​​without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read during the main loop processing of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0102] In this embodiment, the activation condition of the safety device is (1) the value (counter value) of the counting counter capable of counting (measuring) MY reaches a reference value (a predetermined value, 95,000 in this embodiment), and (2) the game is neither a big win nor a small win. MY corresponds to the increase in the number of game balls from the reference value, which is the point at which the number of game balls has decreased the most (the point at which the player's loss of game balls is greatest) when the game results are obtained during a day's business at the gaming parlor (a day's operation of the gaming machine 10). The counting counter (which may be called a reference value counter) used to count MY basically counts the value obtained by subtracting the number of discharged balls (number of out balls) from the number of safe balls (number of safe balls - number of discharged balls). However, if the counting counter is 0, the counter does not subtract even if there are discharged balls (out balls) (counter value ≧ 0). Thus, the activation condition of the safety device consists of two conditions (1) and (2). The activation conditions may be other conditions, for example, condition (1) may be that the number of safe balls or the specific number of balls (number of safe balls - number of discharged balls) reaches a reference value. Condition (2) may be that the special variable prize winning device is not activated or that the large prize winning port is not open.

[0103] In this embodiment, the number of safe balls is the total number (number of acquired balls, number of dispensed balls) of prize balls determined to be awarded (basically equal to the number of prize balls actually awarded). The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signals from the out ball detection switch 74. The counter value of the counting counter increases when a prize ball is won in a prize slot, as the number of safe balls increases by the number of prize balls, and decreases when one game ball is discharged from the game area 32, as the number of discharged balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains at 0). The counting counter can be set, for example, by providing an area for storing counter values ​​in the RAM 111c of the game control device 100.

[0104] Note that the number of fired balls, which is the number of fired balls that have been fired into the play area 32, may be used instead of the number of ejected balls. The number of fired game balls and the number of ejected game balls may be collectively referred to as the number of used balls. Foul balls that were fired by the ball launcher but did not reach the play area 32 are excluded from the number of fired balls, and the counter value of the counting counter is decremented by -1 each time a game ball is fired by the ball launcher, and is incremented by +1 each time a foul ball is produced.

[0105] For example, the state of the safety device (complete function) corresponds to a counter value less than 90,000, and becomes an inactive state (a normal state in which a complete function activation warning, complete function activation notice, or complete function activation notification is not being executed). The state of the safety device corresponds to a counter value between 90,000 and 94,999, and becomes a complete function activation warning state that notifies (warns) that the safety device may be activated. The state of the safety device corresponds to a counter value reaching 95,000, and becomes a complete function activation notice state that notifies (notifies) that the safety device will be activated (is scheduled to be activated), or a complete function activation notification state (activated state, activated state) in which the safety device is activated.

[0106] In addition, when the counter value reaches 95,000 (the reference value), if there is a big hit or a small hit, the complete function activation notice state will be entered, and if there is neither a big hit nor a small hit, the complete function activation notice state will be entered. Therefore, if the safety device enters the complete function activation notice state (activated state) before a big hit or a small hit occurs, a game stop state (a state where play is not possible, a state where play is prohibited) will occur immediately, and the complete function activation notice state will not occur. In addition, in the time-saving state or the probability variable state, the safety device is likely to enter the complete function activation notice state (activated state) before a big hit or a small hit occurs.

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

[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activation. As the complete function activation warning, the remaining number (the difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is counted down and a predetermined text display (for example, "Playing will end soon" is displayed). In the complete function activation notice state of the safety device during a small win or a big win, the performance control device 300 displays a complete function activation notice on the display device 41 to warn of the activation of the complete function (for example, the text "Playing will end after the win ends" is displayed).

[0109] In the complete function activation notification state (not during a small win or a big win), which is the activation state of the safety device, i.e., when the game is stopped, the presentation control device 300 displays a complete function activation notification (for example, the words "playing stopped") on the display device 41, indicating that the complete function is activated. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets a safety device activation flag (safety device activation flag) to ON, indicating that the safety device is activated. The safety device activation flag (safety device activation flag) is cleared to 0 (safety device activation flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.

[0110] In the game-stop state, games such as the special chart change display game, the normal chart change display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game-stop state, the detection of game balls by the prize-winning port switch is disabled, the prize port (winning) is disabled, the solenoids that close the large prize port, the specific area 86, the normal winning device 37, etc. are stopped, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 and the performance display device 152 are turned off. In the game-stop state, not only are the special chart change display game and the normal chart change display game unable to continue, but new special chart change display games and new normal chart change display games cannot be started. It is also possible to configure the game so that launching of game balls is not stopped in the game-stop state. In the game-stop state, all light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 are turned off (all off). However, this is not limited to this. In the game stop state, the light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 may be partially lit (partially lit) or all lit (fully lit). Furthermore, in the game stop state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stop state may be output to the test firing device (a configuration in which the test firing signal is not output is also possible). In the game stop state, the presentation control device 300 turns off all of the presentation LEDs 46 (fully lit), or turns on some or all of them. However, when an error occurs, some or all of the presentation LEDs 46 may be lit in red. In addition, in the game stop state, the presentation control device 300 may stop audio output from the speaker 19 to silence the sound (a configuration in which the sound is not silenced is also possible).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0139] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (time-saving A1, time-saving A2, time-saving A3, etc.) that correspond to the normal hit result (normal hit symbol) with different normal power release times and normal power release counts. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. In addition, the time-saving state when the time-saving end condition can be specified by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

[0140] After the time-saving state ends, a remaining reserve consumption state (remaining reserve state) can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning in the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reserve, and the special chart 2 variable display game is executed. The remaining reserve consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and therefore the probability of a V-winning jackpot).

[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time interval (e.g., 4 msec).

[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.

[0143] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).

[0144] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0145] Furthermore, in the timer interrupt process, when a game ball wins (enters) the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is made that can determine in advance the game result based on the winning at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine in advance the result of the variable display game based on the start memory before the variable display game is executed.

[0146] Furthermore, the timer interrupt processing can execute safety device-related processing that performs processing related to the safety device (complete function), counting processing that updates the counter value of a counting counter that can count MY, etc. In the safety device-related processing, safety device-related information such as the complete function activation notification status (activation status) of the safety device is sent as a command to the performance control device 300, and a safety device activation flag that indicates that the safety device is in operation is set.

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

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

[0149] The game control device 100 can transmit game status commands indicating game states such as a normal game state, a time-saving state (normal power support state), or a special chart high probability state (probability variable state), error commands indicating errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include a counter information command indicating the counter value of a counting counter capable of counting MY, an operation warning command corresponding to the complete function operation warning state of the safety device, an operation notice command corresponding to the complete function operation notice state of the safety device, and an operating command corresponding to the complete function operation notification state (operating state) of the safety device.

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

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

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

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

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

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

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

[0157] When the performance control device 300 receives a counter information command, it displays information about the counter value of the counting counter on the display device 41. As information about the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95,000). However, this is not limited to this, and it may also be a countup display that displays the counter value as is. When the performance control device 300 receives an operation warning command, an operation notice command, or an operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command. Furthermore, when the performance control device 300 receives an operation warning command, it allows the countdown display of the counter value to start.

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

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

[0160] The variation-related effect setting process performs a lottery using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stop symbol, etc., and can specifically set (select) preview effects that appear during the special symbol variation display game and can predict the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the display device 41, and decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. A pseudo-sequential effect is an effect in which a predetermined number of pseudo-variations are performed on the display device 41 in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop. The variation-related effect setting process can also set the lighting mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.

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

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

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

[0164] The expectation (reliability) of a 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). For example, the expectation rate increases as the selection rate (allocation rate) of that presentation in the lottery (allocation) when there is a jackpot increases, and the expectation rate decreases as the selection rate (allocation rate) of that presentation in the lottery (allocation) when there is a miss. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).

[0165] Furthermore, the appearance rate (occurrence rate) of the effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) at the time of drawing the lottery for that effect. For example, the appearance rate per variable display game (the appearance rate per start memory in the case of the pre-reading notice effect described below) is the sum of (probability of loss x selection rate when it is a loss) and (probability of winning x selection rate when it is a win). Furthermore, the appearance rate of the effect may be set for each period during one variable display game (for example, for the first half period and the second half period) (i.e., the selection rate of the effect may be adjusted corresponding to each period and the lottery for the effect may be drawn).

[0166] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.

[0167] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the performance at the start of a small or large win; when it receives a round command, it executes a round performance, which is the performance during a round; when it receives an interval command, it executes an interval performance in the interval between rounds; and when it receives an ending command, it executes an ending performance corresponding to the ending of a large or small win.

[0168] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. 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).

[0169] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.

[0170] In addition, the performance control device 300 can receive commands necessary for control other than those described above from the game control device 100. In addition, the performance control device 300 may set or control the performance related to the normal game display game in the same way as the performance related to the special game display game.

[0171] [Display screen while waiting for customers] 5 is a screen transition diagram showing the transition (shift) of the display screen of the display device 41, and mainly illustrates the display screen when the display device 41 is in a waiting state (waiting for customers). Note that the displays and images displayed on the display screen may be displayed decoratively as part of the presentation, even if they are intended to convey information.

[0172] FIG. 5(A) shows an example of a display screen (particularly referred to as a customer waiting screen) when a customer waiting demo is not being performed, among the display screens in a customer waiting state where a game as a game (i.e., a special chart variation display game or a normal chart variation display game in a normal chart ST state) is not being played. The customer waiting screen can display an effect button image 712 and text such as "menu." The effect button image 712 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, the display screen transitions to the menu display screen of (B).

[0173] In (A), the decorative special symbols (large symbols, identification information) are stopped as decorative stop symbols in the variable display area 710. In the left region, right region, and center region of the variable display area 710, the three decorative special symbols, the left symbol, the right symbol, and the center symbol, are respectively displayed as stopped symbols with the numbers "163" on the symbols.

[0174] In (A), a menu 715 for performing various settings is displayed on the menu display screen, and the menu contents, "Customize," "Volume / Light Intensity," "Performance Reproduction," "Smartphone Link," "Initialize," and "End," are displayed as selectable image objects within the menu 715. In addition, the selected item (performance reproduction shown in solid lines here) can be displayed in a different manner (solid frame, thick frame, high brightness, different color, etc.) from the other items shown in dotted lines.

[0175] The player can select an item from the menu by operating the directional key switch 450 (cross key switch) forward / backward or left / right, and can confirm (determine) the selected item by pressing the effect button 25. Note that the selected item may be confirmed by pressing a button switch provided in the center of the directional key switch 450 instead of the effect button 25. Also, a directional key switch image 717 indicating that the directional key switch 450 can be operated, and a confirmation operation image 719 indicating the pressing of the effect button 25 as a confirmation operation are displayed on the display screen. Note that forward / backward on the directional key switch 450 (FIG. 1) corresponds to up / down on the directional key switch image 717.

[0176] When an item selected by the selection operation of the directional key switch 450 is confirmed (determined) by the decision operation of the performance button 25, the display screen transitions from the menu display screen to a screen corresponding to the selected item. When the "End" item is selected and confirmed, the screen returns to the customer waiting screen (A). When the "Performance Replay" item is selected and confirmed, the screen transitions to the password entry screen (C1).

[0177] In (C1), in addition to a directional key switch image 717 and a select operation image 719, the password input screen on which the player inputs a password displays a password input section 722 where the password is input as a character string on the screen, and a dial section 724 that displays a dial used to select characters that make up the password. The dial section 724 displays the letters a-z and the numbers 0-9 as characters, and the player can select one letter of the alphabet or number by operating the directional key switch 450. The selected character can be distinguished from unselected characters by being surrounded by a square frame or having a blinking cursor (a square frame in FIG. 5).

[0178] When a player presses the effect button 25, the effect control device 300 (particularly the CPU of the control microcomputer 311) determines (confirms) the selected character and stores (memorizes, inputs) information corresponding to the determined character (such as a character code) in a predetermined area of ​​a storage unit (storage means, memory) such as RAM 322. The predetermined area can be specified by an address (address), etc. This storage unit may be one or more registers in addition to RAM 322 or RAM in the CPU.

[0179] Furthermore, the effect control device 300 displays the selected and confirmed characters from the left in the password input section 722 of the display device 41. As a result, the characters that make up the password are input sequentially from the left in the password input section 722 on the screen. A blinking cursor or the like is displayed at an input position in the password input section 722 where characters can be input, allowing the player to recognize the input position.

[0180] The player selects and selects characters sequentially, and finally, a password consisting of a predetermined number of characters (here, 10) is input (displayed) in the password input section 722 on the display screen, and the password information (a set of predetermined character codes) is input (stored, memorized) in a storage unit such as RAM 322 in the effect control device 300. For example, the password is "abc1239865," which is 10 characters long, and in (C1), the first six characters, "abc123," have been input. The CPU of the control microcomputer 311, as an information processing unit and control unit, can execute various control processes related to the effect using the password information stored in a storage unit such as RAM 322. Typically, when the password of the predetermined number of characters is input into the password input section 722, the control process transitions to the demo screen of (D) and executes the replay effect demo 726.

[0181] The operation input unit, such as the directional key switch 450 and the effect button 25, and the display device 41 constitute an information input means (information input unit) for inputting a password as input information, and an information acquisition means for acquiring the password. In addition, if the gaming machine 10 has a receiving device for data such as a password, a mobile terminal (such as a smartphone) that can communicate with the gaming machine 10 and the receiving device may constitute the information input means (information input unit) for inputting a password and the information acquisition means.

[0182] (C2) shows another example of a password input screen that is different from the example of (C1). When the "Reproduce Effects" item is selected and confirmed on the menu display screen, the screen transitions to the password input screen of (C2), as indicated by the dotted arrow. The password input screen of (C2) has multiple (here, two) password input sections 722a, 722b, into which the player can input multiple passwords. The player uses the dial section 724 to select and confirm characters in sequence, and inputs the password one character at a time into each password input section 722a, 722b, starting from the left.

[0183] First, as in (C1), after a password (here, "abc1239865") is entered into password input field 722a, the input position where characters can be entered moves to password input field 722b provided to the right of password input field 722a, and password input field 722b where characters can be entered is displayed in a different manner (different frame thickness, color, brightness, shape, etc.) from password input field 722a where characters cannot be entered. In (C2), password input field 722b where characters can be entered is displayed with a thicker frame than password input field 722a after character entry has finished. Note that, conversely, when characters are initially entered into password input field 722a, password input field 722a is displayed with a thicker frame than password input field 722b.

[0184] The performance control device 300 displays the selected and confirmed characters in the password input section 722b from the left. As a result, the characters that make up the password are input sequentially from the left into the password input section 722b on the screen. For example, the 10-character password "wzxd457367" is ultimately input into the password input section 722b, but in (C2) only the first 7 characters, "wzxd457," have been input.

[0185] Finally, two passwords each consisting of a predetermined number of characters (here, 10) are input (displayed) into two password input sections 722a, 722b on the display screen, and the information for each password (a collection of a predetermined number of character codes) is input (stored, memorized) into a memory section within performance control device 300. Note that the CPU of control microcomputer 311, as an information processing section and control section, can execute various control processes related to performance using the information for the two passwords stored in a memory section such as RAM 322. Typically, when the input of a password consisting of a predetermined number of characters into password input section 722b is completed, the control process involves transitioning to the demo screen (d) and executing a re-enactment demo 726.

[0186] Next, in (D), one of a series of multiple similar effects is reproduced (played) as a reproduction effect demo 726 (playback effect demo) according to one or more passwords (input information) entered in (C1) or (C2). Similarity means, for example, that the series of effects are the same for a certain period of time, or that the same images (e.g., the same character images or the same background movie) are displayed during the series of effects, and that they share commonalities. The reproduction effect demo 726 in (D) executed in the customer waiting state is, for example, a movie (video), and is a series of effects connected in time. Each effect constituting the series of effects may be actually set and executed by the effect control device 300 as an effect during the game (i.e., during a special chart change display game or a regular chart change display game in the regular chart ST state) using a change-related effect setting process or a look-ahead notice effect setting process.

[0187] A series of similar effects may form a group including a series of effects with multiple effect patterns (types of effects, types of effects, types of effects, for example, pattern 1, pattern 2, pattern 3, etc.). The effect control device 300 may select a group corresponding to one or multiple passwords, and set (select) a series of effects to be reproduced from within the group based on a lottery (winning), the number of password entries, or whether or not an operation has been performed. Data and information for a series of effects within the same group are stored in a memory (storage unit, storage means) such as image ROM 325 so that they can be recognized as a series of effects within the same group, and are associated with each other by storing them at consecutive addresses, adding header information, or the like.

[0188] The series of effects in the reproduction performance demo 726 may be stored as a movie (video) in the image ROM 325 and reproduced (played) on the display screen. Alternatively, the series of effects may be reproduced on the display screen by combining image data and video data from the image ROM 325 based on information on the individual effects that make up the series of effects stored in a memory such as the ROM 321. Furthermore, the series of effects reproduced in the reproduction performance demo 726 include not only display effects executed (played) on the display screen of the display device 41, but also sound effects in which sound is output from the speaker 19 and light-emitting effects in which the performance LED 46 emits light (but are not limited to this, and a configuration that does not include sound effects or light-emitting effects is also possible).

[0189] At least one of the series of similar effects in a group may be a series of effects that has actually been performed in the past. The series of effects that has been performed in the past may be recorded (saved, memorized) as a movie in a dedicated memory or storage (not shown), and a series of effects similar to this may be created by modifying this movie by adding image data or video data from the image ROM 325, and then recorded (saved, memorized) in a dedicated memory or storage.

[0190] In (D), the reproduction performance demo 726 (replay performance demo) is displayed on the display screen surrounded by a frame 727 (frame image) as an additional display. This makes it easy to recognize that the reproduction performance demo 726 executed in the customer waiting state is simply reproduced (replayed) without any connection to the game on the special chart 1 display 51, the special chart 2 display 52, and the regular chart display 53 of the collective display device 50. Note that instead of the frame 727, a text display such as "Demo in progress" can be used as an additional display to distinguish the reproduction performance demo 726 from other performances. Note that if the reproduction performance demo 726 can be recognized as a reproduced performance by its content itself, such as by the absence of any displays that are naturally displayed during gameplay, such as a hold display, hold number display, or round number display, additional displays such as the frame 727 are unnecessary.

[0191] After the replay effect demo 726 is executed once or repeatedly executed multiple times on the demo screen, the screen returns to the customer waiting screen (A). Furthermore, if the player presses the effect button 25 while the replay effect demo 726 is being executed, the screen may stop the replay effect demo 726 and return to the customer waiting screen (A) or the menu display screen (B). Then, by entering the same password again on the password entry screen (C1) via the customer waiting screen (A) or the menu display screen (B), the same series of effects (e.g., pattern 1) of the replay effect demo 726 can be executed repeatedly. This allows the player to enjoy their preferred effects, enhancing the player's interest. Furthermore, the same series of effects leaves an impression on the player, leading to an increased interest in the player as they attempt to actually trigger the series of effects during the game.

[0192] On the other hand, when the special chart variation display game is started by the game ball entering the start winning hole (start winning hole 36 or normal variation winning device 37) while the customer waiting screen (A) is displayed, the screen transitions to the in-game screen (E). Note that even in the screens (B) to (D), when the special chart variation display game is started, the screen transitions to the in-game screen (E). In particular, when the special chart variation display game is started while the reproduction performance demo 726 is being executed, the reproduction performance demo 726 is stopped midway and the screen transitions to the in-game screen (E).

[0193] In the in-game screen of (E), the decorative special symbols change (↓↓↓) in a change display area 710 in the center of the display screen. Also displayed are the aforementioned directional key switch image 717, in-game setting item display 730 showing the setting item selected during the game, mode display 738 showing the presentation mode (presentation style), and hold display 741a corresponding to the start memory (hold). Details of the in-game screen will be described later in connection with (F) of FIG. 8A.

[0194] Furthermore, if the effect button 25 is not pressed even after a predetermined time has elapsed since the customer waiting screen (A) was displayed, the screen transitions to the demo screen (F), where a normal customer waiting demo different from the re-enactment demo 726 is executed. The normal customer waiting demo may include an effect that is not executed during the game but is executed only in the customer waiting state. After the normal customer waiting demo is executed on the demo screen, the screen returns to the customer waiting screen (A). Furthermore, if the player presses the effect button 25 while the normal customer waiting demo is being executed, the customer waiting demo may be stopped, and the screen transitions to the customer waiting screen (A) or the menu display screen (B).

[0195] [Example of a reenactment demo (SP reach version)] 6A and 6B are screen transition diagrams showing the transition (shift) of the display screen of the display device 41, and are diagrams illustrating the reproduction performance demo 726 displayed on the display screen in FIG. 5(D). The reproduction performance demos 726 in both FIGS. 6A and 6B are executed in response to the same password 1 (e.g., "abc1239865") entered on the password entry screen in (C1). The type (system) of the reproduction performance demo 726 in FIGS. 6A and 6B is an SP reach version (SP reach system, SP reach type) in which an SP reach performance is performed in response to password 1.

[0196] As a series of effects in the reproduction effect demo 726, the variable display of the symbols and effects that can be executed during the variable display are reproduced and displayed. The effects that can be executed during the variable display include SP reach (special reach, predetermined effect) effects, and other effects such as cut-in effects and group effects. In FIG. 6A, the series of effects includes an SP1 reach, which is an SP reach of pattern 1, and a series of effects corresponding to password 1 are executed in the pattern 1 effect pattern. In FIG. 6B, the series of effects includes an SP2 reach, which is an SP reach of pattern 2, and a series of effects corresponding to password 1 are executed in the pattern 2 effect pattern. Note that in this embodiment, for simplicity, the SP reach patterns are assumed to be two patterns, SP1 reach and SP2 reach, but there may be three or more SP reach patterns (pattern 1, pattern 2, pattern 3, . . . , pattern x), such as SP1 reach, SP2 reach, SP3 reach, . . . , SPx reach.

[0197] The reproduction effect demo 726 here is an effect executed in the waiting state for customers. Therefore, even if the symbols are displayed variably on the display device 41 as the reproduction effect demo 726, the game (i.e., the special symbol variable display game or the normal symbol variable display game in the normal symbol ST state) is not being executed in the special symbol 1 display 51, the special symbol 2 display 52, and the normal symbol display 53 of the collective display device 50 in response to this. Therefore, the reproduction effect demo 726 here does not notify the expectation regarding the outcome of the game, such as the expectation of a jackpot, nor is it capable of suggesting the winning result of the game.

[0198] If the symbols are displayed in a variable manner, it may be mistakenly recognized that the player is not in a waiting state, or may be mistakenly recognized that the game is actually being played and that a winning result of the game will result in a winning state in which a bonus is awarded. Therefore, the reproduction effect demo 726 is executed within a frame 727 on the display screen, and the variable display of the symbols is also executed within the frame 727. This makes it less likely that the player will be mistakenly recognized as not in a waiting state or that the game is actually being played. If the reproduction effect demo 726 does not include a variable display of the symbols, it will give an unnatural impression and make it easier to recognize that the effect is reproduced, so in this case the frame 727 may be hidden.

[0199] In (K) of FIG. 6A , a symbol variation display (↓↓↓) is displayed within a frame 727 as a reenactment demo 726. During the execution of a series of effects related to the reenactment demo 726 from (K), a player (a customer at the gaming establishment) or an operator such as a gaming establishment employee can adjust (change) the light intensity (brightness, luminance) of the effect LED 46 and the volume of the speaker 19 by operating the directional key switch 450. Therefore, a directional key switch image 717 indicating that the directional key switch 450 can be operated and a text display "Volume / Light Intensity" indicating that the light intensity and / or volume can be adjusted (or set or changed) are displayed on the display screen during the execution of the reenactment demo 726. Therefore, a player can enjoy the sound effects or light emission effects included in the series of effects related to the reenactment demo 726 at a comfortable light intensity or volume, which enhances the player's interest and allows the player to carefully check the series of effects. Furthermore, by checking, the player will be able to actually try to generate a series of effects during the game, which will increase the player's interest.

[0200] As described above, for example, the light intensity (brightness, luminance) can be adjusted by increasing or decreasing the two switches on the left and right of the directional key switch 450, and the volume can be adjusted by increasing or decreasing the two switches on the front and rear (up and down in the directional key switch image 717). When either the left or right switch is operated, a barcode-like gauge showing the light intensity level (Lv: for example, five levels from Lv1 to Lv5) as a number of bars is displayed on the display screen; operating the left switch may decrease the level, and operating the right switch may increase the level. Also, when either the front or rear switch is operated, a barcode-like gauge showing the volume level (Lv: for example, five levels from Lv1 to Lv5) as a number of bars is displayed on the display screen; operating the front switch may decrease the level, and operating the rear switch may increase the level.

[0201] Next, in (C), as a cut-in effect of the reproduction effect demo 726, an image of the character 732 is suddenly displayed within the frame 727. The image of the character 732 is displayed superimposed on a layer on the front side of the pattern being variably displayed.

[0202] Next, in (S), as a reproduction performance demo 726, a reach state occurs within the frame 727, and the same left and right symbols of the number "7" are temporarily stopped. In this temporary stop, the symbols are roughly stopped, but they are fluctuating and vibrating finely up and down. In (S), it is an N reach (normal reach) state.

[0203] Next, in (Se 1), a group of multiple images (image objects) moves simultaneously on the display screen as a group effect. Here, multiple blue star-shaped marks (☆) move simultaneously from left to right like shooting stars. In FIG. 6A, the star-shaped marks are blue, corresponding to the group effect of pattern 1 (predetermined effect). Note that the group effect may be performed using other images, such as mini-characters, instead of marks.

[0204] Next, in (So1), as a reproduction performance demo 726, the N reach develops into an SP reach (special reach). In the SP reach, a movie is displayed in the center of the display screen, and the left and right patterns are displayed small in the upper left and upper right corners, respectively, where they do not interfere with the movie, and remain temporarily stopped. In FIG. 6A, an SP1 reach, which is an SP reach of pattern 1, occurs, and a movie A corresponding to the SP1 reach is displayed. For example, a movie A in which the main character 732 and the snake character 735 fight each other is displayed.

[0205] Thereafter, during the execution of the reproduction performance demo 726, the gaming machine 10 is powered off due to a power outage, and enters a power outage state. A power outage state occurs when the power is turned off manually due to the closing of the gaming parlor, or when the power is turned off spontaneously due to a lightning strike or the like.

[0206] Then, in (T), the power is restored (turned on, restored), and a power restoration screen (power-on screen) is displayed. The power restoration screen is displayed for a predetermined time (for example, a few seconds) after the power is restored, and a power restoration display 760 is displayed decoratively as a power restoration effect. The power restoration display 760 is made up of a character display 760a (for example, "Restoring" or "Power restoration in progress") displayed decoratively using decorative characters or the like, and an effect image 760b around the character display 760a, and notifies that restoration (return) from the power failure has occurred.

[0207] Next, the display screen transitions to the customer waiting screen (A). After that, for example, in response to the operation of the effect button 25, the screen transitions to the menu display screen (B), and when the "effect reproduction" item is selected and confirmed, the screen transitions to the password input screen (C1). When the password 1 is entered again on the password input screen (C1), the reproduction effect demo 726 starts again as shown in (K).

[0208] In the reproduction effect demo 726, the SP reach (predetermined effect) becomes SP1 reach when pattern 1 is selected by winning the lottery (predetermined conditions are met), and becomes SP2 reach when pattern 2 is selected instead of pattern 1 (predetermined conditions are not met) by winning the lottery. Therefore, depending on whether the predetermined condition of winning the lottery is met, the SP reach can be divided into SP1 reach and SP2 reach, which can enhance the player's interest. The predetermined condition for selecting pattern 1 may be changed in various ways, such as the number of times the password is entered, such that the SP reach is set to pattern 1 (SP1 reach) if password 1 is entered an odd number of times, and the SP reach is set to pattern 2 (SP2 reach) if password 1 is entered an even number of times.

[0209] In this way, if the power is interrupted and restored (power interruption and restoration) during the execution of a series of effects related to the re-enactment demo 726, the same series of effects (i.e., a series of effects of the same pattern) can be executed again by entering the same password 1 again. For example, if the password 1 is entered a second or third time after the power interruption and restoration, a lottery is won and the re-enactment demo 726 of the same pattern 1 can be executed multiple times. Therefore, even if the power is interrupted and restored, the same series of effects can be executed repeatedly by entering the same password, allowing the player to enjoy their preferred effects and increasing the player's interest. Furthermore, the same series of effects is memorable, and the player will try to actually generate that series of effects during the game, which will increase the player's interest.

[0210] Figure 6B shows a case where password 1 is entered an arbitrary number of times, m times (for example, the sixth time), and illustrates a case where pattern 2 is selected by lottery or the like as a reproduction performance demo 726 of the SP reach version (SP reach type, SP reach system) corresponding to password 1. Figure 6B shows a case where (Se1) in Figure 6A is replaced with (Se2) and (So1) is replaced with (So2).

[0211] In (Se2) of FIG. 6B, unlike the blue of (Se1) of FIG. 6A, multiple red star-shaped marks (★) move, creating a group performance of pattern 2. Note that (Se1) and (Se2) may differ in aspects other than color (such as the shape of the marks) depending on the pattern. Also, in (So2) of FIG. 6B, unlike the SP1 reach of (So1) of FIG. 6A, the N reach develops into an SP2 reach, and movie B corresponding to the SP2 reach, which is an SP reach of pattern 2, is displayed. For example, the main character 732 appears, as in the SP1 reach, and movie B is displayed in which he fights against a frog character 736. Movie B is similar to movie A in that it depicts a battle between main character 732.

[0212] As shown in Figures 6A and 6B, the series of effects in the reenactment demo 726 are displayed on the display screen as follows: (Sa) normal variable display → (Shi) cut-in effect → (Su) N reach → (Se1) (Se2) group effect → (So1) (So2) SP reach. Similar patterns 1 and 2 in the SP reach version of the reenactment demo 726 are the same from (Sa) to (Su) and branch off from the group effect, but the group effect may also be the same and branch off from the SP reach. Note that each effect, such as the cut-in effect and group effect, may be executed at a different timing, or their order may be reversed. Furthermore, the series of effects in the reenactment demo 726 may include effects corresponding to foreseeable preview effects (especially, foreseeable effects with a higher probability of winning than other foreseeable preview effects). In addition to the group effect and the SP reach, the type of cut-in effect (e.g., the type of character) may be different depending on the pattern between Figures 6A and 6B.

[0213] As described above, when password 1 is entered on the password entry screen, the SP reach version reproduction effect demo 726 is executed, but even if the same password 1 is entered, predetermined effects such as SP reach and group effects may be executed in pattern 1 (SP1 reach or blue mark) or pattern 2 (SP2 reach or red mark), and SP reach and group effects of pattern 1 or pattern 2 can be executed based on the same password 1. Therefore, the number of variations in the reproduction of SP reach and group effects increases, surprising players who had expected that SP reach and group effects would be reproduced only in the same pattern when the same password 1 was entered, and increasing the player's interest.

[0214] [Example of a reenactment demo (operation version)] Fig. 7 is a screen transition diagram showing the transition (shift) of the display screen of the display device 41, and illustrates the reproduction performance demo 726 displayed on the display screen in Fig. 5(D). The reproduction performance demo 726 in Fig. 7 is executed in response to password 2 (e.g., "rtsdfw7931") entered on the password entry screen in (C1). The type (system) of the reproduction performance demo 726 in Fig. 7 is an operation performance version (operation performance system, operation performance type) in which an operation performance (predetermined performance) is performed in response to password 2.

[0215] (N) in FIG. 7 shows the same display screen as (S) in FIG. 6A, with a symbol variation display (↓↓↓) displayed as the replay demo 726. During the execution of the series of effects related to the replay demo 726 from (N), a directional key switch image 717 and the text "Volume / Light Intensity" are displayed on the display screen. During the execution of the replay demo 726, an operator such as a player (a customer at a gaming facility) can adjust (change) the light intensity of the LED 46 and the volume of the speaker 19 by operating the directional key switch 450. Therefore, the player can enjoy the series of effects related to the replay demo 726 at a comfortable light intensity or volume, enhancing their interest and allowing them to carefully observe the series of effects. Furthermore, this increases the player's interest by allowing them to actually trigger the series of effects during the game.

[0216] Next, in (iv), an operation effect as a reproduction effect demo 726 begins. The operation effect is an effect related to the operation of an operation unit (operation means) such as the effect button 25. The operation effect may include, in addition to the display effect on the display device 41, an action effect of the effect movable body 44 (movable role object), a light-emitting effect of the effect LED 46, and an effect by sound from the speaker 19. The display effect as an operation effect includes either or both of an operation prompt display 763 (pre-operation effect, pre-operation processing) for prompting the player to operate, and an operation-responsive effect (post-operation effect, post-operation processing) that is executed in response to an operation being performed.

[0217] In (d), an operation prompt display 763 is displayed within a frame 727. The operation prompt display 763 is made up of an image display 763a requesting the player to press the effect button 25, and a gauge 763b indicating the operation valid period during which the operation is validly accepted by the effect control device 300. The image display 763a includes text displays such as "Press the button" and "PUSH." Together with the operation prompt display 763, a sound effect may be emitted from the speaker 19 to prompt the player to perform an operation.

[0218] If the player or the like operates the effect button 25 within the valid operation period, the effect pattern of pattern 1 is selected as shown in (J1) and the operation-responsive effect is executed. If the player or the like operates the effect button 25 outside the valid operation period, the effect pattern of pattern 2 is selected as shown in (J2) and the operation-responsive effect is not executed.

[0219] In (Ju1), a predetermined image 765 is displayed within a frame 727 as an operation-responsive effect. Here, the predetermined image 765 is an image that resembles smoke. The predetermined image 765 does not always remain the same, and an image of various patterns (patterns 1a, 1b, ...) may be displayed depending on whether the image is selected by lottery (selected by lottery).

[0220] In addition, in (Ju1), in addition to the display of a predetermined image 765, the operation of the effect movable body 44 is executed as an operation-responsive effect. For example, the operation of the effect movable body 44 is a reciprocating movement including a downward descent and a subsequent ascent. In this way, the series of effects related to the reenactment effect demo 726 unexpectedly includes effects based on the movement of the movable body (here, operation-responsive effects), which makes the reenactment effect demo 726 more interesting and increases the player's interest. Note that the reenactment effect demo 726 is typically based on the reproduction of a video or other image on a display screen. Instead of the operation of the effect movable body 44, an air release effect in which a movable body such as a pump or motor operates to release air forward from within the operating handle 24, or a vibration effect in which a movable body such as a motor vibrates the effect button 25 or a lever (not shown) may be executed as an operation effect based on the movement of the movable body.

[0221] Next, in (N), a character display 767 (for example, "super hot") that gives the player hope is displayed within the frame 727, and a predetermined image 765 that resembles smoke disappears, and the character appears.

[0222] On the other hand, in (Ju2), the operation of the effect button 25 was not within the operation valid period, so the operation-responsive effect was not executed and the same screen as (Na) is displayed. Note that in (Ju2) of pattern 2, instead of hiding the predetermined image 765 of (Ju1) of pattern 1, an image with a form (shape, color, size, etc.) different from the predetermined image 765 may be displayed.

[0223] After (Nu2) in Pattern 2, the screen changes to (Ne) as in Pattern 1, but the text display 767 (for example, "Super Hot") may be displayed smaller or hidden in a manner different from that in Pattern 1.

[0224] As described above, when password 2 is entered on the password entry screen, the operation effect version of reenactment demo 726 is executed. The operation effect in the series of effects of reenactment demo 726 is executed in pattern 1 such as (D)(J1) when effect button 25 is operated (when a predetermined condition is met), and in pattern 2 such as (D)(J2) when effect button 25 is not operated (when a predetermined condition is not met). Even when the same password 2 is entered, the operation effect (predetermined effect) may be executed in pattern 1 or pattern 2, and either pattern 1 or pattern 2 operation effect can be executed based on the same password 2. This increases the variety of reenactment of the operation effect, surprising players who expect that entering the same password 2 will only reproduce the operation effect in the same pattern, thereby enhancing the player's interest.

[0225] To achieve this, the performance control device 300 may first display a movie corresponding to (Na) and (Ni) within the frame 727, and then display a movie corresponding to (Nu1) and (Nu2) if the performance button 25 is operated, and display a movie corresponding to (Nu2) and (Nu2) if the performance button 25 is not operated. The data for these movies (videos) is stored in the image ROM 325, etc. The similar patterns 1 and 2 of the operation performance version reproduction performance demo 726 are the same for (Na) and (Ni), and branch off from (Nu1) and (Nu2).

[0226] Furthermore, even if the effect button 25 is operated, different image operation effects (especially operation-responsive effects) such as patterns 1a and 1b may be displayed depending on whether the player wins a predetermined lottery (when the predetermined conditions are met) or does not win the predetermined lottery (when the predetermined conditions are not met), further enhancing the player's interest.

[0227] After (N), as in Figures 6A and 6B, while the reenactment demo 726 is being executed, the gaming machine 10 is powered off due to a power outage and enters a power-off state. Then, when the power is restored (on, restored), the display screens (T), (A), (B), and (C1) are displayed in that order. If password 2 is entered again on the password entry screen (C1), the reenactment demo 726 can be started again as in (N). For example, if password 2 is entered the first time and the effect button 25 is operated, the reenactment demo 726 is executed in pattern 1 such as (N), (D), (J1), and (N). If password 2 is entered the nth time (e.g., the eighth time) and the effect button 25 is not operated, the reenactment demo 726 is executed in pattern 2 such as (N), (D), (J2), and (N).

[0228] Furthermore, if the power is interrupted and restored (power interruption and restoration) during the execution of a series of effects related to the re-enactment demo 726, the same series of effects (i.e., a series of effects of the same pattern) can be executed again by entering the same password 2 again. For example, if password 2 is entered twice, with a power interruption and restoration in between, and the effect button 25 is operated both times, the re-enactment demo 726 of the same pattern 1 is executed multiple times. Therefore, even if the power is interrupted and restored, the same series of effects can be executed repeatedly by entering the same password, allowing the player to enjoy the effects of their choice and increasing the player's interest. Furthermore, the same series of effects leaves an impression, and the player will try to actually generate the series of effects during the game, which will increase the player's interest.

[0229] [Customization methods and in-game reproduction demonstration] 8A and 8B are screen transition diagrams showing the display screens of the display device 41 in chronological order, and illustrate examples of customization modes and re-enactment demonstrations in the game.

[0230] (C) in Fig. 8A corresponds to the menu display screen of (A) in Fig. 5. In (C), the "Customize" item is selected by operating the directional key switch 450 forward / backward or left / right, and the selected "Customize" item is confirmed (determined) by pressing the effect button 25. This causes a transition to the customization screen of (H).

[0231] Next, in (H), a menu 780 for making various settings is displayed on the customization screen. Within the menu 780, items 782, such as "3D display effect," "button vibration," "premium up," and "preview chance," are displayed in text as the menu contents. Also, within the menu 780, to the right of each item 782, a selection area (option) for "on" and a selection area (option) for "off" are displayed selectably. When a selection area is selected (shown here with a solid line), it can be displayed in a different manner (solid line frame, thick frame, high brightness, different color, etc.) from when it is not selected (shown here with a dotted line). Each item 782 can be selected by operating the directional key switch 450 forward or backward, and either the "on" selection area or the "off" selection area of ​​each item 782 can be selected by operating it left or right.

[0232] When the "On" selection area in the "3D display effect" item is selected and confirmed (when the 3D display effect is set to On), the effect control device 300 makes settings so that a 3D display effect in which the image (video) on the display screen appears three-dimensional can be executed. When the "On" selection area in the "Button vibration" item is selected and confirmed (when the button vibration effect is set to On), the effect control device 300 makes settings so that an effect in which the effect button 25 vibrates can be executed. The effect button 25 has a built-in motor or the like that operates to vibrate the effect button 25.

[0233] When the "on" selection area of ​​the "premium up" item is selected and confirmed (premium up is set to on), the performance control device 300 sets the appearance rate of a premium effect (for example, a premium reach) that appears rarely and has a special feeling to be increased (up) within a range that does not impair the special feeling. Note that when "premium up" is set to on, the appearance rate of the premium effect may be increased from the default of 0. When the "on" selection area of ​​the "preview chance" item is selected and confirmed (preview chance is set to on), the performance control device 300 sets the expectation (or appearance rate) of a jackpot of the preview preview effect to be increased (up).

[0234] In (H), the "On" selection area for the "3D display effect" item is selected, the "Off" selection area for the "Button vibration" item is selected, the "Off" selection area for the "Premium up" item is selected, and the "Off" selection area for the "Preview chance" item is selected. When the effect button 25 is pressed in this state, this selection state is determined (confirmed). After that, when the special chart variable display game is started by the game ball entering the start winning hole (start winning hole 36 or normal variable winning device 37), the screen transitions to the in-game screen in (F).

[0235] The in-game screen of (F) is the same as (E), but the special symbol 1 variable display game is being executed by winning the start winning slot 36, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 710 in the center of the display screen. The left symbol, right symbol, and center symbol are fluctuating (scrolling in this case) as three decorative special symbols. The large symbol is displayed semi-transparently and fluctuates rapidly so as not to interfere with other effects, making it difficult to see. At the same time, the decorative special symbol (small symbol) may be fluctuating in the variable display area in the corner of the display screen as the special symbol 1 variable display game. The special symbol 1 variable display game is also being executed on the special symbol 1 display device 51, and the special symbol is fluctuating.

[0236] In the first hold display section 745, which displays the first start memory (special chart 1 start memory, special chart 1 hold) before the execution of the variable display game as the first hold display, one hold display 741a corresponding to the first start memory is displayed. In addition, in the hold consumption section 740, a variable hold display 741b indicating the variable hold related to the currently executed special chart 1 variable display game is displayed. Although not shown, a special chart 1 hold number display section showing the number of special chart 1 holds and a special chart 2 hold number display section showing the number of special chart 2 holds may be provided in the corners of the display screen of the display device 41. The special chart 1 hold number display section and the special chart 2 hold number display section will respectively display the number "1" indicating the number of special chart 1 holds and the number "0" indicating the number of special chart 2 holds.

[0237] The directional key switch image 717 guides or suggests that the directional key switch 450 can be operated. Before the directional key switch 450 is operated, the in-game setting item display 730 displays the character "Custom" (or "Customize") in an oval frame, as shown in (F), to indicate that customization is possible. The mode display 738 indicating the presentation mode (presentation style) indicates the normal mode, which is the presentation mode in the normal game state.

[0238] Next, in (f), after one of the two switches on the front and rear of the directional key switch 450 is operated during the game, the in-game setting item display 730 shows the selected setting item within an oval frame. Each time one of the two switches on the front and rear of the directional key switch 450 is operated, the setting items are selected by switching in the following order (forward order): "3D Display Effects" ("3D On" or "3D Off") → "Button Vibration" ("Vibrate On" or "Vibrate Off") → "Premium Up" ("Premium On" or "Premium Off") → "Prediction Chance" ("Chance On" or "Chance On") → "Volume" ("Volume Lv*") → "Light Intensity" ("Light Intensity Lv*") → "Effect Reproduction." Each time the other switch is operated, the setting items are selected by switching in the reverse order (see the dotted square frame in FIG. 8A). Here, * represents a number from 1 to 5. As described above, the front and rear of the directional key switch 450 correspond to the top and bottom of the directional key switch image 717. In (f) and (f), in order to prompt the user to operate the two front and rear switches, the top and bottom parts of the directional key switch image 717 (parts corresponding to the front and rear switches) are displayed in a different manner from the left and right parts (parts corresponding to the left and right switches) by being given a specific color or pattern, for example.

[0239] Whether a setting item is on or off reflects the current on / off selection status for that setting item. The level (Lv) also reflects the current level selection status for that setting item.

[0240] The text display "Effect Reproduction" in the in-game setting item display 730 is displayed in a darker or red color to stand out when the effect reproduction mode is on, and is displayed in a lighter or blue color to stand out when the effect reproduction mode is off, so that the display style differs depending on whether the mode is on or off. Note that in addition to "Effect Reproduction," the text may also be directly displayed as "Effect Reproduction On" or "Effect Reproduction Off."

[0241] As shown in (F), the setting item "Premium Up" is finally selected, and the in-game setting item display 730 displays "Premium Off." Here, "Premium Off" is the display content corresponding to the selection and confirmation of the "Off" selection area for the "Premium Up" item on the customization screen in (H).

[0242] In (f), in response to the selection area for "ON" of the "3D display effect" item being selected and confirmed on the customization screen in (h), the character 732 and the ring-shaped image 785 are displayed in 3D and are viewed stereoscopically by the player. Note that the display device 41 can perform 3D display using a known method such as a parallax barrier method.

[0243] Next, in (E), by operating one of the two switches (e.g., the right switch) on the left and right of the directional key switch 450, the setting item "Premium Up" is selected as ON during the game and switched from OFF to ON. Correspondingly, the text display of the in-game setting item display 730 is switched from "Premium Off" to "Premium On." Note that, by operating the other of the two switches on the left and right, the setting item is switched from ON to OFF. In (E), to prompt the player to operate the two switches on the left and right, the left and right portions of the directional key switch image 717 are displayed in a different manner from the top and bottom portions, for example, by adding a specific color or pattern. Other displays on the display screen are the same as in (F). For simplicity, in this embodiment, the content of the in-game setting item display 730, such as ON / OFF, is confirmed without a confirmation operation when switched. However, it may also be confirmed by a confirmation operation (pressing) of the effect button 25 or the button switch provided in the center of the directional key switch 450.

[0244] Next, in (Ma), an SP reach occurs, and the SP reach effect reproduced (played) in (So1) and (So2) as a reproduction effect demo 726 within frame 727 is displayed on the full screen of the game screen without displaying frame 727. Note that here, the effect of the SP1 reach among the SP reaches is illustrated. Also, unlike (So1) and (So2) in the customer waiting state, the SP reach effect in (Ma) is displayed on the display screen while the game in the collective display device 50 (here, the special chart 1 variable display game of the special chart 1 display device 51) is being executed (i.e., during the game).

[0245] In response to an SP reach, the left and right symbols are displayed in small size in the upper left and upper right corners, respectively, and a movie is displayed in which the main character 732 fights against an enemy. In the case of the illustrated SP1 reach, the movie is Movie A, in which the main character 732 fights against an enemy snake character 735. In the case of an SP2 reach, not shown here, the movie is Movie B, in which the main character 732 fights against an enemy frog character 736.

[0246] In addition, in (M), together with the SP Reach (SP1 Reach or SP2 Reach), the password 1 "abc1239865" is displayed in the password display section 792. Password 1 is the same for both SP1 Reach and SP2 Reach. The player records the password 1 corresponding to the SP Reach by taking a photo with a mobile device with a camera (such as a smartphone) or writing it down on paper with a writing implement.

[0247] Then, by the player entering password 1 on the password input screen of Fig. 5 (C1) or the effect reproduction mode screen of Fig. 8B (Yu) described later, a reproduction effect demo 726 of the SP reach version corresponding to password 1 can be executed. For simplification, only a part of the display contents of (M) is displayed in the reproduction effect demo 726, and the directional key switch image 717, in-game setting item display 730, mode display 738, hold display 741a, variable hold display 741b, password display section 792, etc. may not be displayed (although some or all of these may be displayed).

[0248] As described above, the SP reach version reenactment demo 726 (series of effects) includes pattern 1 including SP1 reach and pattern 2 including SP2 reach, and these patterns form a group corresponding to password 1. Pattern 1 including SP1 reach and pattern 2 including SP2 reach within the group are executed as reenactment demo 726 depending on the result of the lottery, the number of times password 1 is entered, etc. Therefore, even if password 1 is displayed in the SP1 reach of (Ma), an SP2 reach may be executed in the reenactment demo 726 based on this password 1. Furthermore, as described above, the series of effects executed during the game from (F) to (Ma), including the SP1 reach, may be recorded (saved, memorized) as a movie in a dedicated memory or storage (not shown), and used as one of the patterns in the group.

[0249] Also, in (M), the in-game setting item display 730 displayed in (E) returns from "Premium On" to "Custom" after being displayed for a predetermined time (several seconds). The on state of the setting item "Premium Up" is actually reflected in the presentation from the next special chart variation display game. Therefore, after "Premium On" is displayed for a predetermined time, the in-game setting item display 730 may display "Preparing for customization" until the start of the next special chart variation display game, and then display "Custom" from the start of the next special chart variation display game. Similarly, since the on states of the setting items "3D display presentation," "button vibration," and "prediction chance" are actually reflected in the presentation from the next special chart variation display game, even if the in-game setting item display 730 is switched from "3D Off," "Vibration Off," or "Chance On" to "3D On," "Vibration On," or "Chance On" in (E), "Preparing for customization" is displayed until the start of the next special chart variation display game after the predetermined time display.

[0250] In addition, if the setting item is "volume" or "light intensity" in (e) or (e), and the volume or light intensity level (Lv) is changed, the changed level is reflected immediately without waiting for the next special chart variation display game. Therefore, in this case, "Preparing for customization" is not displayed, and the in-game setting item display 730 displays "Volume Lv*" and "Light Lv*" at the changed level for a predetermined period of time, and then displays "Custom." Also, if the setting item is "Performance reproduction" and the on / off state is changed, the changed on / off state is reflected immediately without waiting for the next special chart variation display game.

[0251] The series of effects during the game from (F) to (M) above includes 3D display effects as advance notice effects and SP reach effects as variable effects, but may also include other advance notice effects such as group effects, cut-in effects, and operation effects, as well as other variable effects such as pseudo-sequential effects. Advance notice effects and variable effects can notify the expectation of the outcome of the game being played, such as the expectation of a jackpot.

[0252] The next (M) shows the display screen of the display device 41 when the special symbol 1 variable display game results in a winning result. Here, the game control device 100 stops and displays the jackpot symbol (or a small win symbol) as the stopped symbol on the special symbol 1 display 51. Then, the performance control device 300 stops and displays the decorative stop symbol (image symbol) corresponding to the jackpot symbol in the variable display area 710 of the display screen. Here, the decorative stop symbol is a pattern in which three decorative special symbols are aligned to form the same symbol (or a symbol with the same number), and is displayed as "777," for example. The decorative stop symbol may be determined by lottery to be one of the numbers 1 to 9. In addition, the variable pending display 741b is hidden.

[0253] Next, a jackpot state occurs, and after the jackpot state, a time-saving state (normal power support state) occurs. Then, from the time-saving state, a jackpot state occurs again, resulting in a consecutive win state (continuous win) in which the jackpot state and the time-saving state occur repeatedly. The jackpot state may include a V-winning jackpot due to a V-winning during a small win. A consecutive win is a continuation of a game state other than the normal game state (jackpot state, small win state, time-saving state, probability variable state, etc.) without going through the normal game state (normal mode). The number of consecutive wins is the number of consecutive wins that continue without going through the normal game state. In Figure 8A, the number of consecutive wins is 10, resulting in a 10-win consecutive win.

[0254] (M) in Figure 8B shows the display screen of the display device 41 when the time-saving state for 10 consecutive wins has begun. In (M), a special symbol 2 variable display game is being executed in response to a win in the normal variable winning device 37, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 710 in the center of the display screen. The left symbol, right symbol, and center symbol are fluctuating (here, scrolling) as three decorative special symbols. The large symbol is displayed semi-transparently and fluctuates rapidly so as not to interfere with other effects, making it difficult to see. At the same time, the decorative special symbol (small symbol) may be fluctuating in the variable display area in the corner of the display screen as the special symbol 2 variable display game. The special symbol 2 variable display game is also being executed in the special symbol 2 display device 52, and the special symbol is fluctuating.

[0255] In the second hold display section 755, which displays the second start memory (special chart 2 start memory, special chart 2 hold) before the execution of the variable display game as the second hold display, two hold displays 751a corresponding to the second start memory are displayed. Also, in the hold consumption section 740, a variable hold display 751b indicating the variable hold related to the currently executed special chart 2 variable display game is displayed. Although not shown, the special chart 1 hold number display section, which indicates the number of special chart 1 holds, and the special chart 2 hold number display section, which indicates the number of special chart 2 holds, will respectively display the number "0" indicating the number of special chart 1 holds and the number "2" indicating the number of special chart 2 holds.

[0256] The directional key switch image 717 and the in-game setting item display 730 are displayed in the same manner as in (F) of Fig. 8A. Before the directional key switch 450 is operated, the word "Customize" (or "Customize") is displayed in an oval frame to indicate that customization is possible. The mode display 738 indicating the presentation mode indicates the time-saving mode, which is the presentation mode in the time-saving state.

[0257] Next, in (M), a premium reach occurs during the execution of the special chart 2 variable display game. The appearance rate of a premium reach is lower than that of an SP reach, but the expectation of a jackpot is higher than that of an SP reach. Note that in (E) of Figure 8A, the setting item "Premium Up" is switched on during the game, making the premium reach more likely to appear as a premium effect. The premium reach effect is displayed on the entire screen during the game without displaying frame 727. As a premium reach effect, the left and right symbols are displayed temporarily stopped and small in the upper left and upper right corners, respectively, and a premium movie is displayed in which special characters 794 and 796, which rarely appear and have a special feel, appear.

[0258] There are multiple patterns of premier movies, one of which is selected and displayed by lottery or the like. The multiple patterns of premier movies include, for example, premier movie A of pattern 1 in which special characters 794, 796 travel to area A, and premier movie B of pattern 2 in which special characters 794, 796 travel to area B. Premier movie A and premier movie B have in common (are the same) the display of special characters 794, 796, and are similar in presentation to each other.

[0259] In addition, in (M), together with the premium reach, password 3 "seu5783481" is displayed in the password display section 792. Password 3 is the same for all patterns of premium reach. The player records password 3 corresponding to the premium reach by taking a photo with a mobile device with a camera (such as a smartphone) or writing it down on paper with a writing implement.

[0260] Then, by the player entering password 3 on the password input screen of Fig. 5 (C1) or the effect reproduction mode screen of Fig. 8B (Y) described later, a reproduction effect demo 726 of the premier reach version (premium reach system, premier reach type) corresponding to password 3 can be executed. For simplification, only a portion of the display contents of (M) is displayed within the reproduction effect demo 726, and the directional key switch image 717, in-game setting item display 730, mode display 738, hold display 751a, variable hold display 751b, password display section 792, etc. may not be displayed (although some or all of these may be displayed).

[0261] Then, after the premium reach of (M), a decorative stop symbol corresponding to the jackpot symbol is displayed, as in (M). Then, a jackpot state is reached, and after the jackpot state, a time-saving state is entered. After that, in the time-saving state of 11 consecutive wins (11 consecutive wins), the special chart 2 variable display game is executed several times, and the display screen becomes (M). In (M), the special chart 2 variable display game results in a loss, and a losing symbol is displayed as a stopped symbol on the special chart 2 display 52 by the game control device 100. Furthermore, in the variable display area 710 of the display screen, a losing symbol (for example, a decorative special symbol "836") is displayed as a stopped symbol by the performance control device 300. The pending variable display 751b is hidden.

[0262] Next, in (Y), a new special symbol 2 variable display game is being executed, and the decorative special symbol (large symbol) is fluctuating (↓↓↓) in the variable display area 710 in the center of the display screen. When a new special symbol 2 variable display game is started, the reserved symbols 751a displayed in the second reserved display section 755 move one by one to the left (reserved shift), and one reserved symbol 751a at the left end of the second reserved display section 755 moves to the reserved consumption section 740 and is displayed large as a variable reserved symbol 751b in the reserved consumption section 740. Also, in (Y), the character display "Performance Reproduction" in the in-game setting item display 730 has been changed from an off state to an on state. The left and right portions of the directional key switch image 717 are displayed in a different manner from the upper and lower portions, for example, by adding a specific color or pattern.

[0263] Next, in (Y), on the display screen (in-game screen) during execution of the special chart 2 variable display game, a password input section 722 where a password is input, a dial section 724 displaying a dial used to select characters that make up the password, a directional key switch image 717, and a decision operation image 719 are displayed in the same manner as in (U1) of Figure 5. The method of selecting and deciding characters is the same as in (U1) of Figure 5. In (Y), the presentation control device 300 restricts the operation of the directional key switch 450 so that the setting item "presentation reproduction" related to the in-game setting item display 730 and its content (on / off) cannot be switched.

[0264] A password consisting of a predetermined number of characters (here, 10) is input (displayed) into password input section 722 on the display screen, and information about the password (a collection of a predetermined number of character codes) is input (stored, memorized) into a storage unit such as RAM 322 within performance control device 300. Here, the password is, for example, password 3 "seu5783481." The CPU of control microcomputer 311 can use the password information stored in the storage unit to execute control processing such as executing reproduction performance demo 726.

[0265] Next, in (Y), a reproduction effect demo 726 is executed on the in-game screen in response to the input password (input information, here password 3). This reproduction effect demo 726 reproduces one of a series of effects similar to pattern 1 and pattern 2 as a premium reach version corresponding to password 3. If password 1 is entered into the password input section 722 in (Y), a SP reach version reproduction effect demo 726 (FIGS. 6A and 6B) is executed, and if password 2 is entered, an operation effect version reproduction effect demo 726 (FIG. 7) is executed. Note that the reproduction effect demo 726 on the in-game screen can also be configured to notify the degree of expectation regarding the game result, such as the degree of expectation of a jackpot, or to suggest the outcome of the game, by, for example, differentiating the probability (selection rate) of execution depending on whether the currently running special chart variation display game is a jackpot or a loss.

[0266] The reenactment demo 726 (series of effects) of the premier reach version corresponding to password 3 is displayed, including a premier movie, which is a premier reach effect (predetermined effect). As described above, the premier movie includes a premier movie A of pattern 1 and a premier movie B of pattern 2. As a result, the reenactment demo 726 also includes pattern 1, which includes premier movie A, and pattern 2, which includes premier movie B. In this example, premier movie A of pattern 1 is displayed. As described above, premier movies A and B are similar in that they both feature special characters 794 and 796. Because premier movies A and B are similar and the effects before the premier reach are the same, the reenactment demos 726 of patterns 1 and 2 of the premier reach version are similar to each other. Note that similar patterns 1 and 2 of the reenactment demo 726 of the premier reach version are the same before the premier reach and branch off from the premier reach, but they may branch off at other times. The similar patterns 1 and 2 then form a group corresponding to password 3.

[0267] Then, a series of effects (pattern 1) including premier movie A in the group or a series of effects (pattern 2) including premier movie B will be executed as a re-enactment demo 726 depending on the result of the lottery, the number of times password 3 has been entered (how many times it has been entered this time), etc. Therefore, even if password 3 is displayed in a premium reach of pattern 1 in (M), a premium reach of pattern 2 may be executed in a re-enactment demo 726 based on password 3 in (Yo). Furthermore, a series of effects from (M) to (M) that were executed in the past including a premium reach may be recorded (saved, stored) as a movie in a dedicated memory or storage (not shown), and may be used as is as one of the series of effects in the group.

[0268] In addition, in (Y), the reproduction effect demo 726 is displayed within a frame 727. However, this is not limited to this, and the reproduction effect demo 726 of the premium reach version is displayed with the left and right symbols not in a temporarily stopped state, making it easy to recognize that it is a reproduction of the effect, so the frame 727 does not need to be provided.

[0269] Next, in (La), the reenactment demo 726 ends and returns to the same screen as in (Ya), but the in-game setting item display 730 returns from "Reenactment" to "Custom," and the portion of the directional key switch image 717 to which a specific color or pattern is applied is switched from the left and right portions to the top and bottom portions. In this way, the in-game setting item display 730 displays "Reenactment" until the reenactment demo 726 ends.

[0270] 8A and 8B have been described above, but as a modified example, the premier reach effect (particularly the premier movie) may be unlocked (i.e., the selection of the effect may be permitted) by the effect control device 300 on the condition that there are 10 or more consecutive wins (10 or more consecutive wins). That is, in (M), since there are 10 or more consecutive wins, the premier reach can be executed, and password 3 corresponding to the premier reach is displayed. Then, since there are 10 or more consecutive wins (11 or more consecutive wins), password 3 can be entered in (Yu), and the reproduction effect demo 726 of the premier reach version corresponding to password 3 can be executed in (Yo). Note that the number of consecutive wins of 10 or more may also be another predetermined number of consecutive wins, such as 5 or more.

[0271] In this modified example, when the number of consecutive wins is less than 10 (less than 10 consecutive wins), even if password 3 is entered during the waiting for customers state (C1) or during the game, the presentation control device 300 ignores or invalidates the input, and the premier reach and premier reach version reproduction presentation demo 726 is not executed. Therefore, if an error occurs or a safety device is activated, and power is restored and RAM is initialized (or only power is restored in the case of an error), and the information on the number of consecutive wins is erased and set to 0 (cleared to 0), the premier reach and premier reach version reproduction presentation demo 726 cannot be executed. Also, in this modified example, when the number of consecutive wins is 10 or more, passwords 1 and 2 cannot be entered (the input is rejected by the presentation control device 300), or even if passwords 1 and 2 are entered in the presentation reproduction mode, the presentation control device 300 ignores or invalidates the input (i.e., rejects acceptance), and the SP reach version and operation presentation version reproduction presentation demo 726 is not executed.

[0272] In this variation, a series of effects in the re-enactment demo 726 based on a password (input information: password 3 in this case) input (accepted) in a situation (specific situation) where 10 or more consecutive wins have been played can be executed in that situation (specific situation) as shown in (Y). This increases the player's motivation to increase the number of consecutive wins, thereby increasing the player's interest in the game. Furthermore, as a variation of this, a series of effects in the re-enactment demo 726 based on a password (input information: password 3 in this case) input (accepted) in a game's effect reproduction mode (specific situation) can be executed in that effect reproduction mode (specific situation) as shown in (Y). This causes the player to pay attention to the effects in the effect reproduction mode, thereby increasing the player's interest in the game.

[0273] [Variation 1] Figure 9 is a diagram showing another variation (Variation 1) not previously described with respect to the contents of Figures 5 to 8, which is related to the occurrence of an error during a reenactment demo. In Figure 9, an error occurs when reenactment demo 726 is being executed in relation to Figure 6A, but the same applies when reenactment demo 726 is being executed in Figures 6B, 7, and 8B.

[0274] (So1) in Figure 9 is the same display screen as (So1) in Figure 6A, and the SP1 reach performance is executed following a series of performances from (Sa) to (Se1) in the SP reach version reproduction performance demo 726 of pattern 1.

[0275] In the following (A1) or (A2), a door open error occurs as a minor error (first error) during execution of the reenactment performance demo 726, and the occurrence of the error and its content are displayed (announced) on the display screen by an error display 802 (e.g., a text display "Door open error"). The error display 802 is displayed superimposed on the reenactment performance demo 726 in a layer in front of the reenactment performance demo 726. Here, the door open error is an error in which the opening of a door such as the front frame 12 or the glass frame 15 is detected by a door opening / closing sensor. The door open error may be announced by outputting an error sound from the speaker 19 or by having multiple performance LEDs 46 simultaneously light up in a special color (e.g., red).

[0276] In (A1), the series of effects in the reenactment demo 726 is not interrupted during the occurrence of a door opening error, and movie A, in which characters 732 and 735 fight, continues to be played on the display screen. Even if a door such as the front frame 12 or glass frame 15 is opened, it may be possible to see the series of effects in the reenactment demo 726 (for example, if the door is only slightly opened), so by running the reenactment demo 726 without interruption, the player's interest is not diminished. Furthermore, even during the occurrence of a door opening error, the directional key switch image 717 and the text display "Volume / Light Intensity" are continuously displayed on the display screen, and adjustments to the light intensity of the effect LED 46 and the volume of the speaker 19 are also continuously made, so that the interest in the reenactment demo 726 is not diminished.

[0277] On the other hand, in (A2), the series of effects in the reenactment demo 726 is interrupted, and the playback of movie A is interrupted and stopped from (So1). Because it becomes difficult for the player to concentrate on or check the effects when the door is opened (e.g., when the door is opened widely), the effect control device 300 temporarily interrupts the effects. Then, after the door opening error is resolved, the effect control device 300 resumes the effects from the interrupted point, allowing the player to enjoy the effects without interruption and without losing interest. Furthermore, because the sound effects and light effects included in the series of effects are also interrupted, the display of the directional key switch image 717 and the text display "Volume / Light Intensity" are also interrupted and hidden during the occurrence of the door opening error, and light intensity adjustment and volume adjustment are also interrupted.

[0278] In (A1) and (A2), a door open error is shown as an example of a minor error (first error). In this embodiment, a minor error is an error whose cause can be eliminated and whose error notification can be stopped without operating an error release switch (an error that can be released without operating an error release switch). In addition to the door open error, there are several types of minor errors, such as a right hit error that occurs when a right hit is made in a normal game state in which a left hit is recommended, and a bottom tray full error (only for gaming machines 10 that are not sealed-in type) in which the bottom tray is filled with game balls.

[0279] The series of effects in the reenactment demo 726 include sound effects in which sound is output from the speaker 19 and light effects in which the LED effect 46 lights up, but for some types of errors among the multiple types of minor errors (for example, a door open error), while the error is occurring, the display effect on the display screen, Movie A, may continue while the sound effects and light effects are interrupted, or conversely, Movie A may be interrupted while the sound effects and light effects continue.

[0280] When the door is closed after (A1) or (A2), the cause of the error can be resolved without operating the error release switch, the door open error is released, and the error display 802 disappears. When the door open error is released, the error release switch is not operated, so the information stored in the memory unit (RAM 111c, etc.) of the game control device 100 and the information (including password information) stored in the memory unit (RAM 322, etc.) within the performance control device 300 are not initialized (cleared to 0). Other minor errors include a right hit error that is released when a left hit is performed, and a lower tray full error that is released when the game balls in the lower tray are removed, and can be released without operating the error release switch.

[0281] Thereafter, in (b), the reenactment demo 726 continues without interruption from (a1), including movie A, or after being interrupted in (a2), the reenactment demo 726 resumes, including movie A. In (b), the playback of movie A progresses, and the positions of characters 732 and 735 on the display screen change from (a1) and (a2).

[0282] Next, in (c), a special error (second error) different from a minor error occurs, and the occurrence of the error is displayed (announced) on the display screen by an error display 804 (for example, a text display "special error"). The error display 804 is displayed superimposed on the reproduction performance demo 726 in a layer in front of the reproduction performance demo 726. The special error may be announced by outputting an error sound from the speaker 19 or by multiple performance LEDs 46 simultaneously emitting light in a special color (for example, red).

[0283] Special errors (second errors) are non-minor special errors, such as an inter-control board communication abnormality error in which communication abnormalities occur between control boards, such as between the game control device 100 and the presentation control device 300; a prize ball non-payout error in which a prize ball (numerical data) is not awarded even though a game ball has entered a starting prize entry port or the like in an enclosed game machine 10; a subtraction mechanism switch error in which the numerical data for the number of balls held by the game machine does not decrease even when a game ball is released in an enclosed game machine 10; and a remaining ball error in which the difference between the number of game balls that have passed through the large prize entry port switch 39a and the number of game balls that have passed through the remaining ball discharge port switch 73 (the value of the remaining ball counter) does not become zero.

[0284] This special error can be cleared by operating an error clear switch (not shown), which can eliminate the cause of the error and stop the error notification. For example, the error clear switch is electrically connected to the game control device 100 and the presentation control device 300. When the error clear switch is operated and the game control device 100 receives an operation signal, it can clear the error by initializing (for example, clearing to 0) the information in the memory unit within the game control device 100, including the information (numerical value) that caused the error. When the error clear switch is operated and the presentation control device 300 receives an operation signal, it can initialize (for example, clear to 0) the information in the memory unit within the presentation control device 300 (including password information), stop the error notification, and stop the re-enactment presentation demo 726.

[0285] Next, at (A), the error release switch is operated to release the special error at (C), the machine enters a customer waiting state, and the display screen transitions to the customer waiting screen. At this point, the information related to the error notification stored in the memory unit within the performance control device 300 is initialized (cleared to 0), and the error notification is stopped. Also, since the password information stored in the memory unit within the performance control device 300 has been erased by initialization (cleared to 0), the series of performances in the reproduction performance demo 726 are stopped, and the reproduction performance demo 726 will not start until a new password is entered.

[0286] As described above, in this variation, if a minor error (first error) occurs during the execution of a series of effects in the reenactment demo 726 based on the password (input information), and the minor error is cleared, the password information is not initialized (cleared to 0, erased). However, if a special error (second error) occurs during the execution of a series of effects in the reenactment demo 726, and the special error is cleared, the password information is initialized. Therefore, depending on whether the error is minor or not, the handling of the reenactment demo 726, such as whether or not to execute the series of effects, differs. For example, in the case of a minor error, the execution of the series of effects in the reenactment demo 726 continues, and the player's interest is not diminished. In the case of a non-minor special error, the execution of the series of effects is stopped, and even if the player's interest is diminished, the player attempts to clear the special error by operating the error clear switch. This achieves a balance between minimizing the decline in the player's interest and resolving the error, allowing the occurrence of an error to be handled appropriately.

[0287] [Variation 2] FIG. 10 is a diagram showing another variation (Variation 2) not previously described with respect to the contents of FIGS. 5 to 9, which relates to input information (operation input information) input by so-called back button operation as input information different from a password. In the above-described FIGS. 5 to 9, a password is entered on the display screen, and performance control device 300 executes reproduction performance demo 726 based on the password. However, in Variation 2, performance control device 300 executes reproduction performance demo 726 based on input information (operation input information) entered by back button operation. Reproduction performance demo 726 may include not only display effects on the display screen, but also sound effects and light-emitting effects.

[0288] The back button operation in this modified example is a special operation, and is different from the operation for selecting or deciding a menu item on the menu display screen in Fig. 5, or the operation for inputting a password on the password input screen. The back button operation is not a simple operation of the effect button 25 and / or the directional key switch 450 (information input means, information input unit), but may be, for example, a special operation such as repeatedly pressing the effect button 25, or a special combination of the operation of the effect button 25 and the operation of the directional key switch 450.

[0289] On the customer waiting screen (A), when the player operates the effect button 25 by an operation other than the back button operation, the effect control device 300 transitions to the menu display screen (B), as in the case of FIG.

[0290] On the other hand, when the player operates the effect button 25 or the directional key switch 450 by operating the back button on the customer waiting screen (A), the effect control device 300 starts a reproduction effect demo 726 and transitions to the screen (K). When the effect control device 300 detects operation input information by operating the back button, that is, an operation signal of a special pattern from the effect button 25 or the directional key switch 450, it starts the reproduction effect demo 726 based on this detection. Various versions of the reproduction effect demo 726 can be executed depending on the type of back button operation.

[0291] In Figure 10, a reproduction effect demo 726 of a special reach version (special reach system, special reach type) is executed. The reproduction effect demo 726 of the special reach version is executed only when a back button is operated. This is not limited to this, and the reproduction effect demo 726 of the special reach version and the premium reach version described above may be the same, so that the reproduction effect demo 726 of the special reach version is executed even when password 3 is entered. This makes it possible to reduce the number of movies (videos) stored in the image ROM 325.

[0292] For example, the special reach version reproduction effect demo 726 may be executed when the effect button 25 is repeatedly pressed as a back button operation, and another version (which does not have to be the reach version) of the reproduction effect demo 726 may be executed when the other back button operation is performed. This increases the interest of the player.

[0293] The special reach version of the reenactment demo 726 can be executed in different patterns, such as similar pattern 1 and pattern 2, depending on the lottery or the number of times the back button has been pressed (how many times the back button has been pressed). In pattern 1 of the reenactment demo 726, the reenactment demo 726 is executed from (Sa) to (Se1) in the same way as in FIG. 6A, but after (Se1), special movie A is played as in (Ka1) to produce the special reach of pattern 1. In pattern 2 of the reenactment demo 726, the reenactment demo 726 is executed from (Sa) to (Se2) in the same way as in FIG. 6B, but after (Se2), special movie B is played as in (Ka2) to produce the special reach of pattern 2. The special reach may have the same symbol display as the SP reach and premium reach. In addition, the similar patterns 1 and 2 of the special reach version reproduction performance demo 726 are the same from (Sa) to (Su), and branch off from the group performance of (Se1) and (Se2), but the group performance may also be the same and branch off from the special reach of (Ka1) and (Ka2).

[0294] Special movie A and special movie B have in common (the same) the display of special character 794, which appears rarely and has a special feel, and normal characters (characters 735, 736), which appear frequently and are not special, and therefore have similar effects. Note that if the normal character is replaced with special character 796, the reproduction effect demo 726 of the special reach version will be the same version as the reproduction effect demo 726 of the premium reach version described above.

[0295] When the special movie finishes playing, after (or 1) or (or 2), the customer waiting screen (a) appears. Then, if the same back button operation as last time (for example, pressing the effect button 25 repeatedly) is performed again, the special reach version reproduction effect demo 726 is executed in pattern 1 or pattern 2.

[0296] As described above, the series of effects in the special reach version replay effect demo 726 includes a special movie as a special effect. The effect control device 300 can execute a special movie display effect (special effect) during multiple executions of the series of effects based on operation input information (first input information) generated by back button operation, and does not execute a special movie display effect (special effect) based on operation input information (second input information) generated by operations other than back button operation. This enhances the interest of players who are interested in back button operation. Furthermore, special operation input information can be input by back button operation, which is a special operation on information input means (information input unit) such as the effect button 25 or the directional key switch 450, and a special movie (special effect) can be executed. This motivates players to operate the back buttons, and information input means such as the effect button 25 or the directional key switch 450 are effectively utilized.

[0297] Moreover, in the above-described modified example 2, an example was shown in which the reproduction effect demo 726 was executed by operating the back button during the waiting state for customers. However, the reproduction effect demo 726 of modified example 2 can be executed not only during the waiting state for customers but also during the game as shown in (Y), by the player operating the back button at a predetermined timing during the game (for example, at the start of a fluctuation or during an N reach). Furthermore, not only the reach version reproduction effect demo 726 but also the operation version reproduction effect demo 726 may be executed by operating the back button.

[0298] [Variation 3] Figure 11 is a diagram showing another variation (Variation 3) not previously described with respect to the contents of Figures 5 to 9, in which a password obtained through a linked service with a mobile terminal (such as a smartphone) is entered into a password input section 722 on the display screen. Note that in Figures 5 to 9 described above, the password is displayed in a password display section 792 on the display screen during a game or the like, and is obtained by the player.

[0299] In (b) of FIG. 11, on the menu display screen, the item "Smartphone Linkage" indicating a linkage service with a mobile terminal (smartphone) is selected and confirmed by operating the directional key switch 450 and the effect button 25.

[0300] Next, (l) is a password entry screen for the linked service with the mobile terminal. A two-dimensional code 806 (e.g., a QR code (registered trademark)) is displayed on this password entry screen. The player accesses the linked service website provided by the manufacturer of the gaming machine 10 via the Internet by photographing the two-dimensional code 806 with the camera of the mobile terminal. The mobile terminal then obtains the password from the linked service website via the Internet and displays the password on the screen of the mobile terminal. The password corresponds to the game points that the player has accumulated by playing on the gaming machine 10.

[0301] In (shi), the player operates the directional key switch 450 and the effect button 25 to input the password (the password learned through the linked service) (for example, "ckd6127659") displayed on the screen of the mobile terminal, in the same manner as in (c1), into the password input section 722. If the input password corresponds to a gaming point value equal to or greater than a predetermined value (for example, 500 points), the display screen transitions to (su1), and if the password corresponds to a gaming point value less than the predetermined value, the display screen transitions to (su2).

[0302] In (Su1), similar to (D), a reenactment demo 726 is executed according to the password. The reenactment demo 726 here is a special reach version reenactment demo 726, similar to variant 2 of Fig. 10, and is executed in pattern 1 including special movie A or pattern 2 including special movie B. On the other hand, in (Su2), similar to (F), a normal customer waiting demo is executed.

[0303] Next, in (Se), while the reproduction performance demo 726 of (Su1) or the normal customer waiting demo of (Su2) is being executed, the special chart change display game is started by the game ball entering the starting winning hole, and the screen transitions to the in-game screen as in (O).

[0304] Next, in (so), all the special chart change display games related to the start memory are completed, and the screen transitions to the customer waiting screen.

[0305] If the player presses the effect button 25 to end the game, the screen will transition to the menu display screen (S). If the item "Smartphone Link" is selected and confirmed again, the screen will transition to the display screen (J). The player accesses the linked service site via the Internet by photographing the two-dimensional code 806 with the camera on their mobile device. The two-dimensional code 806 displayed when ending the game contains information on the game points awarded for the effects that appeared during the game (game points earned during the game), and the game points are added to and stored in the server computer that provides the linked service site. In this way, the player's game points are accumulated in the server computer.

[0306] Furthermore, when the player again inputs the password obtained through the linked service into the password input section 722 on the display screen (l), if the input password corresponds to a predetermined number of game points or more, the reenactment demo 726 corresponding to the password can be executed again in (su1). In this case, the reenactment demo 726 may be executed in the same pattern as the previous one (pattern 1 or pattern 2).

[0307] As described above, in the multiple executions of the reproduction effect demo 726 (series of effects), an effect using a special movie (special effect) can be executed based on a password (first input information) corresponding to game points equal to or greater than a predetermined value, and an effect using a special movie (special effect) is not executed based on a password (second input information) corresponding to game points less than the predetermined value. Therefore, the player's interest can be enhanced by trying to accumulate game points by playing games.

[0308] [Other Modifications] Modifications not mentioned in the above description are summarized below. The following modifications can also enhance the interest of players.

[0309] 8A (F) to (E), as another customization method during the game, when the effect button 25 is pressed, customization screen items such as (H) are displayed on the display screen and customization is performed. In this case, the customization screen also includes items for adjusting the volume, adjusting the light intensity, and reproducing the effects.

[0310] The reproduction performance demo 726 may include a pre-reading notice performance version that reproduces the pre-reading notice performance (predetermined performance, special performance). The reproduction performance demo 726 of the pre-reading notice performance version has multiple patterns. The pre-reading notice performance reproduced in the reproduction performance demo 726 includes a hold change performance and a pre-reveal performance. For example, in the case of a hold change performance, multiple patterns include multiple color types (red or blue) and multiple sound effects. For example, pattern 1 is a hold change performance from white to blue, and pattern 2 is a hold change performance from white to red. The pre-reveal performance (special performance) has a relatively high expectation of a jackpot (for example, higher than the hold change performance, at 30% or more), multiple sound effects, and multiple light-emitting performances of the light-emitting device (performances with multiple light-emitting colors (red or blue)). This light-emitting device is used exclusively for the pre-reveal performance and includes multiple full-color performance LEDs 46. For example, pattern 1 is a blue light-emitting performance, and pattern 2 is a red light-emitting performance.

[0311] By inputting a single piece of input information, such as a single password input or a single back button operation, the reenactment demo 726 may be repeatedly executed multiple times in succession without power interruption and recovery (for example, it may be repeatedly executed as in (D) of FIG. 5 or (Y) of FIG. 8B). In this case, the same pattern of reenactment demo 726 is not repeated, but either pattern 1 or pattern 2 of the reenactment demo 726 may be executed depending on whether the lottery is won or the number of times it is executed.

[0312] The re-enactment demo 726 may be executed by inputting a password or the like not only in the customer waiting state (while waiting for customers) or during the game, but also in the jackpot state.

[0313] 5 and 8, the reproduction effect demo 726 is executed based on the entered password. However, instead of the reproduction effect demo 726, effects related to the actual special symbol variation display game (such as preview effects and variation effects) or effects during an actual jackpot state (such as round effects) may be executed based on the password. Alternatively, the appearance rate (execution probability) of effects related to the actual special symbol variation display game may be changed based on the password. For example, after the special symbol variation display game from (Ya) to (Ra) in FIG. 8B ends (variation stops), when the next special symbol variation display game starts, the effect control device 300 can set effects related to the special symbol variation display game that starts based on the password 3 entered in (Yu) in the variation-related effect setting process (described above), or can draw effects with a selection rate based on the password 3. Effects related to the actual special symbol variation display game include preview effects such as cut-in effects and group effects, and variation effects such as pseudo-continuous effects and reach effects. Similarly, instead of the reproduction performance demo 726, an actual preview performance may be executed based on the password, or the appearance rate (execution probability) of the actual preview performance may be changed based on the password. This makes it more interesting for the player to record and input the password, and increases the player's interest.

[0314] If the conditions for game stop are met during the execution of the password-based replay demo 726 (series of effects) or the effects related to the actual password-based special chart variable display game, the effect control device 300 may thereafter prohibit the entry of a password (i.e., may refuse to enter or accept). For example, the condition for game stop is that the counting counter for counting MY reaches a reference value (95,000). This prevents unnecessary password entry in a situation where it is unlikely that a new password-based effect (including the replay demo 726) will start after it has been determined that game stop will occur. Note that, to simplify control and avoid discomfort to the player, the effect control device 300 may also be configured to allow password entry even in the above-mentioned case.

[0315] Similarly, if a condition for game stop is met during the execution of a password-based reproduction effect demo 726 (series of effects) or an effect related to an actual password-based special symbol variable display game, the timing of game stop may be varied depending on the content of the effect currently being executed. This increases the player's interest without causing discomfort to the player. The content of the effect currently being executed includes the display content of the display device 41, the sound characteristics of the speaker 19 (sound effect content), the light-emitting characteristics of the effect LED 46 (light-emitting effect content), and the operation of the effect movable object 44. For example, if a movie is being displayed on the display device 41 or the effect movable object 44 is in operation, the timing of game stop can be delayed compared to when other effect content is being executed, so that game stop can be initiated after the movie or the operation of the effect movable object 44 has ended. This prevents the movie or the operation of the effect movable object 44 from ending midway, preventing discomfort to the player.

[0316] Furthermore, in a situation where a password-based effect (such as a re-enactment effect demo 726, an effect related to an actual special chart variable display game, or an effect during an actual jackpot state) is being executed, if power is restored (power is restored) while a complete function activation warning is being executed, the effect control device 300 will enable the password to be entered after power is restored. On the other hand, in the above situation, if power is restored while a complete function activation notice or a complete function activation notification is being executed, the effect control device 300 will not allow the password to be entered. This prevents a situation where a password is unnecessarily entered to re-execute a password-based effect in a case where a complete function activation notice or a complete function activation notification has been executed and it is determined that game play will be stopped even if power is restored.

[0317] [Effects of the embodiment or its modified example] In this embodiment or its modified example, the gaming machine 10 capable of executing effects can execute a series of effects based on input information (e.g., a password or operation input information obtained by operating a back button) entered by a player via information input means (e.g., the directional key switch 450, the effect button 25, the display device 41, or a combination thereof), and the series of effects executed differs at least in part depending on the input information (e.g., depending on password 1, 2, 3, etc.). A series of effects based on the same input information (e.g., password 1 or password 2) can be executed multiple times. A predetermined effect (e.g., an SP reach effect or an operation effect) among the series of effects based on the same input information may be executed in a first pattern (e.g., pattern 1) or a second pattern (e.g., pattern 2) during multiple executions of the series of effects, and the predetermined effect of the first pattern or the second pattern can be executed based on the same input information.

[0318] In such a gaming machine 10, even if the same input information (e.g., a password or operation input information obtained by operating a back button) is input, the predetermined effect is not necessarily executed in the same pattern when a series of effects is executed multiple times. This can surprise the player and increase the player's interest. Furthermore, among the series of effects based on the input information, the predetermined effect may be executed in a first pattern (e.g., pattern 1) or in a second pattern (e.g., pattern 2), which increases the variety of effects and increases the player's interest.

[0319] In this embodiment or its modified example, the predetermined effect is an operation effect related to the operation of the operation unit, and is executed in a first pattern when a predetermined condition is met (for example, when an operation is performed), and is executed in a second pattern when the predetermined condition is not met (for example, when no operation is performed). Therefore, it is possible to surprise a player who expects that the operation effect will be reproduced only in the same pattern if the same password (for example, password 2) is entered, thereby increasing the player's interest.

[0320] In this embodiment or its modified example, if power is restored during the execution of a series of effects based on the same input information, the same series of effects can be executed by inputting the same input information again. Therefore, by inputting the same input information (e.g., a password), the same series of effects (e.g., the first pattern (pattern 1)) can be executed repeatedly. This allows the player to enjoy the effects of their choice, increasing the player's interest. Furthermore, the same series of effects leaves an impression, and the player will try to trigger the series of effects, which will increase the player's interest.

[0321] In this embodiment or its modified example, the volume or light intensity can be changed while a series of effects based on input information is being executed, so that the sound effects or light effects included in the series of effects can be enjoyed at a comfortable light intensity or volume, increasing the player's interest and allowing them to carefully observe the series of effects.

[0322] In this embodiment or its modified example, a series of effects based on input information entered in a specific situation (for example, 10 or more consecutive wins) can be executed in that specific situation. This increases the player's motivation to realize the specific situation, thereby increasing the player's interest in the game.

[0323] In this embodiment or its variations, if a first error (e.g., a minor error) occurs during execution of a series of effects based on input information and the first error is cleared, the input information (e.g., a password) is not initialized; if a second error (e.g., a non-minor special error) occurs during execution of a series of effects based on input information and the second error is cleared, the input information is initialized. Therefore, depending on whether the error is a first error or a second error, the handling of the series of effects, such as whether to execute them, differs. For example, if the first error is a minor error, execution of the series of effects continues and the player's interest is not diminished. In the case of a non-minor second error, initialization of the input information stops execution of the series of effects, and efforts are made to clear the error, even though this may diminish interest. This allows for a balance between minimizing decline in the player's interest and resolving the error, thereby enabling appropriate handling of the occurrence of an error.

[0324] In this embodiment or its modified example, the gaming machine 10 capable of executing effects can execute a series of effects based on input information input by the player via information input means (e.g., the directional key switch 450, the effect button 25, the display device 41, or a combination thereof), and the series of effects executed varies depending on the input information. A series of effects based on the same input information can be executed multiple times. The series of effects includes a special effect (e.g., a special movie display effect), and the special effect can be executed multiple times based on the same first input information (e.g., operation input information obtained by operating the back button, a password corresponding to game points equal to or greater than a predetermined value), and the special effect (e.g., a special movie display effect) is not executed based on second input information (e.g., operation input information obtained by operating an operation other than the back button, a password corresponding to game points less than a predetermined value).

[0325] In such a gaming machine 10, the player is motivated to input the first input information in order to enjoy special effects (for example, the display of a special movie), and the interest of the player who is interested in the steps to input the first input information (for example, operating the back button or acquiring game points) can be increased.

[0326] In this embodiment or its modified example, the series of effects includes effects based on the movement of the movable body (for example, operation-responsive effects), which makes the series of effects more interesting and increases the player's interest.

[0327] In this embodiment or its modified example, the predetermined effect in the series of effects is a reach effect. The predetermined effect is executed in a first pattern (e.g., SP1 reach) when a predetermined condition is met (e.g., when a lottery is won or the same input information is input an odd number of times), and is executed in a second pattern (e.g., SP2 reach) when the predetermined condition is not met. Therefore, depending on whether the predetermined condition is met, the reach effect is executed in the first pattern or the second pattern, which increases the variety of the series of effects, making it more interesting and enhancing the player's interest.

[0328] 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.

[0329] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of medal (gaming medium) insertion in a slot machine. The number of gaming media used is the number of inserted medals, which is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid medals to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the total number of medals paid out over a specified period. Note that in enclosed slot machines (so-called smart slot machines), the gaming media may be numerical data instead of medals, and the number of paid medals, number of inserted medals, and difference in number may also be simply numerical data. [Explanation of symbols]

[0330] 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) 450 Directional Key Switch 712 Production button image 717 Directional Key Switch Image 722 Password input section 726 Reenactment Demo 727 slots 730 Display settings during gameplay 792 Password display section 802 error message 804 error message 806 2D code

Claims

[Claim 1] In a gaming machine capable of executing effects, A series of effects can be executed based on input information input by a player via the information input means, At least a part of a series of effects to be executed differs depending on the input information, A series of effects based on the same input information can be executed multiple times, A predetermined effect among a series of effects based on the same input information may be executed in a first pattern or in a second pattern in multiple executions of the series of effects, and the predetermined effect of the first pattern or the second pattern can be executed based on the same input information; A gaming machine characterized in that it is possible to change the volume or light intensity while a series of effects based on the input information is being executed.

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