Gaming machine

By introducing a starter and symbol display device into the game console, combined with special electrical equipment, the function of changing states without relying on winning a prize is realized, solving the problem of insufficient fun in traditional game consoles and enhancing the entertainment value and freedom of the game.

JP2026012797APending Publication Date: 2026-01-27FUJI SHOJI CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2025175353
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-17
Publication Date
2026-01-27

AI Technical Summary

Technical Problem

Traditional game consoles cannot switch to a specific state when they do not win a prize, limiting the freedom of gameplay and presentation, which reduces the fun of the game.

Method used

By introducing a device that can activate the game ball, combined with a symbol display device and special electrical equipment, the opening and closing of the jackpot can be controlled, enabling a transition to a specific state without relying on winning the prize. In this specific state, special effects and pre-reading notifications can be executed to restrict the activation of the game ball.

Benefits of technology

It enhances the entertainment value of the game, increases its freedom and expressive forms, and improves player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026012797000001_ABST
    Figure 2026012797000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of confirming the operation of an electric accessory.SOLUTION: The game machine includes a lottery means for executing a lottery relating to winning, a plurality of electric Yakumono (accessories) driven by an electric drive source, and an electric Yakumono control means configured to control an operation of the electric Yakumono based on a result of the lottery by the lottery means, and is configured to be capable of storing a set value relating to a probability of winning in the lottery by the lottery means. The game machine is configured to start the setting confirmation state when a predetermined start condition is satisfied, and to end the setting confirmation state when a predetermined end condition is satisfied, and an accessory confirmation operation execution means is configured to execute a confirmation operation during the setting confirmation state, and to end the confirmation operation when the confirmation operation is executed for a predetermined time even if the setting confirmation state is not ended.SELECTED DRAWING: Figure 117
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Conventionally, gaming machines are configured to hold a jackpot lottery when a ball enters a starting hole, and to play a symbol variation display game, during which various preview effects reflecting the lottery results are displayed to allow players to enjoy the game. Among these types of gaming machines, there are known ones that transition to a specific state (for example, a game state different from the normal game state) after a jackpot is won and the jackpot game is over (for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2010-239986 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above-mentioned conventional gaming machines, a transition to a specific state is not made unless a jackpot is hit, and the degree of freedom in terms of gameplay and presentation is limited, making the game less interesting.

[0005] Therefore, an object of the present invention is to provide a gaming machine that can transition to a specific state without going through a jackpot. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. (1) a launching means capable of launching a game ball; a symbol display means configured to be able to stop and display symbols in a display mode corresponding to a game result; A special electric device configured to be able to open and close the big prize opening, A gaming machine capable of controlling the winning state of opening and closing the big prize opening, A specific state can be transitioned to without passing through the hit state, A specific effect can be executed only when the specific state is expected to be controlled, When controlled to the winning state, the symbol is stopped and displayed in a first specific display mode, When controlled to the specific state, the symbol is stopped and displayed in a second specific display mode different from the first specific display mode, In the specific state, a display for preventing addiction can be executed, When the specific state is reached, the execution of the pre-reading notice can be restricted, The device is configured to transition to a specific mode when powered on, During the specific mode, the launching of game balls by the launching means is restricted. A gaming machine characterized by: [Effects of the Invention]

[0007] According to the present invention, the entertainment value of the game can be improved. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is an external view of a gaming machine according to one embodiment of the present invention. [Figure 2] FIG. 2 is a diagram showing the game board and effect buttons. [Figure 3] FIG. 2 is a block diagram showing a control device. [Figure 4] An explanatory diagram for explaining winning types and game state transitions. [Figure 5A] FIG. 2 is an explanatory diagram illustrating a screen display of a liquid crystal display device. [Figure 5B] This is an explanatory diagram for explaining the preview performance. [Figure 6] This is a game flow that explains the game content (normal, time-saving, and special mode) of the support-equipped type. [Figure 7A] A figure showing an example of the presentation of the probability change mode according to the number of consecutive wins. [Figure 7B] A figure showing an example of the time-saving mode presentation according to the remaining number of time-saving times. [Figure 8] 10 is a flowchart showing the main processing on the main control side. [Figure 9] 10 is a flowchart showing main control side timer interrupt processing. [Figure 10] 10 is a flowchart showing a special symbol management process in FIG. 9. [Figure 11] This is a flowchart showing the special diagram 1 starting port check processing in Figure 10. [Figure 12] 11 is a flowchart showing the special symbol variation start processing in FIG. 10. [Figure 13] 13 is a flowchart showing the random number determination process for determining the operation of the special electric device in FIG. 12. [Figure 14] 13 is a flowchart showing the game state transition preparation process in FIG. 12. [Figure 15] 13 is a flowchart showing an assistance time-shortening flag management process in FIG. 12. [Figure 16] 11 is a flowchart showing the processing during the special pattern change in FIG. 10. [Figure 17A] 11 is a flowchart showing the first half of the special symbol confirmation time processing in FIG. 10. [Figure 17B] 11 is a flowchart showing the latter half of the special symbol confirmation time processing in FIG. 10. [Figure 18] 11 is a flowchart showing a special symbol variation start process according to a modified example of FIG. 10 (first embodiment). [Figure 19A] 19 is a flowchart showing the random number determination process (determination process form 1) for determining the operation of the special electric accessory in FIG. 18. [Figure 19B] 19 is a flowchart showing the random number determination process (determination process form 2) for determining the operation of the special electric accessory in FIG. 18. [Figure 20] 19 is a flowchart showing the game state transition preparation process in FIG. 18. [Figure 21] 11 is a flowchart showing the special electric accessory management process in FIG. 10. [Figure 22]10 is a flowchart showing the main processing on the performance control side. [Figure 23] A flowchart showing the performance control side timer interrupt processing. [Figure 24] 23 is a flowchart showing pending addition command reception processing in the command analysis processing in FIG. 22. [Figure 25] 23 is a flowchart showing a decorative symbol designation command receiving process in the command analysis process in FIG. 22. [Figure 26] FIG. 10 is a diagram showing a winning random number determination table (first embodiment). [Figure 27] FIG. 10 is a diagram showing a winning random number determination table (a modified example of the first embodiment). [Figure 28] FIG. 10 is a diagram showing a symbol table selection table. [Figure 29] A figure showing a jackpot pattern table. [Figure 30] A figure showing a support time-saving pattern table. [Figure 31] FIG. 10 is a diagram showing a losing symbol table. [Figure 32] This is a diagram showing a normal win / support time-saving winning fluctuation pattern distribution table. [Figure 33] A figure showing a normal miss fluctuation pattern allocation table. [Figure 34] This is a diagram showing a table of the variation patterns for winning during the special mode and the time-saving support mode. [Figure 35] This is a diagram showing a table for allocating miss fluctuation patterns during a special chance. [Figure 36] FIG. 35 is a diagram showing a modified example (modified example A) of the probability-variable-hit / support time-reduction winning variation pattern allocation table of FIG. 34. [Figure 37] FIG. 36 is a diagram showing a modified example (modified example A) of the probability variable miss fluctuation pattern allocation table of FIG. [Figure 38] FIG. 35 is a diagram showing a modified example (modified example B) of the probability-variable hit / support time-reduction winning variation pattern allocation table of FIG. 34. [Figure 39] FIG. 36 is a diagram showing a modified example (modified example B) of the probability variable miss fluctuation pattern allocation table of FIG. [Figure 40] This is a diagram showing a table of variation patterns for winning during time-saving and support time-saving. [Figure 41] A figure showing a table for allocating miss fluctuation patterns during time-saving. [Figure 42] FIG. 10 is a diagram showing a game state transition table. [Figure 43] A figure showing a variation pattern allocation designation number table for the support-equipped type. [Figure 44] 10 is a timing chart showing decorative pattern effects. [Figure 45] This is a timing chart focusing on the stopping operation pattern of the decorative symbols. [Figure 46] This is a diagram explaining the time-saving entry notification effect when the support time-saving option is won. [Figure 47] A figure showing example 1 of the time-saving entry notification effect. [Figure 48] FIG. 10 is a diagram showing a second example of a time-saving entry notification effect. [Figure 49A] This is the first half of the game flow that explains the game content (normal, time-saving, and special mode) for the ceiling function-equipped type. [Figure 49B] This is the second half of the game flow that explains the game content (omen, ceiling, heaven mode) for the ceiling function equipped type. [Figure 50] This is an explanatory diagram for explaining the advance notice for the ceiling function-equipped type. [Figure 51] This is a flowchart showing the special symbol variation start processing for a type (Tenki A) that does not have ceiling activation support at the start of the game. [Figure 52] 10 is a flowchart showing the ceiling function management process for the same model (Tenki A). [Figure 53] 10 is a flowchart showing the ceiling activation management process at the start of the game for the same model (Tenki A). [Figure 54] This is a flowchart showing the game state transition preparation process for the same type (Tenki A). [Figure 55A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki A). [Figure 55B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki A). [Figure 56] This is a flowchart showing the special symbol variation start process for a type (Tenki B) that does not have ceiling activation support at the end of the game. [Figure 57A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki B). [Figure 57B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki B). [Figure 58] 10 is a flowchart showing the ceiling activation management process at the end of the game for the same model (Tenki B). [Figure 59] This is a flowchart showing the special symbol variation start processing for the type (Tenki C1) equipped with ceiling activation support at the start of the game. [Figure 60] 10 is a flowchart showing the ceiling activation management process at the start of the game for the same type (Tenki C1). [Figure 61] This is a flowchart showing the game state transition preparation process for the same type (Tenki C1). [Figure 62] 10 is a flowchart showing the support time reduction flag management process for the same model (Tenki C1). [Figure 63A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki C1). [Figure 63B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki C1). [Figure 64] This is a flowchart showing the special symbol variation start processing for a modified version of the type (Tenki C1) equipped with ceiling activation support at the start of the game. [Figure 65] This is a flowchart showing the special symbol variation start process for the type (Tenki D1) equipped with ceiling activation support at the end of the game. [Figure 66] This is a flowchart showing the game state transition preparation process for the same type (Tenki D1). [Figure 67] 10 is a flowchart showing the support time reduction flag management process for the same model (Tenki D1). [Figure 68A] This is a flowchart showing the first half of the processing during the special pattern confirmation time for the same model (Tenki D1). [Figure 68B] This is a flowchart showing the latter half of the processing during the special pattern confirmation time for the same model (Tenki D1). [Figure 69] 10 is a flowchart showing the ceiling activation management process at the end of the game for the same type (Tenki D1). [Figure 70] This is a flowchart showing the special symbol variation start processing for a modified version of the type (Tenki D1) equipped with ceiling activation support at the start of the game. [Figure 71] A figure showing a ceiling game state transition table. [Figure 72] This is a diagram showing a winning / support time-saving winning fluctuation pattern distribution table (for general and premonition) for the ceiling function equipped type. [Figure 73] This is a diagram showing a winning / support time-saving winning fluctuation pattern distribution table (for ceiling and heaven) for the ceiling function equipped type. [Figure 74] This is a diagram showing a miss fluctuation pattern allocation table (for general use) for the ceiling function equipped type. [Figure 75] This is a diagram showing a miss fluctuation pattern allocation table (for premonition, ceiling, heaven (heaven time reduction)) for the type equipped with a ceiling function. [Figure 76] This is a diagram showing a fluctuation pattern allocation designation number table for the ceiling function equipped type. [Figure 77] FIG. 10 is a diagram showing an example of a performance example related to a ceiling non-priority activation support type. [Figure 78] A figure showing an example of a presentation example related to a ceiling priority activation support type. [Figure 79] This is a diagram showing an example of the rendering examples in Figures 77 and 78. [Figure 80] This is a diagram showing an example of the rendering examples in Figures 77 and 78. [Figure 81] A diagram showing the types of rendering scenarios in Figure 77. [Figure 82] A diagram showing the types of rendering scenarios in Figure 78. [Figure 83] A diagram showing other rendering scenario types in Figure 78. [Figure 84] FIG. 10 is an explanatory diagram illustrating a modified example of a privilege granting form. [Figure 85] This is a diagram showing a case where the ceiling function is activated during the normal state or the ceiling time-saving state (when the ceiling is activated at the start of the game). [Figure 86] This is a diagram showing a case where the ceiling function is activated during the jackpot time-saving state (when the ceiling is activated at the start of the game). [Figure 87] This is a diagram showing a case where the ceiling function is activated during the support time-saving state (when the ceiling is activated at the start of the game). [Figure 88A] This is a diagram showing a case where the ceiling function is activated during the normal state or the ceiling time-saving state (when the ceiling is activated at the end of the game). [Figure 88B] FIG. 10 is a diagram showing a case where the ceiling function is activated during the normal state (when the ceiling is activated at the end of the game). [Figure 88C] FIG. 10 is a diagram showing a case where the ceiling function is activated during normal mode (when the ceiling is activated at the start of the game). [Figure 88D] FIG. 10 is a diagram showing a case where the ceiling function is activated during the normal state (when the ceiling is activated at the end of the game). [Figure 88E] A figure showing an example of a ceiling activation effect. [Figure 88F] A figure showing an example of a ceiling activation effect. [Figure 88G] A figure showing an example of a ceiling activation effect. [Figure 89] This is a diagram showing a case where the ceiling function is activated during the jackpot time-saving state (when the ceiling is activated at the end of the game). [Figure 90] This is a diagram showing a case where the ceiling function is activated during the support time-saving state (when the ceiling is activated at the end of the game). [Figure 91] This figure shows a case where the ceiling function is activated during normal state without going through ceiling mode (when there is remaining reserve). [Figure 92] This figure shows a case where the ceiling function is activated without going through the ceiling mode during normal state (a case where there are no remaining holds). [Figure 93]FIG. 92 is a diagram showing a modified example of FIG. 91. [Figure 94] 10A and 10B are diagrams illustrating an example of an output form of an outer end signal. [Figure 95] 10A and 10B are diagrams illustrating an example of an output form of an outer end signal. [Figure 96] 10A and 10B are diagrams illustrating an example of an output form of an outer end signal. [Figure 97] This is an explanatory diagram to explain the activation modes of the jackpot time-saving state, support time-saving state, and ceiling time-saving state. [Figure 98] 10 is a flowchart showing the jackpot start processing according to an embodiment (fourth embodiment) configured to be able to control and extend the interval time during jackpot play. [Figure 99] 99 is a flowchart showing the interval time setting process in FIG. 98. [Figure 100] 99 is a flowchart showing the special call command transmission process in FIG. 98. [Figure 101] 13 is a flowchart showing a process during a special symbol confirmation time according to the fourth embodiment. [Figure 102] 10 is a flowchart showing the process for determining whether or not a special electric device will continue to operate in the fourth embodiment. [Figure 103] A figure showing a special call start time offset table, a special call start time table, a special call end time offset table, and a special call end time table related to the fourth embodiment. [Figure 104] FIG. 10 is a diagram showing specific examples 1 to 3 of the fourth embodiment. [Figure 105] 10A and 10B are diagrams showing specific examples 4 and 5 of the fourth embodiment. [Figure 106] 10A and 10B are diagrams showing specific examples 6 and 7 of the fourth embodiment. [Figure 107] FIG. 105 is an explanatory diagram for explaining details of specific examples 1 to 3 of FIG. [Figure 108] FIG. 106 is an explanatory diagram for explaining details of specific examples 4 and 5 of FIG. [Figure 109] FIG. 107 is an explanatory diagram for explaining details of specific examples 6 and 7 of FIG. [Figure 110A]10 is a flowchart showing the first half of the main process on the main control side (first modified example of FIG. 8) according to the first inspection mode equipped type (fifth embodiment). [Figure 110B] 10 is a flowchart showing the first half of the main process on the main control side (first modified example of FIG. 8) according to the first inspection mode equipped type (fifth embodiment). [Figure 111] 10 is a flowchart showing the main control side timer interrupt processing (second modified example of FIG. 8) according to the second inspection mode equipped type (sixth embodiment). [Figure 112A] 10 is a flowchart showing the first half of the main control side main process (second modified example of FIG. 8) according to the second inspection mode equipped type (sixth embodiment). [Figure 112B] 10 is a flowchart showing the latter half of the main process on the main control side (second modified example of FIG. 8) according to the second inspection mode equipped type (sixth embodiment). [Figure 113] 10 is a flowchart showing a main control side main process (third modified example of FIG. 8) according to the third inspection mode equipped type (seventh embodiment). [Figure 114] 10 is a flowchart showing a setting confirmation process including an inspection mode process in the main control side main process (fourth modified example of FIG. 8) according to the fourth inspection mode equipped type (eighth embodiment). [Figure 115] 115 is a flowchart showing the system input / output management process in FIG. 114. [Figure 116] 116 is a flowchart showing the processing during system confirmation in FIG. 115. [Figure 117] 115 is a flowchart showing the inspection mode management process in FIG. 114. [Figure 118] 10 is a diagram showing the correspondence between the LED output counter and the on / off pattern of the setting display means. FIG. [Figure 119] This is a diagram showing the correspondence between the LED output counter and whether the confirmation operation of the electric device is executed (open state) or not (closed state). [Figure 120] 10 is a timing chart showing a first example of a confirmation operation related to an electric accessory. [Figure 121] 10 is a timing chart showing a second example of a confirmation operation related to an electric accessory. [Figure 122] 10 is a timing chart showing a third example of a confirmation operation related to an electric accessory. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] A preferred embodiment of the gaming machine according to the first embodiment of the present invention will be described in detail below with reference to the drawings. Note that in the embodiment described below, a pinball gaming machine will be described as an example of the gaming machine according to the present invention.

[0010] [First embodiment] <1. Overview of configuration: Figures 1 and 2> An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the appearance of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of the gaming board.

[0011] The pachinko gaming machine 1 (hereinafter referred to as "gaming machine 1") shown in Figure 1 has a frame-like front frame 2 attached to the front of a wooden outer frame 4 so as to be able to open and close, a gaming board 3 (see Figure 2) mounted within a gaming board storage frame (not shown) attached to the back of the front frame 2, and a gaming area 3a formed on the surface of this gaming board 3 facing the opening of the front frame 2. A glass door 6 supporting transparent glass is provided in front of this gaming area 3a. Various control boards (see Figure 3) for controlling gaming operations are arranged on the back side of the gaming board 3.

[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it to one side, the glass door 6 is unlocked from the front frame 2, and by operating it to the other side, the front frame 2 is unlocked from the outer frame 4, allowing the door to be opened to the front.

[0013] A front operation panel 7 is disposed below the glass door 6 and is pivotally supported by a hinge (not shown) on the front frame 2 so that it can be opened and closed freely. An upper tray unit 8 is provided on the front operation panel 7, and this upper tray unit 8 is formed with an upper tray 9 for storing discharged game balls.

[0014] The upper tray unit 8 is also provided with a ball removal button 14 for removing game balls stored in the upper tray 9 below the gaming machine 1, a ball lending button 11 for requesting the payout of game balls from the game ball lending device (not shown) on the island equipment side, and a card return button 12 for requesting the return of any valuable medium inserted into the game ball lending device.

[0015] In addition to the push-button type effect button 13 (first operation means), the upper tray unit 8 is also provided with a cross-shaped directional key 75 (second operation means) that is made up of an upward button 75a, a right button 75b, a down button 75c, and a left button 75d, and that can be operated to input in the up, down, left, and right directions. The effect button 13 and directional key 75 function as operation means that can be operated by the player, and acceptance of operation input is enabled during a predetermined operation valid acceptance period (button valid period) in a specific preview effect (for example, the "player participation type effect" described below), and when a predetermined operation (for example, a single press, a long press, or repeated presses) is performed during this valid period, it is possible to bring about a change in the effect before and after the operation. These operating means are also used when the player sets his / her preferred game settings on the "Game Setting Screen (Menu Screen: see, for example, Figures 46 to 48)" related to the waiting state for customers (the "Pre-Waiting Performance (Waiting for Demo Start Display)" or "Waiting Performance (Demo Display)" described later). This game setting allows the player to set the game environment, such as adjusting the volume and light intensity to his / her liking, within a predetermined range (see, for example, Figure 46). Note that the performance button 13 is provided with a button LED 13b therein, and different lighting patterns of this LED can indicate the operation acceptance valid period (lighting up or flashing in a predetermined color) and the operation acceptance invalid period (for example, when the LED is off).

[0016] A firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided on the right end side of the front operation panel 7. The firing device 32 according to this embodiment has a firing capacity of about 100 rounds per minute.

[0017] In addition, speakers 46 that use sound to create a sound effect (sound effects) are provided on both sides of the upper part of the front frame 2 and above the launch operation handle 15. In addition, multiple decorative lamps 45 (LEDs for effect) that use light decoration to create a light effect are provided in appropriate locations on the gaming machine, such as in the decorative member around the front frame of the glass door 6 and inside the center decorative body 48 (see Figure 2).

[0018] (Game board: Figure 2) Next, the configuration of the game board 3 will be described with reference to Figure 2. As shown in the figure, a ball guide rail 5 that guides the launched game ball is attached to the game board 3 in a ring shape as a board surface partition member, and the approximately circular area surrounded by this ball guide rail 5 is the game area 3a, and the four corners are non-game areas.

[0019] A liquid crystal display (LCD) 36 is provided in the approximate center of this gaming area 3a. Under the control of the effect control unit 24 (described later), this LCD display 36 displays various effects as images in a predetermined display area (variable symbol display area), including the variable display operation (variable display and stationary display) of multiple types of decorative symbols (for example, three decorative symbols: left symbol, center symbol, and right symbol (see FIG. 5A, for example)) that are independently made up of numbers, characters, symbols, and the like.

[0020] Within the game area 3a, a center decorative body 48 is provided, surrounding the display surface of the LCD display device 36 at a distance. The center decorative body 48 is provided along the front side of the game board 3 and integrally comprises a front mounting plate 48a fixed to the game board 3 and a frame 48b that forms the outer periphery of the center decorative body 48 and surrounds the display screen of the LCD display device 36. This protects the display surface of the LCD display device 36 from surrounding game balls and also functions as a flow path distribution means that allows the game balls to be diverted to the left or right depending on the strength or stroke length of the game ball's launch. In this embodiment, a free movement area through which game balls can pass is formed between the upper surface of the center decorative body 48 and the ball guide rail 5. Game balls shot into the upper side of the game area 3a by the launching device 32 are diverted to the left or right at the upper side of the frame 48b and flow down either the left flow path 3b on the left side of the center decorative body 48 or the right flow path 3c on the right side.

[0021] The non-play area near the upper right edge (upper right corner) of the game board 3 is a display area for various functions, including special symbol display device 38a (first special symbol display device: first special symbol display means) and special symbol display device 38b (second special symbol display device: second special symbol display means), which are arranged horizontally by 7-segment LEDs (7-segment displays (with dots)) corresponding to the upper starting slot 34 (for the first special symbol) and the lower starting slot 35 (for the second special symbol). The special symbol display devices 38a and 38b execute a 'special symbol variable display game' by displaying (variable display and static display) the 'special symbol' represented by the 7-segment display. The LCD display device 36 displays decorative symbols in a variable manner in time with the display of the special symbols by the special symbol display devices 38a and 38b, executing a 'decorative symbol variable display game' along with various preview effects (effect images). Details of the special symbol variation display game and the decorative symbol variation display game will be explained later.

[0022] In addition, the various function display section has a composite display device (LED display for combined reserved display) 38c consisting of a 7-segment display (with dots) arranged next to the special symbol displays 38a and 38b. It is called a composite because it is a reserved / time-saving / high-probability combined display device (hereinafter simply referred to as the "composite display device") with multiple display functions, such as displaying the number of activated reserved balls for special symbol 1, displaying the number of activated reserved balls for special symbol 2, displaying the number of activated reserved balls for normal symbols, notifying the status of right-hand hits, and notifying the status of when the variable time-saving function is in operation (during time-saving) and when in a high-probability state (during high probability).

[0023] In addition, the various function display unit is provided with a normal symbol display device 39a (normal symbol display means) next to the composite display device 38c, which is configured with a plurality of (two in this embodiment) LEDs. In the normal symbol display device 39a according to this embodiment, a normal symbol variable display game is executed by the variable display operation of the normal symbols represented by the two LEDs. For example, as a variable display operation, the normal symbols displayed by the LEDs alternately turn on and off like a seesaw, and when one side stops in the lit state, the result of the normal symbol variable display game is determined.

[0024] In addition, a right-hit display device (right-hit notification LED) 39b is provided adjacent to the normal symbol display device 39a. This right-hit display device 39b notifies, by a combination of the on / off states of the LED, whether a "right hit," which aims to make the gaming ball pass (flow down) through the right flow path 3c, is advantageous, or a "left hit," which aims to make the gaming ball pass (flow down) through the left flow path 3b, is advantageous. For example, if the LED is lit, it indicates that a right hit is advantageous, and if it is off, it indicates that a left hit is advantageous.

[0025] In addition, a round number display device 39c is provided adjacent to the right-hit display device 39b, and is made up of two LEDs (round display LEDs). This round number display device 39c notifies the specified number of rounds (maximum number of rounds) related to a jackpot by combining the on / off states of multiple LEDs.

[0026] Below the center decorative body 48, there are provided above and below a normal variable winning device 41 (normal electric device) equipped with an upper starting opening 34 (first special pattern starting opening: first starting means) and a lower starting opening 35 (second special pattern starting opening: second starting means), and inside each are formed detection sensors 34a, 35a (upper starting opening sensor 34a, lower starting opening sensor 35a: see Figure 3) that detect the passage of the game ball.

[0027] The upper starting opening 34, which is the first special symbol starting opening, is a winning opening related to the starting conditions for the variable display operation of the first special symbol (hereinafter, the first special symbol will be referred to as "special symbol 1" and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "fixed winning rate winning device" that does not have a "starting opening opening / closing means" that makes it possible to open or enlarge the starting opening. In this embodiment, due to the action of a game ball fall direction changing member (for example, a game nail (not shown), a windmill 44, a center decorative body 48, etc.) in the game area 3a, the upper starting opening 34 is configured to be easy for game balls that have flowed down the left flow path 3b to enter (win), but is configured to be difficult or impossible for game balls that have flowed down the right flow path 3c to enter.

[0028] The normal variable winning device 41 is configured as a "winning rate variable type winning device" that can change the winning rate of game balls in the starting hole by a starting hole opening / closing means. In this embodiment, the starting hole opening / closing means is provided with a pair of left and right movable wing pieces (movable members) 47, and by opening and closing these movable wing pieces 47, the lower starting hole 35, which is the second special pattern starting hole, can be opened or enlarged.

[0029] In addition, the lower starting opening 35 of the normal variable winning device 41 is a winning opening related to the starting conditions for the variable display operation of the second special pattern (hereinafter, the second special pattern will be referred to as "special pattern 2" and sometimes abbreviated as "special pattern 2") in the special pattern display device 38b (second special pattern display device), and the winning area of ​​this lower starting opening 35 is converted into an open state (easy winning state) that makes winning easier, and a closed state (difficult winning state) that makes winning more difficult than the open state or makes winning impossible, depending on the operating state (operation or non-operation) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is not operating, it maintains the closed state (unable to win) that makes winning at the lower starting opening 35 impossible.

[0030] In addition, five general winning ports 43 are arranged on both sides of the normal variable winning device 41, four on the left side (43a to 43d) and one on the right side (43e), and inside each port is formed a general winning port sensor 43h (corresponding to each of the general winning ports 43a to 43e) that detects the passage of the game ball.

[0031] Also, diagonally above the right of the normal variable winning device 41, that is, above the middle of the right flow-down path 3c, there is provided a normal symbol start port 37 (third start means) consisting of a passage gate through which game balls can pass. This normal symbol start port 37 is a winning port related to the normal symbol variable display operation in the normal symbol display device 39a, and inside it is formed a normal symbol start port sensor 37a (see FIG. 3) that detects game balls passing through. In this embodiment, the normal symbol start port 37 is formed only on the right flow-down path 3c side, and not on the left flow-down path 3b side, but it is not limited to this and may be formed on both flow-down paths.

[0032] Along the route from the normal symbol starting port 37 to the normal variable prize winning device 41 in the right flow path 3c, there is provided a special variable prize winning device 52 (special electric device) which is configured to be able to open or expand the large prize winning port 50 using a retractable opening door 52b, and inside it is formed a large prize winning port sensor 52a (see Figure 3) which detects game balls that have entered the large prize winning port 50.

[0033] The area surrounding the special prize opening 50 is a bulge (decorative member) 55 that bulges out from the surface of the gaming board 3, and the upper edge 55a of this bulge 55 forms a downstream guide for the right-hand flow path 3c. When the special prize opening 50 is closed by the opening door 52b (special prize opening closed state), a surface continuous with the upper edge 55a of this bulge 55 forms part of the downstream guide (upper edge 55a) for the right-hand flow path 3c. In addition, in the downstream area of ​​the right-hand flow path 3c, in the area above the upper edge 55a of the bulge 55, or more precisely, in the playing area above the special prize opening 50, a flow path correcting plate 51d is protruded substantially parallel to the direction in which the game balls flow, and functions to guide the flowing game balls toward the special prize opening 50.

[0034] The process by which a gaming ball enters the large prize opening 50 is as follows: After passing through the free movement area between the upper surface of the center decorative body 48 and the ball guide rail 5, the gaming ball flows down along the top surface (upper edge) 55a of the bulge 55, which protrudes from the gaming board 3 and functions as a guide for the gaming ball. The gaming ball then comes into contact with the right end of the flow path correcting plate 51d protruding from the surface of the gaming board 3, thereby correcting the flow direction of the gaming ball toward the large prize opening 50 (downward). At this time, if the large prize opening 50 is covered by the retractable opening door 52b (large prize opening closed state), the gaming ball rolls over this and is further guided toward the tulip-type regular variable prize opening device 41 (lower starting opening 35) by a gauge configuration (arrangement of gaming nails), not shown. At this time, if the lower starting opening 35 is in a state where a prize can be won (starting opening open state), the game ball can enter the lower starting opening 35, but if the opening door 52b is retracted into the game board surface and the big prize opening 50 is open (big prize opening open state), the game ball is guided into the big prize opening 50.

[0035] In this embodiment, when the player aims the launch position toward the special variable winning device 52 (when aiming so that the game ball passes through the right-hand flow path 3c), the game ball is difficult to or cannot be guided toward the upper starting opening 34. Therefore, if the "big winning opening closed state" is in effect, it is difficult or impossible for the game ball to win a prize at each starting opening 34, 35 unless the movable wing piece 47 of the normal variable winning device 41 is activated.

[0036] The winning means described above can be classified according to whether they belong to the left or right flow path, that is, whether game balls flowing down the left flow path 3b or the right flow path 3c can win a prize. The winning means belonging to the left flow path 3b include the upper starting opening 34, the lower starting opening 35, and the left-side general winning openings 43a-43d, while the winning means belonging to the right flow path 3c include the upper starting opening 34, the lower starting opening 35, the normal symbol starting opening 37, the big winning opening 50, and the right-side general winning opening 43e. Note that when the movable wing piece 47 is in the open state (starting opening open state), the lower starting opening 35 belongs to both the left flow path 3b and the right flow path 3c, and it is possible to win a prize from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when the game ball passes through (wins) the normal symbol starting opening 37 located on the right side of the game area 3a, so it can be said that it is essentially a winning means that belongs only to the right flow path 3c. Also, the big winning opening 50 belongs only to the right flow path 3c, and only game balls from the right flow path 3c can win.

[0037] (Right-handed advantage configuration under certain conditions) In the gaming machine 1 of this embodiment, when a "right hit" is performed aiming the gaming ball to pass through the right flow path 3c, the gaming ball is likely to enter the normal symbol starting hole 37, but is difficult or impossible to guide to the upper starting hole 34. Therefore, in the "big prize opening closed state," it is difficult or impossible to enter each starting hole 34, 35 unless the movable wing 47 of the normal variable prize winning device 41 is activated. However, when the "electric support state (electric support state)" described below occurs, this movable wing 47 operates in an opening and closing pattern that is more advantageous than at least the normal state (normal gaming state). Therefore, in this electric support state, a "right hit" aiming the gaming ball to pass through the right flow path 3c is considered advantageous rather than a "left hit" aiming the gaming ball to pass through the left flow path 3b. On the other hand, in the "no electric support state (non-electric support state)" described below, conversely, a "left hit" that aims the game ball to pass through the left flow path 3b is considered advantageous, rather than a "right hit" that aims the game ball to pass through the right flow path 3c. In other words, depending on the game state, whether the game ball is made to flow down the left flow path 3b or the right flow path 3c will have an advantageous or disadvantageous effect on the game progress for the player. As will be described in detail later, game states accompanied by an electric support state (also referred to as "easy winning state") include a "time-saving state" and a "probability state," while game states accompanied by a no electric support state include a "normal state" and a "potential state."

[0038] Each of the winning ports, such as the upper starting port 34, the lower starting port 35, the normal symbol starting port 37, the large prize port 50, and the general prize ports 43a-43e, function as a winning mechanism located within the game area 3a. Furthermore, detection switches (winning detection switches) such as the upper starting port sensor 34a, the lower starting port sensor 35a, the normal symbol starting port sensor 37a, the large prize port sensor 52a, and the general prize port sensor 43h function as winning detection mechanisms for detecting game balls entering the winning mechanisms. The number, shape, and location of each of the winning mechanisms can be modified as needed depending on the gameplay. Furthermore, for each winning mechanism, whether the game balls flowing down the left flow path 3b and / or the right flow path 3c are difficult to win, impossible to win, or winnable can also be modified as needed depending on the gameplay.

[0039] When a game ball enters a winning slot, the number of prize balls per winning ball, designated for that slot, is paid out from the game ball payout device 19 (see FIG. 3). For example, three balls are paid out from the upper starting slot 34, one from the lower starting slot 35, zero (no prize balls) from the normal symbol starting slot 37, 15 from the large prize slot 50, and three from the general prize slots 43a-43e. Game balls that do not enter the winning slots are discharged from the game area 3a via the outlet 49. Here, "winning" refers to the entrance of a game ball, either by the entrance of a game ball into the entrance, or, in the case of an entrance of a game ball that does not enter the entrance but is a gate-type entrance (e.g., the normal symbol starting slot 37), by the entrance of a game ball passing through the gate. In practice, when a game ball is detected by the entrance detection switch provided for each winning slot, that winning slot is considered to have "won." The game balls involved in this winning are also called "winning balls."

[0040] <Moving parts> Additionally, multiple movable device elements are positioned within the game area 3a so as not to obstruct the flow of game balls. In this embodiment, a first movable device element 80 is positioned in the upper right corner of the center ornament 48, and a second movable device element 90 is positioned diagonally below it to the right. The first movable device element 80 includes a clock face 81 consisting of a number display section divided into 12 number sectors marked with the Roman letters "I" through "XII," and clock hands 82 consisting of hour and minute hands rotatably formed on the clock face 81, forming a "wall clock" as a whole. In this sense, the first movable device element 80 is also referred to as a "clock-type device." The clock face 81 has full-color LEDs on the back or inside for each sector indicated by the hour hand, or the number sectors themselves are composed of full-color LEDs, allowing each number sector to independently emit different colors.

[0041] The second movable body accessory 90 has a flower-shaped part 91 (first movable body 91) in the shape of a flower, with a corolla consisting of multiple petals arranged around the center of the flower and a sepal arranged around the outside of the corolla to create a double perianth, and the flower-shaped part 91 is attached to the tip of an arm 92 (second movable body 92) that can swing, and the whole is configured as flower-shaped accessory 90. The multiple petals of the flower-shaped part 91 can rotate around the center of the flower as a central axis. This flower-shaped accessory 90 is normally stationary in an original position (shown by a solid line in FIG. 2) set on the edge of the LCD screen or to the side outside the LCD screen, and when a predetermined operating condition is met, the arm 92 tilts, and the flower-shaped part 91 moves together with the arm 92 to a position (shown by a dashed line in FIG. 2) where it covers the LCD screen. When the flower-shaped element 90 moves to the performance position shown by the dashed line in FIG. 2, the flower-shaped element 91 rotates at the end of the arm, and the translucent center and petals are illuminated from behind by a lamp or full-color LED, creating a beautiful glow. When the flower-shaped element 90 finishes its operation, it returns from the performance position shown by the dashed line to the starting position shown by the solid line. The flower-shaped element 91 can rotate its petals in multiple patterns, including high-speed rotation, low-speed rotation, and reverse rotation. The arm 92 can also tilt fully to the dashed line, tilt to a predetermined angle, vibrate, or move in a gradual motion. The clock-shaped element 80 (clock hands 82) and the flower-shaped element 90 (first movable element 91, second movable element 92) can be used for preview performances, depending on their operating modes, as well as for executing (manifesting) the setting suggestion performances described below.

[0042] <2. Control device: Figure 3> Next, a control device that controls the gaming operations of the gaming machine 1 according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a control block diagram showing an overview of the control device.

[0043] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as the "main control unit 20") that controls all game operations (game operation control), a presentation control board (presentation control means) 24 (hereinafter referred to as the "presentation control unit 24") that receives presentation control commands from the main control unit 20 and controls the execution (appearance) of presentations by the presentation means, a payout control board (payout control means) 29 that controls the payout of prize balls by the game ball payout device 19, and a power supply board (power control means (not shown)) that generates and supplies the necessary power (including backup power) from an external power source to each board of the gaming machine. A liquid crystal display device 36 is connected to the presentation control unit 24 as an image display device. The power supply route is omitted in FIG. 3.

[0044] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor that incorporates a CPU 201 (main control CPU), as well as a ROM 202 (main control ROM) that stores a control program that describes the game operation control procedures, as well as various data necessary for game operation control, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, and as a whole constitutes a microcomputer (equivalent to a Z80 system).

[0045] Although not shown, the main control unit 20 also includes a CTC (Clock Timer) that provides the Z80 system with periodic interrupts, a constant-period pulse output generation function (bit rate generator), and time measurement functions; an interrupt controller circuit that performs interrupt enable / disable functions such as timer interrupts that provide interrupt signals to the CPU; a reset circuit that detects power-on / power-off and power abnormalities and outputs a system reset signal to reset the CPU; a watchdog timer (WDT) circuit that monitors control program operation abnormalities; an IAT (Inhibit Abort Abort) circuit that monitors whether programs are running correctly within a pre-set address range; and a counter circuit for generating random numbers within a certain range (hard random numbers) by hardware. At least the main control unit (main control board) 20 and the payout control board 29 are capable of receiving a voltage drop signal (power abnormality signal) from the power supply board (not shown) to initiate backup processing prior to a power outage, allowing game operation to resume as before the power outage after power is restored (backup function). This gaming machine 1 is capable of retaining the contents of RAM for at least several days.

[0046] The counter circuit includes a random number generation circuit that generates random numbers and a sampling circuit that samples random numbers from the random number generation circuit at predetermined timing, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit depending on the processing state to obtain the value indicated by the random number generation circuit as a random number value for internal lottery (random number for determining whether or not there is a jackpot (size of random number: 65536)), and uses this random number value for the jackpot lottery. Note that the random number for internal lottery is obtained by adding a software random number value generated by appropriate software processing and a hard random number value to prevent cheating such as targeting a jackpot.

[0047] The main control unit 20 is also connected to an upper start opening sensor 34a which detects winning entries into the upper start opening 34, a lower start opening sensor 35a which detects winning entries into the lower start opening 35, a normal pattern start opening sensor 37a which detects the passage of the game ball into the normal pattern start opening 37, a large prize opening sensor 52a which detects winning entries into the large prize opening 50, and a general prize opening sensor 43h which detects winning entries into the general prize opening 43, and the main control unit 20 receives detection signals from these sensors and determines which of the prize openings the game ball has won (entered).

[0048] The main control unit 20 is also connected to an "OUT monitoring switch 49a" that detects game balls (so-called "out balls") discharged from the gaming machine through the outlet 49 and each winning port, and is capable of receiving the detection signal. The main control unit 20 is equipped with an out ball counting means that counts the number of out balls based on the detection signal from the OUT monitoring switch 49a. The number of out balls is one piece of "game performance information" defined by a specific value. For example, if "the cumulative number of out balls today is 30,000," it is possible to obtain operating information that the gaming machine 1 operated for 300 minutes today ("cumulative number of out balls (balls) / firing performance (100 balls per minute) = operating time"). The number of out balls is also used to calculate a base value (one piece of game performance information) described below.

[0049] In addition, the main control unit 20 is connected to a fraud detection sensor (e.g., a vibration sensor, a radio wave sensor, a magnetic sensor: not shown) for detecting fraudulent behavior against the gaming machine 1, and the main control unit 20 is able to monitor fraudulent behavior against the gaming machine based on the detection signal from the fraud detection sensor.

[0050] In addition, the main control unit 20 is connected to a normal electric role solenoid 41c for controlling the opening and closing of the movable wing piece 47 of the lower starting opening 35, and a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50, and the main control unit 20 is capable of transmitting control signals for driving and controlling these.

[0051] Special symbol display devices 38a and 38b are also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for controlling the display of special symbols 1 and 2. A normal symbol display device 39a is also connected to the main control unit 20, and is capable of transmitting control signals for controlling the display of normal symbols.

[0052] In addition, the main control unit 20 is connected to a composite display device 38c, a right-hand hit display device 39b, and a round number display device 39c, and the main control unit 20 is capable of display control of various information displayed on these devices.

[0053] The main control unit 20 is also connected to a frame external terminal board 21, and the main control unit 20 can transmit predetermined game information (outer end signals) via the frame external terminal board 21 to external devices installed outside the gaming machine, such as a "data counter DT" or "hall computer HC." Examples of predetermined game information include winning game start / end information, winning information, special symbol variation start / stop information, prize ball count information, and various security information (information on fraud detection, RAM clear, door opening, setting change, etc.). The "data counter DT" is a game information reporting device that can report specific information about the gaming machine, such as the number of jackpots, the number of symbol variation display games (number of symbol variations), and the number of games between jackpots, based on the game information contained in the outer end signals. It is usually installed on top of the gaming machine. The hall computer HC is what is commonly referred to as a "hall computer," and is a management computer dedicated to the hall that monitors and collects the game progress status of the gaming machines based on the game information contained in the outer end signal, and comprehensively manages the operating status of the gaming machines installed in the pachinko hall. The data counter DT and hall computer HC are both well-known devices that have been known for a long time.

[0054] Furthermore, the main control unit 20 is capable of outputting a type test signal from the frame external terminal board 21 that identifies game operation in real time in response to type tests (tests related to the certification of gaming machines based on regulations related to the certification and type inspection of gaming machines) conducted by the Security Electronics and Communications Technology Association (SECTA). Note that when a gaming machine that has passed the type test is installed in a pachinko parlor, no changes to the compliant control program are permitted. For this reason, type test signals are repeatedly output even after the machine is installed in the pachinko parlor.

[0055] The main control unit 20 is also connected to a RAM clear switch 98 for initializing a predetermined area (internal memory) of the RAM 203, a setting key switch 94 that can be switched between a setting change permission state (ON) that allows changes to the setting values ​​and a setting change prohibition state (OFF) by inserting a setting key and turning it ON / OFF, a setting change switch 95 for changing the setting values ​​(details will be described later) in the setting change permission state, and a setting change completion switch 96 for finalizing the setting value selected by the setting change switch 95. The RAM clear switch 98, setting change switch 95, and setting change completion switch 96 are all push-button switches that can be operated by an operator. To prevent fraudulent activity with respect to the setting values, these switches 94, 95, 96, and 98 are located in appropriate locations inside the gaming machine that are not visible to the player, and cannot be turned ON / OFF from outside the gaming machine unless the front frame 2 is opened.

[0056] A setting display 97 (setting display means) that displays information about setting values ​​is also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for display control of this display. The setting display 97 according to this embodiment is composed of one 7-segment display, and is mounted on the main control unit (main control board) 20. The setting display 97 is not limited to being provided on the main control board 20, but can also be provided in an appropriate location within the gaming machine, such as on the payout control board 28, launch control board 29, relay board (a relay board that relays connections between various display devices, switches, and the like and the control board; not shown), or performance control unit (performance control board (including LCD control board)) 24.

[0057] (About the setting value) The main control unit 20 is provided with a "setting change function" that can change the expected value (profit) of the profit to be awarded to the player, such as the payout rate (also known as the payout rate or payout rate), in stages. The "setting value" is a value that indicates this stage. This setting value can be confirmed by the setting display 97, and is set as appropriate by the hall staff based solely on the business strategy of the pachinko hall (game parlor).

[0058] The "setting value" defines, for example, the probability of winning (winning probability) a jackpot (a type of winning that activates a condition device, described below) in stages. The higher the setting value, the higher the jackpot winning probability (jackpot winning probability), which is set to be advantageous to the player. Such setting values ​​can be set in at least two stages (at least a first setting value and a second setting value). In this embodiment, six setting values, from 1 to 6, are provided. For example, at low probability, setting 1 is 1 / 200, setting 2 is 1 / 196, setting 3 is 1 / 192, setting 4 is 1 / 188, setting 5 is 1 / 184, and setting 6 is 1 / 180. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the machine payout), which is advantageous to the player. In this way, the "setting value" defines, in stages, events that affect the machine payout, and refers to a value related to the degree of likelihood of a special event, such as a jackpot, occurring. In other words, the probability of winning a jackpot at low probability and / or the probability of winning a jackpot at low probability can be configured to vary depending on the setting value. When the jackpot probability is high (when the special symbol probability change function described below is activated), the probability can increase to a value not exceeding 10 times. However, the increase rate may be the same for each setting value or may be different. In this embodiment, the increase rate is the same for each setting value. Taking the above example, if the jackpot probability at low probability is 1 / 200 to 1 / 180 for settings 1 to 6 and the increase rate is 4 times, the jackpot probability at high probability will be 1 / 50 to 1 / 45 for settings 1 to 6.

[0059] Furthermore, if there are multiple types of jackpots, the probability of winning one or more of the types of jackpots can be changed depending on the setting value. For example, if there are four types of jackpots, jackpots 1 to 4, the higher the setting value, the higher the probability of winning all of jackpots 1 to 4, or the higher the probability of winning only some of the jackpots, jackpots 1 to 3 (in this case, the winning probability for jackpot 4 is the same across all setting values), or the higher the probability of winning only a specific jackpot (for example, only jackpot 1) (in this case, the winning probability for jackpots 2 to 4 is the same across all setting values). Furthermore, the higher the setting value, the higher the combined probability of winning jackpots 1 to 4 can be. Furthermore, the winning probability of the small jackpot type and / or the support time-saving type that do not trigger the activation of the condition device can be changed depending on the setting value, as in the case of the jackpot described above, or the winning probability can be the same across all settings. Details about big hits, small hits, and support time reduction will be provided later.

[0060] (Regarding changing settings) In this embodiment, when the power is turned on, the setting change permission state is established when at least the setting key switch 94 and RAM clear switch 98 are ON. When the power is turned on by any other switch operation, the setting change prohibition state is established. In this setting change permission state, each time the setting change switch 95 is turned ON, the current display value of the setting indicator 97 cycles through the available settings 1 to 6, as in "1 → 2 → 3 → 4 → 5 → 6 → 1 → 2 → 3 →...." When the desired setting value is displayed, turning the setting change completion switch 96 ON (setting confirmation operation) confirms the current display value as the current setting value, and the setting value data is stored in a predetermined area (setting value storage area) of the RAM 203. Then, turning the setting key switch 94 from its current ON state to its OFF state ends the setting change permission state, and gameplay commences under the confirmed setting value. The main control unit 20 has a setting function (setting means) that can set a setting value related to the winning probability through a jackpot lottery (random number lottery). The present invention can also be applied to "gaming machines without a setting function." It can also be applied to "gaming machines with a single setting function" that have only one setting value rather than multiple settings. This "gaming machine with a single setting function" refers to a type in which the setting change operation itself is possible but only one setting value can be selected. This "gaming machine with a single setting function" is primarily used to facilitate design compatibility and versatility between "gaming machines with a setting function" and "gaming machines without a setting function" when designing new models. This "gaming machine with a single setting function" is essentially the same as a "gaming machine without a setting function" in that it has only one setting value. In the case of a "gaming machine with a single setting function," even when the setting change switch 95 is operated, the display value of the setting indicator 97 only shows a certain setting value, such as "1 → 1 → 1 → 1 →...," and only one setting value can be selected.

[0061] Furthermore, the main control unit 20 can transmit various game processing information, such as information on the special symbol variable display game and error information, to the performance control unit 24 using performance control commands depending on the processing state. However, in order to prevent cheating from outside, the main control unit 20 is configured for one-way communication, where it can only transmit signals to the performance control unit 24 and cannot receive signals from the performance control unit 24.

[0062] (About Performance Indicator 99) A performance indicator 99 is also connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals for display control of the performance indicator 99. The performance indicator 99 notifies information (hereinafter referred to as "performance information") relating to game results for a predetermined period (specific game period) and functions as information display means. The performance indicator 99 of this embodiment is made up of multiple 7-segment LEDs. Specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which the display unit and circuit unit are unitized are arranged horizontally, and these are mounted on the main control board 20, for example, to form a display capable of displaying four-digit numbers. Each 7-segment LED also has a decimal point DP (dot) below the 7-segment number. The above-mentioned "performance information" is primarily used by pachinko parlors and relevant authorities for confirmation and investigation purposes, such as to investigate whether there are any abnormalities in the ball-dispensing performance due to improper adjustment of game pins or cheating, and whether the gaming machine's original ball-dispensing performance (designed ball-dispensing performance) is being properly demonstrated; in other words, it is "information regarding game performance (game performance information)." Therefore, unlike the preview effects and setting suggestion effects described below, the performance information itself is not directly related to the progress of the game itself when the player is playing. For this reason, the performance indicator 99 is not installed in a location visible to the player, but is instead mounted in an easily visible location inside the gaming machine, such as on the control board or the board case protecting it, and is not visible from the outside.

[0063] In this embodiment, the total number of payouts (normal payouts) during the normal state (a state in which the probability of winning a jackpot is low (normal probability) and there is no electric support, as described below) and the cumulative number of out balls during the normal state (normal outs) are measured in real time, and the value obtained by dividing the normal payouts by the normal outs is multiplied by 100 (the base value calculated by normal payouts ÷ normal outs × 100: normal base value) is used as the "performance information" and displayed in a predetermined manner by the performance display 99. Note that the base value is rounded to the nearest whole number and displayed on the performance display 99. However, rather than simply measuring and displaying the base value (performance information), when the number of outs during measurement reaches a predetermined number (for example, 60,000), the measurement is stopped temporarily, and the base value at the time of measurement completion is stored in RAM 203 as history information (the current base value is stored), and measurement of a new base value is started again. In addition, in this embodiment, the aforementioned "prescribed number (60,000 balls)" that triggers the end of measurement does not refer to the number of balls out during normal play, but rather to the cumulative number of balls out (number of balls out in all states) measured during all game states (including during winning play), and this "number of balls out in all states" is also measured in real time. The processing program and its work area for display control and base values ​​in the performance indicator 99 are defined in an area (external memory) separate from the area (internal memory) accessed by the CPU 201 during normal game progress. Furthermore, the performance information is not limited to the above-described base values ​​during normal play, and is not particularly limited as long as it is useful game performance information. Furthermore, a portion of the performance indicator 99 may function as the setting indicator 97. For example, at least one of the 7-segment indicators 99a to 99d may function as the setting indicator 97.

[0064] The main control unit 20 also drives and controls various LED (7-segment) displays (for example, display devices 38a, 38b, 39a, 38c, 97, 99, etc.) primarily using a well-known dynamic lighting method. The LED common port of the main control unit 20 can output a 1-byte dynamic lighting common scanning signal to each 7-segment display unit, and the LED data port of the main control unit 20 can output 1-byte dynamic lighting data. This allows display control of the LED displays using the dynamic lighting method.

[0065] In addition, a payout control board (payout control unit) 29 is connected to the main control unit 20, and this payout control board 29 is connected to a launch control board (launch control unit) 28 that controls the launch device 32 and a game ball payout device (game ball payout means) 19 that pays out game balls.

[0066] The main role of the payout control board 29 is to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and send information (status signals) relating to the payout operation status to the main control unit 20. When it is necessary to pay out balls, the main control unit 20 is capable of sending a control command relating to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29, and on the other hand, the payout control board 29 is capable of sending the above-mentioned status signal to the main control unit 20.

[0067] The payout control board 29 is connected to a full detection sensor 60 that detects the storage state of the game balls stored in the upper tray 9 (whether the upper tray 9 is full or not), and a door open sensor 61 (ON when open / OFF when closed) that detects the open / closed state of the front frame 2 and / or front operation panel 7, and the payout control board 29 is capable of receiving detection signals from these sensors.

[0068] The payout control board 29 is also capable of receiving detection signals from a supply shortage detection sensor 19a that detects a shortage of game balls and a ball counting sensor 19b that detects the game balls (prize balls) to be paid out, which are provided in the game ball payout device 19. The payout control board 29 is also capable of transmitting a control signal for controlling the payout motor 19c of the game ball payout device 19 (a motor that drives a ball payout mechanism (not shown) for paying out game balls).

[0069] The payout control board 29 is configured to be able to transmit various status signals to the main control unit 20 based on detection signals from various sensors such as the full detection sensor 60, door open sensor 61, out-of-supply detection sensor 19a, and ball count sensor 19b. These status signals include a "ball jam signal" indicating a full state, a "door open signal" indicating that the front frame 2 and front operation panel 7 are open, an "out-of-supply signal" indicating a shortage of game balls, a "counting error signal" indicating an abnormality in the payout of prize balls (insufficient payout, excessive payout), and a "payout completion signal" indicating the completion of the payout operation. Based on these status signals, the main control unit 20 monitors whether the front frame 2 and front operation panel 7 are open (door open error), whether the payout operation of the game ball payout device 19 is normal (prize ball error), and whether the upper tray 9 is full (ball jam error).

[0070] A launch control board (launch control unit) 28 is also connected to the payout control board 29, and is capable of transmitting a launch control signal ES (launch enable signal ES) to the launch control board 28. Based on the output of the launch enable signal ES from the payout control board 29, the launch control board 28 controls the energization of a launch solenoid (not shown) provided in the launch device 32, thereby realizing the launch of a gaming ball by operating the launch operation handle 15. Specifically, the launch of a gaming ball is permitted under the following conditions: the launch enable signal ES is output from the payout control board 29; a touch sensor (not shown) provided in the launch operation handle 15 detects that the player is touching the handle (detection of a touch state); and a launch stop switch (not shown) provided in the launch operation handle 15 has not been operated. Therefore, if the launch enable signal ES is not output, the launch operation is not executed even if the launch operation handle 15 is operated, and the gaming ball is not launched. Furthermore, the strength of the launch of the gaming ball can be changed depending on the amount of operation of the launch operation handle 15.

[0071] (2-2. Production Control Unit 24) The performance control unit 24 is primarily composed of a microcomputer equipped with a built-in microprocessor with a CPU 241 (performance control CPU), a ROM 242 (performance control ROM) that stores performance data required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. It also includes an audio control unit (sound source LSI), an RTC function unit (real-time clock), counter circuits (16-bit counter, 8-bit counter) for generating hardware random numbers within a certain range, an interrupt controller circuit, a reset circuit, and a WDT circuit, all of which control performance operations. The RTC function unit is a clock IC that keeps time and functions as a clock means for providing real-time information such as the current time ("what time it is now") and / or calendar information regarding the date (month, day, day of the week). Like the main control unit 20, it also has a backup function and software random number generation means (e.g., a random number generation means for lottery-based performance selection).

[0072] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, select and determine the performance based on the performance control commands, control the image display of the LCD display device 36, control the sound of the speaker 46, control the illumination of various performance LEDs (decorative lamp 45, button LED 13b, other performance LEDs), and control the operation of various movable props (clock-shaped prop 80, flower-shaped prop 90).

[0073] The performance control unit 24 also has a display control unit (not shown) that controls the display of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that controls overall video output processing such as image expansion processing and image drawing, an image ROM that stores image data (performance image data) used for image expansion processing by the VDP, a VRAM (Video RAM) that temporarily stores the image data expanded by the VDP, a liquid crystal control CPU that outputs control data required for the VDP to perform display control, a liquid crystal control ROM that stores a program that describes the display control operating procedures of the liquid crystal control CPU and various data required for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.

[0074] In addition, the performance control unit 24 is equipped with a light display control unit for the light display device 45a including various performance LEDs such as decorative lamps 45 and button LEDs 13b, an audio control unit (sound source LSI) for the sound generating device 46a including speaker 46, and a drive control unit (motor drive circuit) for the movable body role motors 80c, 91c, 92c that operate the movable body role (clock-shaped role 80, flower-shaped part 91, arm 92) in order to execute image display performances, light performances, sound performances, or movable body performances.

[0075] A position detection sensor 82a that monitors the operation of the movable role object is connected to the performance control unit 24, and the performance control unit 24 controls the operation mode of the movable role object while monitoring the current operation position (for example, the amount of movement from the origin position) based on the detection information from the position detection sensor 82a. The performance control unit 24 also monitors malfunctions in the operation of the movable role object based on the detection information from the position detection sensor 82a, and performs a predetermined error notification process if a malfunction occurs.

[0076] In addition, the performance control unit 24 is connected to a performance button switch 13a that detects the operation of the performance button 13 and directional key switches 75a' to 75d' that detect the operation of the directional keys 75 (75a to 75d), and the performance control unit 24 is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.

[0077] When the performance control unit 24 receives a performance control command sent from the main control unit 20, it selects a performance pattern from among a plurality of types of performance patterns prepared in advance, either by lottery or uniquely, based on the information contained in the command, and controls various performance means at the required timing to produce the desired performance. This realizes the display of performance images by the liquid crystal display device 36 (image display performance), the reproduction of sound from the speaker 46 (sound performance), and the lighting and flashing of the decorative lamps 45 and other performance LEDs (light performance), and the chronological development of various performance patterns (such as the variable display of decorative symbols and preview performances) realizes a "performance scenario" in the broad sense. In addition, the performance control unit 24 is configured to be able to identify what operation has been performed on the performance button 13 and / or the directional key 75 (for example, pressing, long pressing, rapid pressing, or the order in which the directional key 75 is pressed up, down, left, or right) based on the operation detection signal from the performance button switch 13a and the directional key switches 75a' to 75d' during a specified operation acceptance valid period (operation identification means), and is configured to be able to execute and control a performance according to the type of operation.

[0078] The performance control command defines its function using a two-byte structure consisting of a one-byte mode (MODE) and a one-byte event (EVENT). To distinguish between MODE and EVENT, Bit 7 of MODE is ON and Bit 7 of EVENT is OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each mode (MODE) and event (EVENT). That is, when there is a command to transmit, the CPU 201 (main control CPU) sets and outputs mode (MODE) information for transmitting the command to the performance control unit 24, and transmits a first strobe signal a predetermined time after this setting. Furthermore, after a predetermined time has passed since transmitting this strobe signal, it sets and outputs event (EVENT) information, and transmits a second strobe signal a predetermined time after this setting. The strobe signal is controlled to an active state by the CPU 201 for a predetermined period of time to ensure that the CPU 241 (performance control CPU) can receive commands reliably.

[0079] Furthermore, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal, executes a control program for command reception interrupt processing, and acquires a performance control command during this interrupt processing. Furthermore, unlike the CPU 201, when an interrupt occurs based on the input of a strobe signal, the CPU 241 interrupts the interrupt processing based on another interrupt (periodically executed timer interrupt processing) even if the interrupt processing is in progress, and performs command reception interrupt processing with priority even if other interrupts occur simultaneously.

[0080] <3. Overview of operation> Next, a gaming operation of the gaming machine 1 using the above-mentioned control device (FIG. 3) will be described.

[0081] (3-1. Pattern changing display game) (3-1-1. Special symbol change display game, decorative symbol change display game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number lottery in the main control unit 20 based on a predetermined starting condition, specifically, based on the game ball entering (winning) the upper starting hole 34 or the lower starting hole 35. Based on the lottery result, the main control unit 20 variably displays special symbols 1 and 2 on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has passed, derives and displays the result on the special symbol display device, thereby ending the special symbol variable display game.

[0082] In this embodiment, the jackpot lottery based on winning at the upper starting gate 34 and the jackpot lottery based on winning at the lower starting gate 35 are conducted separately and independently. For this reason, the jackpot lottery result for the upper starting gate 34 is derived on the special pattern display device 38a side, and the jackpot lottery result for the lower starting gate 35 is derived on the special pattern display device 38b side. Specifically, on the special pattern display device 38a side, on the condition that a gaming ball has entered the upper starting gate 34, special pattern 1 is variably displayed and a first special pattern variable display game is started, while on the special pattern display device 38b side, on the condition that a gaming ball has entered the lower starting gate 35, special pattern 2 is variably displayed and a second special pattern variable display game is started. Then, when the special pattern variable display game is started on special pattern display device 38a or special pattern display device 38b, after a predetermined variable display time has elapsed, the special pattern being displayed in a variable state is displayed in a predetermined big win pattern mode if the big win lottery result is a "big win," in a predetermined small win pattern mode if the big win lottery result is a "small win," in a predetermined support time reduction pattern mode if the big win lottery result is a "support time reduction," and in a predetermined loss pattern mode otherwise, thereby deriving the game result (big win lottery result).

[0083] For ease of explanation, the first special symbol variation display game on the special symbol display device 38a side may be referred to as "special symbol variation display game 1," and the second special symbol variation display game on the special symbol display device 38b side may be referred to as "special symbol variation display game 2." Furthermore, unless otherwise necessary, "special symbol 1" and "special symbol 2" may be simply referred to as "special symbols" (sometimes abbreviated to "special symbols"), and "special symbol variation display game 1" and "special symbol variation display game 2" may be referred to as "special symbol variation display games" without distinction.

[0084] Furthermore, when the above-mentioned special symbol variation display game is started, the decorative symbol variation display game is started by variably displaying decorative symbols (game symbols for dramatic effect) on the liquid crystal display device 36, and various effects are developed in association with this. When the special symbol variation display game ends, the decorative symbol variation display game also ends, and a predetermined special symbol indicating the result of the jackpot lottery is displayed on the special symbol display device, and a decorative symbol reflecting the result of the jackpot lottery is derived and displayed on the liquid crystal display device 36. In other words, the result of the special symbol variation display game is reflected and displayed by the decorative symbol variation display game for dramatic effect, which includes the variably displaying operation of the decorative symbols.

[0085] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is a "jackpot," an effect that reflects that result will be developed in the decorative symbol variation display game. Then, when the special symbol is stopped and displayed in a display mode that indicates a jackpot (for example, the 7-segment display shows "7") on the special symbol display device, the decorative symbols are stopped and displayed in a display mode that reflects the "jackpot" in each of the "left," "center," and "right" display areas on the liquid crystal display device 36 (winning symbols: for example, three decorative symbols are displayed in a display mode of "7," "7," "7") in each of the "left," "center," and "right" display areas.

[0086] When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large prize opening solenoid 52c (see Figure 3) of the special variable prize winning device 52 is activated and the opening door 52b opens and closes in a predetermined pattern, thereby opening and closing the large prize opening 50, and a special game state (jackpot game) that is more advantageous to the player than the normal state is created. In this jackpot game, the prize area is opened or expanded until the time that the opening door 52b opens the large prize opening has elapsed for a predetermined time (maximum opening time: for example, 29.8 seconds) or until the number of winning balls that enter the large prize opening 50 reaches the maximum number of winning balls (the maximum number of winning balls that can be entered into the opening or expanded prize opening when the device is operated once: for example, 10), and when either of these conditions is met, the large prize opening is closed (the round game ending condition (closing condition) is met), and this "round game" is repeated for a predetermined number of rounds (for example, up to 10 rounds).

[0087] When the jackpot game starts, an opening effect (start INT effect) is first performed using the start interval time (start INT). After the start INT ends, round games are played multiple times up to a predetermined number of rounds (maximum number of rounds). Then, after the maximum number of rounds has been played, an ending effect (end INT effect) is performed using the end interval time (end INT), and the jackpot game ends. After the current round game ends, the next round game begins after a predetermined interval time (inter-round INT). Furthermore, during round games, "inter-round effects" are displayed, and between round games (during inter-round INT), "inter-round INT effects" are displayed. In other words, a jackpot game is broadly divided into an opening period (start INT period), a round game period up to the maximum number of rounds, and an ending period (end INT period).

[0088] Regarding the information necessary for executing the decorative symbol variation display game, first, the main control unit 20 performs a 'win / lose lottery' to determine whether the result is a "big win", a "small win", or a "miss" based on the game ball entering (winning) the upper start gate 34 or the lower start gate 35, specifically, on the condition that the game ball is detected by the upper start gate sensor 34a or the lower start gate sensor 35a and the start condition (the start condition related to the special symbol) is established, and if it is a "big win", the type of the big win, and if it is a "small win", the type of the small win. A jackpot lottery is conducted, which includes a symbol lottery (winning type lottery) that determines the type of miss if the result is a "miss" (if there is only one type of jackpot, small win, or miss, symbol lottery is not necessary, and the lottery can be omitted). Based on the lottery result information, the special symbol variation pattern and the special symbol (special stop symbol) that will ultimately be displayed are determined (note that in this embodiment, the "support time reduction" described below is also subject to the win / loss lottery and symbol lottery. This "support time reduction" will be explained later). Then, a "variation pattern designation command" that includes at least special symbol variation pattern information (for example, information regarding the jackpot lottery result and the variation time of the special symbol) is transmitted to the performance control unit 24 as a performance control command that specifies the processing state. This transmits basic information required for the decorative symbol variation display game to the performance control unit 24. In this embodiment, in order to provide a wide variety of effects, a "decorative symbol designation command" including information about special stop symbols (symbol lottery result information) is also sent to the effect control unit 24.

[0089] The special symbol variation pattern information can include not only the jackpot lottery result but also information specifying the execution of a specific preview effect (for example, the reach effect or pseudo consecutive effects (including the number of pseudo consecutive effects) described below). In more detail, the variation patterns of the special symbols are roughly divided into a "win variation pattern" in the case of a win and a "miss variation pattern" in the case of a miss, depending on the jackpot lottery result. These variation patterns include, for example, a "reach variation pattern" that specifies the execution of a reach effect (including the specification of the reach type), a "normal variation pattern" that does not specify the execution of a reach effect, a "reach variation pattern with pseudo consecutive effects" that specifies the execution of a pseudo consecutive effect and a reach effect, and a "normal variation pattern with pseudo consecutive effects" that specifies the execution of a pseudo consecutive effect but does not specify the execution of a reach effect. In addition, for the reach variation pattern and pseudo consecutive effect variation pattern, a variation time that is generally longer than the variation time of the normal variation pattern is set in order to ensure the performance time of the preview effect. Hereinafter, the reach fluctuation pattern may be abbreviated as "reach fluctuation" and the normal fluctuation pattern may be abbreviated as "normal fluctuation."

[0090] Based on information contained in the presentation control commands (here, the variation pattern designation command and the decorative symbol designation command) sent from the main control unit 20, the presentation control unit 24 determines the presentation content (presentation scenario) to be developed in chronological order during the decorative symbol variation display game and the decorative symbols (decorative stop symbols) to be ultimately displayed, and controls the preview presentation and decorative symbol variation display presentation during the decorative symbol variation display game according to a time schedule based on the special symbol variation pattern. As a result, the decorative symbols are displayed variably by the LCD display unit 36 ​​in synchronization with the display of special symbols by the special symbol display units 38a and 38b, so that the duration of the special symbol variation display game and the duration of the decorative symbol variation display game are substantially the same. The presentation control unit 24 also controls the LCD display unit 36, the light display unit 45a, or the sound generating unit 46a, respectively, in accordance with the presentation scenario, to develop various presentations in the decorative symbol variation display game. This allows the reproduction of images on the liquid crystal display device 36 (image effect), the reproduction of sound effects (sound effect), and the lighting and flashing of LEDs for effects such as the decorative lamps 45 (light effect).

[0091] In this way, the special symbol change display game and the decorative symbol change display game have an inseparable relationship, and the display results of the special symbol change display game are reflected in the decorative symbol change display game in a dramatic manner, so these two symbol change display games can be considered equivalent symbol games. In this specification, unless otherwise necessary, the two symbol change display games may be simply referred to as "symbol change display games" or simply "games." Furthermore, for convenience of explanation, the number of times a symbol change display game (especially a special symbol change display game) is played may be referred to as the "number of games played," "number of symbol changes," "number of changes," or "* rotations (where * is a natural number: for example, 1 rotation, 10 rotations, 1000 rotations, etc.)."

[0092] (3-1-2. Regular pattern change display game) Furthermore, in the gaming machine 1, when a gaming ball passes (wins) through the normal symbol starting hole 37, the main control unit 20 performs a "supplementary win lottery" by random number lottery. Based on the result of this lottery, the normal symbol represented by the LED is displayed variably on the normal symbol display device 39a to start the normal symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed as a static display with a combination of lit and unlit LEDs. For example, if the result of the normal symbol variable display game is a "supplementary win," the display unit of the normal symbol display device 39a is displayed as a static display with a specific lighting state (for example, all two LEDs 39 are lit).

[0093] When this "auxiliary win" occurs, the normal electric device solenoid 41c (see Figure 3) is activated, causing the movable wing 47 to open in an inverted "V" shape, opening or expanding the lower starting gate 35, creating a state (starting gate open state) that allows game balls to easily enter. This creates an auxiliary game state (hereinafter referred to as "normal electric open game") that is more advantageous to the player than the normal state. In this normal electric open game, the movable wing 47 of the normal variable winning device 41 is activated (opening operation), and the winning area is controlled to an open or expanding open state until the opening time (starting gate open state time) of the lower starting gate 35 has elapsed for a maximum opening time (e.g., a maximum of 6 seconds) or until the number of winning balls entering the lower starting gate 35 reaches a predetermined number (e.g., a maximum of 10). When either of these conditions is met, the opening operation of the movable wing 47 ends and the lower starting gate 35 is closed. Note that the lower starting gate 35 can be opened one or more times within the maximum opening time.

[0094] (3-1-3. Activation holding ball) In this embodiment, when a winning entry occurs in one of the start slots 34, 35, or the normal symbol start slot 37 during a symbol change display game, a normal symbol change display game, a jackpot game, a small jackpot game, or a normal power-on game, i.e., when a detection signal is input from the upper start slot sensor 34a, the lower start slot sensor 35a, or the normal symbol start slot sensor 37a and the corresponding start condition is met, this data is reserved and stored as data related to the right to start the symbol change display game, up to a predetermined maximum number of reserved data, excluding data related to the symbol change display. This reserved data not used for the symbol change display operation, or the game balls related to this reserved data, are also referred to as "activated reserved balls." To inform the player of the number of activated reserved balls, a dedicated reserved indicator (not shown) located in an appropriate location on the gaming machine 1 or a reserved indicator displayed as an icon image on the LCD display 36 screen is illuminated.

[0095] In this embodiment, up to four activation reserved balls for special symbol 1, special symbol 2, and normal symbol are reserved and stored in the corresponding memory areas of RAM 203, and are reserved as the number of confirmed variations of the special symbol or normal symbol. The maximum number of activation reserved balls (maximum reserved memory number) for special symbol 1, special symbol 2, and normal symbol is not particularly limited. Furthermore, all or part of the maximum reserved memory number for each symbol may be different, and this number can be determined appropriately depending on the gameplay. For ease of explanation, the activation reserved balls for special symbol 1, special symbol 2, and normal symbol are also referred to herein as "special symbol 1 activation reserved ball," "special symbol 2 activation reserved ball," and "normal symbol activation reserved ball," respectively.

[0096] (3-2. Game status) Next, the game states will be explained. The gaming machine 1 according to this embodiment is configured to be able to generate a plurality of types of game states in addition to the jackpot, which is a special game state. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be explained.

[0097] The gaming machine 1 of this embodiment is provided with a "probability variation function (probability variation function)" whose functional part is the main control unit 20 (CPU 201). There are two types of probability variation functions: a probability variation function related to special symbols (hereinafter referred to as "special symbol probability variation function") and a probability variation function related to normal symbols (hereinafter referred to as "normal symbol probability variation function").

[0098] The special symbol probability change function is a function that changes the probability of winning a jackpot lottery from a predetermined low probability (normal probability) to a high probability, thereby generating a "high probability state (high jackpot probability state)" that is more advantageous than the normal state. In a gaming state (high probability state) in which this special symbol probability change function is activated, the probability of winning a jackpot lottery becomes high, making it easier for a jackpot to occur. As already explained, in this embodiment, the jackpot lottery probability during low probability and high probability differs depending on the setting value (see Figure 4).

[0099] The normal symbol probability variable function is a function that changes the auxiliary hit lottery probability from a predetermined low probability (normal probability) to a high probability (for example, changing from 1 / 256 to 255 / 256), thereby generating an "auxiliary hit probability variable state" that is more advantageous than the normal state. In a gaming state (auxiliary hit probability variable state) where this normal symbol probability variable function is operating, the auxiliary hit lottery probability becomes high, making auxiliary hits more likely to occur, and normal power open games occur more frequently, resulting in an improved operation rate state in which the operation rate of movable wing piece 47 per unit time is higher than in the normal state.

[0100] The gaming machine 1 of this embodiment also has a "variable time shortening function (time shortening function)" whose functional part is the main control unit 20. There are two types of this function: a time shortening function related to special symbols (hereinafter referred to as the "special symbol time shortening function") and a time shortening function related to normal symbols (hereinafter referred to as the "normal symbol time shortening function").

[0101] The special symbol time-saving function is a function that generates a "special symbol time-saving state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops being displayed). In the game state where this special symbol time-saving function is active (special symbol time-saving state), the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a no-reach miss variation is shortened from 8 seconds to 2 seconds), resulting in a state where the number of jackpot draws per unit time is increased compared to the normal state.

[0102] The normal symbol time-saving function is a function that generates a "normal symbol time-saving state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbol starts to vary until it stops being displayed). In a game state where the normal symbol time-saving function is operating (normal symbol time-saving state), the average variation time of the normal symbol in one normal symbol variation display game is shortened (for example, from 20 seconds to 0.6 seconds), and a state of increased number of lotteries is entered in which the number of lottery draws per unit time per supplement is improved compared to the normal state.

[0103] The gaming machine 1 of this embodiment also includes an "extended opening function," a function of which is performed by the main control unit 20. This extended opening function generates an "extended opening state" in which the opening period (open time of the movable wing 47) of the normal variable winning device 41 is extended beyond the normal state. In the extended opening state, the opening period (starting gate open state time) of the movable wing 47 is extended, for example, from 0.2 seconds to 1.6 seconds, and the number of times the movable wing 47 opens and closes is extended, for example, from one time (when the extended opening function is inactive) to two times (when the extended opening function is active). This results in an increased operation rate state in which the operation rate of the movable wing 47 per unit time is higher than the normal state. Therefore, when the extended opening function is activated, the frequency of winnings in the lower starting gate 35 increases, and the game state in which the start condition for the special symbol variable display game that derives the jackpot lottery result is met more frequently than in the normal state, providing a game state that is more advantageous to the player than when the extended opening function is not activated (deactivated). In this regard, the extended open state is also called the "electric chute support state (electric support state)."

[0104] By activating one or more of the above functions, it is possible to bring about a change in the internal gaming state (internal gaming state) of the gaming machine. Hereinafter, for the sake of convenience of explanation, a gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated will be referred to as a "probability change state," a gaming state in which the special symbol probability change function is removed from these functions will be referred to as a "time-saving state," a gaming state in which at least the special symbol probability change function is activated but the opening extension function is not activated (in this embodiment, a gaming state in which only the special symbol probability change function is activated) will be referred to as a "latent probability state," and a state in which all functions are not activated (inactive) will be referred to as a "normal state." Therefore, if we look at the probability of winning a jackpot in these game states, when the game state is the "time-saving state" or the "normal state," the probability of winning a jackpot is a "low probability state (normal probability)," and when the game state is the "potential state" or the "probability variable state," the probability of winning a jackpot is a "high probability state." During a jackpot related to the activation of the condition device, a winning game occurs in which the jackpot opening is opened and closed, but all of the above functions are inactive, and the game is basically placed in the same game state as the normal state, and the variable display of special symbols is suspended.

[0105] (High base game state) In this embodiment, the above-mentioned functions relating to the normal symbols, i.e., the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function, are all activated by the same trigger. However, when the normal symbol probability variable function, the normal symbol time-saving function, and the opening extension function are all considered individually, when at least one of these functions is activated, the activation rate of the above-mentioned movable wing piece 47 is increased, resulting in an activation rate improvement state, and the frequency of winning into the lower starting hole 35 increases (winning becomes easier), so that the gaming state becomes a "high base gaming state (starting hole ball entry advantageous state)" in which the frequency of establishment of the start condition of the special symbol variation display game that derives the lottery result of the jackpot or the ball payout rate (base) is higher than in the normal state. It should be noted that the "high base game state" referred to here refers to the game state when a function related to a normal symbol (at least one of the normal symbol probability change function, normal symbol time-saving function, and extension function) is activated, and is different from the game state when a function related to a special symbol, i.e., at least one of the special symbol probability change function and special symbol time-saving function, is activated.

[0106] On the other hand, when the functions related to the special symbols (special symbol probability variable function and special symbol time-saving function) are looked at individually, when the special symbol probability variable function is activated, it becomes a "high probability state" in which the probability of winning a jackpot is higher than in the normal state, and when the special symbol time-saving function is activated, it becomes a "special symbol time-saving state" in which the average execution time of the special symbol variation display game (average variation time of the special symbol) is shorter than in the normal state. In this respect, it is distinguished from the above-mentioned "high base game state" in which the frequency of the establishment of the start conditions of the special symbol variation display game is higher than in the normal state.

[0107] In this embodiment, an electric chute support state with at least an extended opening function is treated as a "high base game state" as an example of the above-mentioned "high base game state." In this electric chute support state, the operation rate (opening time and number of times) of the movable wing 47 of the normal variable winning device 41 improves, increasing the winning rate at the lower starting slot 35 and increasing the winning frequency per unit time. This makes the game state more advantageous for the player compared to a game state without the electric chute support state (a low base game state). Focusing on the presence or absence of this electric chute support state, if the game state is a "normal state" or a "potential state," the state is considered "no electric chute support state." If the game state is a "time-saving state" or a "probability state," the state is considered "electric chute support state." In this specification, "no electric chute support state" is referred to as a "no electric support state" or a "non-electric support state," and "electric chute support state" is referred to as a "electric support state" or a "electric support state."

[0108] (3-2-1. Internal game status (game status determination number YJ): Figure 43) The main control unit 20 manages the operation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and release extension function) that determine the game state, by controlling whether the function is activated (5AH) or deactivated (00H) based on the ON / OFF state of the flags corresponding to the functions. The game state that focuses on the operation status of each function is also referred to as the "internal game state." The current internal game state is managed using an identifier called a "game state determination number YJ." For example, a game state determination number YJ of "00H" specifies a "normal state (normal)," a game state determination number YJ of "01H" specifies a "probability change state (probability change)," a game state determination number YJ of "02H" specifies a "time-saving state (time-saving)," and a game state determination number YJ of "03H" specifies a "latent probability state (latent probability)."

[0109] (3-2-2. Variation pattern selection mode (variation pattern allocation designation number Tcode): Figure 43) In this embodiment, in order to realize a variety of effects related to the internal game state described above, a configuration is provided in which one internal game state can be further classified and managed. Details will be explained later, but for example, the probability variable state includes multiple types of probability variable states such as "probability variable modes 1 to 3," and the time-saving state includes multiple types of time-saving states such as "time-saving modes 1 to 3," and these are managed as different game states using an identifier called a "variation pattern allocation designation number Tcode." The substance of this "variation pattern allocation designation number Tcode" is an identifier (data identifying a variation pattern selection mode) used when selecting a "variation pattern allocation table (see Figures 32 to 42)" corresponding to the current game state. For example, when dividing the probability variable state (game state determination number YJ=01H) into "probability variable modes 1 to 3," if the fluctuation pattern allocation designation number Tcode corresponding to the probability variable state (YJ=01H) is set to "01H (probability variable mode 1)," "02H (probability variable mode 2)," and "03H (probability variable mode 3)," it becomes possible to select different fluctuation pattern allocation tables for each of probability variable modes 1 to 3.

[0110] The "variation pattern allocation table" is used when determining the variation pattern of the special symbol related to the symbol variation display game, and one or more types of variation patterns (variation patterns of the special symbol) are determined in association with at least the current game state (variation pattern allocation designation number Tcode) and the jackpot lottery result (see S413 in Figure 12, Figures 32 to 42, etc., described later). For example, if the variation pattern allocation designation number Tcode is "01H", a variation pattern allocation table for probability variable mode 1 is specified, if it is "02H", a variation pattern allocation table for probability variable mode 2 is specified, and if it is "03H", a variation pattern allocation table for probability variable mode 3 is specified. In other words, even if the internal game state is the same "probability variable state", a variation pattern related to a different variation pattern allocation table will be selected depending on the variation pattern allocation designation number Tcode "01H" to "03H".

[0111] Therefore, when focusing on the operating status of each function (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) related to determining the probability of winning the jackpot and the presence or absence of electric support, i.e., the "internal game state (game state determination number YJ)", for example, even if it is the same "probability change state", it is possible to select a variation pattern corresponding to different game states (variation pattern allocation designation number Tcode)) such as "probability change mode 1 to 3" for the variation pattern of the special symbol.

[0112] In addition, due to this, multiple types of "performance modes" related to the variation pattern allocation designation number Tcode are provided, and the performance control unit 24 can make (execute) the performance under each performance mode. The details of the performance modes will be described later.

[0113] In this way, by managing the "internal game state" that focuses on the functions related to determining the jackpot probability and the presence or absence of electric support, and the "game state (variation pattern selection mode)" that focuses on determining the variation pattern of the special symbols (determining the presentation) as different, it is possible to select a variation pattern of the special symbols corresponding to a different variation pattern selection mode (for example, probability variation mode 1 to 3) even in the same internal game state (for example, probability variation state). As a result, even under the same internal game state, it is possible to bring about dynamic changes to the consumption time of the symbol variation display game (variation time of the special symbols) and the presentation related to it.

[0114] In the present embodiment, as shown in Fig. 43, the types of the "internal game state" include a normal state, a probability variable state, a time-saving state, etc. (see the "YJ" column in Fig. 43). On the other hand, the game state related to the determination of the variation pattern of the special symbol, that is, the types of game states (game modes) related to the variation pattern allocation designation number Tcode (variation pattern selection mode), include "normal mode", "probability variable mode 1", "probability variable mode 2", "probability variable mode 3", "time-saving mode 1", "time-saving mode 2", "time-saving mode 3", etc., which are more than the types of internal game states (see the "Tcode" column in Fig. 43).

[0115] In this specification, unless otherwise necessary, at least the gaming state associated with the variation pattern allocation designation number Tcode will be referred to as the "gaming mode" (see the "game mode type" column in Figure 43). As shown in Figure 43, this gaming mode can also be treated as the gaming state associated with the "variation pattern allocation designation number Tcode and gaming state determination number YJ (internal gaming state)", in other words, as the "gaming state viewed as the gaming machine as a whole." For ease of explanation, the internal gaming state and the gaming mode may not be distinguished and may simply be referred to as the "gaming state." Furthermore, the variation pattern allocation designation number Tcode may be referred to as the "variation pattern selection mode" or simply as the "Tcode."

[0116] In this specification, unless otherwise specified, a "game state involving a low probability state" corresponds to a "normal state" or a "time-saving state" when focusing on the internal game state, and corresponds to a "normal mode" or a "time-saving mode" when focusing on the game mode. Furthermore, a "game state involving a high probability state" corresponds to a "probability variable state" or a "latent probability state" when focusing on the internal game state, and corresponds to a "probability variable mode" or a "latent probability mode" when focusing on the game mode. Furthermore, a "game state involving an electric support state (electric support state)" corresponds to a "time-saving state" or a "probability variable state," and corresponds to a "time-saving mode" or a "probability variable mode" when focusing on the game mode. Furthermore, a "game state involving a state without electric support" corresponds to a normal state or a potential probability state, and corresponds to a "normal mode" or a "latent probability mode" when focusing on the game mode. Furthermore, the above-mentioned "time-shortening state" includes "a time-shortening state due to a jackpot," "a time-shortening state due to support time-shortening," and "a time-shortening state due to the ceiling function (ceiling bonus) described below" (see the third embodiment described below), and unless otherwise specified, these time-shortening states can be used as appropriate when referring to a time-shortening state. For ease of explanation, hereinafter, a "time-shortening state due to a jackpot (a time-shortening state granted due to a jackpot)" will be referred to as a "jackpot time-shortening state," a "time-shortening state due to support time-shortening (a time-shortening state granted due to winning a support time-shortening)" will be referred to as a "support time-shortening state," and a time-shortening state granted by activation of the ceiling function (ceiling bonus) will be referred to as a "ceiling time-shortening state."

[0117] <4. About winning> Next, the "win" according to this embodiment will be explained with reference to Fig. 4. Fig. 4 is an explanatory diagram for explaining the winning type (jackpot type, support time reduction type, loss type), winning game operation mode, and the game state to which the player is transferred after the winning game (game mode to which the player is transferred).

[0118] (4-1. About winning types) In the gaming machine 1 of this embodiment, the winning types (winning types) subject to the jackpot lottery include multiple types of winnings, such as a "10R probability variable jackpot," a "4R probability variable jackpot," and a "4R time-saving jackpot (4R non-probability variable jackpot)," as shown in the figure. These winnings belong to the "jackpot type" that triggers the activation of a condition device, and are different from so-called "minor jackpots" (minor winnings) that do not trigger the activation of a condition device. Here, a "condition device" refers to a device whose operation is a necessary condition for the activation of a special device continuous operation device (a device that continuously activates special electric devices) for playing rounds of play, and which is activated when a specific combination of special symbols is displayed or when a gaming ball passes through a specific area within the large prize opening (excluding winnings in the large prize opening while the special device continuous operation device is in operation). In addition, the operation of the continuous operation device of the reels is a condition for generating an electric support state (activation of the extension function of the opening) and a probability fluctuation (transition from one internal game state to another internal game state).

[0119] Therefore, if a "small win" is won, the conditional device and the continuous operation device of the bonus items do not operate, and the internal game state does not transition (there is no transition control of the internal game state due to a small win). However, transition control of the variable pattern selection mode (Tcode) can be performed. Furthermore, since the continuous operation device of the bonus items does not operate during a win game (small win game), a round game like a big win is not executed. However, depending on how the opening and closing pattern of the big prize opening is determined, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed. By utilizing this transition mode, for example, if the game state after a small win game and the game state after another big win game are transitioned to the same variable pattern selection mode (Tcode), both can remain in the same presentation mode. In addition, it is possible to transition from the first variation pattern selection mode to the second variation pattern selection mode, or to transition from the second variation pattern selection mode back to the first variation pattern selection mode, due to a small win.

[0120] The operation mode of the small win game is basically the same as the big win game, except that no round play is performed. Specifically, after a predetermined start INT has elapsed, an "opening / closing action game (pseudo-round play)" is performed to open the large prize entrance, and when the opening / closing action game ends, a predetermined end INT is passed and a series of small win games ends. Such small wins are different in nature from simple "misses" in that they are a type of winning that triggers (triggers) a win game (special game state) that involves the opening and closing action of the large prize entrance, just like a big win. Note that while this embodiment does not provide a "small win," one or more types of small wins can be provided as lottery targets on the special chart 1 side and / or special chart 2 side, taking into account gameplay characteristics, etc.

[0121] (4-2. About winning games) Next, the content of the winning games based on each of the above winnings will be explained.

[0122] A "10R probability jackpot" is a jackpot with a maximum number of rounds of 10, and the maximum opening time of the large prize entry slot during one round of play is set to a "long opening time (e.g., 29.8 seconds)" that allows for a sufficient chance of the number of prizes entering the large prize entry slot reaching the maximum number of prizes (10). In addition, a "4R probability jackpot" and a "4R time-saving jackpot" are jackpots with a maximum number of rounds of 4, and the maximum opening time of the large prize entry slot during one round of play is set to a "long opening time" similar to that of a 10R probability jackpot. The profit status (profit degree) during a jackpot game increases with a relatively large maximum number of rounds, and the longer the maximum opening time of the large prize entry slot. In this embodiment, the maximum opening time for each jackpot is the same, so the greater the maximum number of rounds, the higher the profit status during the jackpot game.

[0123] It should be noted that the opening pattern of the large prize opening for round games can be freely determined. For example, the opening pattern of the large prize opening for at least some round games (round games at a specific number of rounds) may be set to a "short opening time (for example, 1.8 seconds)" that is shorter than the long opening time, or an even shorter "ultra-short opening time (for example, 0.2 seconds)." Furthermore, the large prize opening may be kept open during the maximum opening time, or may be set to an opening pattern involving one or more closings (for example, "1.3 second opening + 0.5 second closing + 27 second opening").

[0124] (4-3. Regarding the game state after winning) Next, using Figure 4, we will explain the game state to which the game is transitioned after the end of each of the above-mentioned jackpot games. The "Game state at the time of winning / Destination game state" column in Figure 4 shows the relationship between the game state at the time of winning and the game state to which the game is transitioned after the winning game (destination game state) according to the type of win. Note that the "Game state at the time of winning" in Figure 4 indicates the type of internal game state at the time of winning (the corresponding game mode type is shown in parentheses), and the "Destination game state" indicates the type of internal game state to which the game is transitioned (the corresponding game mode type is shown in parentheses). Details of the game mode to which the game is transitioned will be described later.

[0125] (If you win a 10R or 4R jackpot) In the case of a "10R probability variable jackpot" or a "4R probability variable jackpot", regardless of the game state at the time of the win, the game will transition to a "probability variable state" after the jackpot game. These jackpots are called "probability variable jackpots" because they are the jackpots that trigger the transition to the probability variable state.

[0126] When the game transitions to the "probability variable state," it can continue until the special symbol variable display game (number of symbol changes) is played a predetermined number of times, or until a jackpot is won within the predetermined number of times. If the special symbol variable display game ends without winning a jackpot within the predetermined number of times, the probability variable state ends and the game transitions to the normal state from the next game. Whether or not the predetermined number of times has been reached is determined by counting the number of times that special symbol variable display games 1 and 2 are played (the number of symbol changes for special symbol 1 and special symbol 2) (the same applies to the time-saving state described below). In other words, the probability variable state ends when the total number of times that special symbol variable display games 1 and 2 are played (the total number of symbol changes for special symbol 1 and special symbol 2) is reached a predetermined number of times without winning a jackpot.

[0127] In this embodiment, after transitioning to a gaming state (probability variable state or potential probability state) where the probability of winning a jackpot lottery is at least high, if the special symbol variation display game ends a predetermined number of times without winning a jackpot (excluding "small jackpots" which do not trigger a transition to the internal gaming state), the high probability state is terminated and the jackpot lottery probability is transitioned to a low probability state, making it a "limited probability variable type" "number of times limit probability variable machine (ST machine)". Hereinafter, as necessary, the upper limit number of times of the special symbol variation display game (number of times the special symbol changes) in which this high probability state continues will be referred to as the "ST number of times".

[0128] Therefore, when transitioning to the variable probability state, there are cases where, as in this embodiment, when the ST count ends, the variable probability state ends and transitions to the normal state (YJ = 00H) (variable probability → normal), and, unlike this embodiment, cases where only the high probability state ends when the ST count ends. Specifically, there is a case where only the "special symbol variable probability function" among the "special symbol variable probability function, special symbol time shortening function, normal symbol variable probability function, normal symbol time shortening function, and opening extension function" ends and transitions to the "time shortening state (YJ = 02H)" (variable probability → time shortening). In the case of this embodiment, the ST count is set to 65535 times (see Remarks (3) in FIG. 4). Due to the relationship of the jackpot lottery probability, it is treated as "infinite variable probability" where the variable probability state is guaranteed until the next jackpot is won. However, in reality, when the ST count of 65535 times ends without winning the jackpot, it will transition to the normal state.

[0129] Note that whether the ST count is set to infinite (including the ST count that can continue until the next jackpot win substantially) or finite can be appropriately determined according to the game characteristics. When the ST count is set to a finite value, considering the point that it is "not the ST count that can continue until the next jackpot win", for example, when the denominator of the jackpot win probability at high probability (the value of the probability denominator) is "F1" and the ST count is "F2 (natural number)", it is preferable that the ST count satisfies "0 < F2 < F1 (any ST count less than the probability denominator)" or "F1 ≤ F2 ≤ 5 × F1 (any ST count within 1 to 5 times of the probability denominator: continuous winning rate of about 63% to 99%)".

[0130] (When winning the 4R time shortening jackpot) In the case of the "4R time shortening jackpot", regardless of the game state at the time of winning, after the jackpot game, it transitions to the "time shortening state". These jackpots are called "time shortening jackpots" in that they trigger the transition to the time shortening state.

[0131] When transitioning to the above-mentioned "time-saving state", the number of executions of the special symbol variation display game continues until a predetermined number of规定次数 is completed. When the special symbol variation display game ends without winning a big win (excluding small wins that do not trigger a transition to the internal game state) within that规定次数, the time-saving state ends and the game transitions to the normal state from the next game. In the case of this embodiment, the规定次数 (time-saving次数) related to the time-saving state includes the time-saving state related to "assistance time-saving" described later, such as "100 times (assistance time-saving A, time-saving big win: finite time-saving)", "200 times (assistance time-saving B: finite time-saving)", "65535 times (assistance time-saving C: infinite time-saving that can continue until the next big win is won)" (see Remarks (2) in FIG. 4). Here, as the time-saving big win, one type of "4R time-saving big win" is provided, but the present invention is not limited to this, and multiple types of time-saving big wins with different time-saving次数 may be provided. In this case, at least one time-saving big win may be the same as the time-saving次数 by the assistance time-saving, and the other time-saving big wins may have different time-saving次数 from the time-saving次数 by the assistance time-saving. Also, all time-saving big wins may be different from the time-saving次数 by the assistance time-saving.

[0132] Note that whether the time-saving次数 related to the time-saving big win is infinite (including the time-saving次数 that can continue until the next big win is won substantially) or finite can be appropriately determined according to the game properties. When the time-saving次数 is a finite value, considering the point that it is "not the time-saving次数 that can continue until the next big win is won substantially", for example, when the denominator of the big win winning probability at low probability is F3 and the time-saving次数 is F4 (natural number), it is preferable that the time-saving次数 satisfies "0 < F3 < F4 (any time-saving次数 less than the probability denominator)" or "F3 ≦ F4 ≦ 5 × F3 (any time-saving次数 within 1 to 5 times of the probability denominator: continuous win rate of about 63% to 99%)".

[0133] (Regarding losses) As shown in the figure, the special drawing 1 side has multiple types of misses, A, B, and C, each with a different pattern lottery rate. In this embodiment, the relationship is "miss A > miss B > miss C", for example, miss A is 95%, miss B is 4%, and miss C is 1%. Note that the special drawing 2 side shows an example in which one type of miss A is provided, but the present invention is not limited to this, and multiple types of misses may be provided.

[0134] (Regarding support for reduced working hours) In this embodiment, as one aspect of the addiction relief function (a support benefit), or for the purpose of increasing the freedom of gameplay and improving the fun of the game, a "support time reduction" is provided that grants a "time reduction state" without being triggered by a jackpot win (a time reduction jackpot win). A major feature of this "support time reduction" is that the time reduction state is granted without going through a jackpot win (activation of a condition device, activation of a role continuous operation device) (without going through a jackpot game).

[0135] (A. Special Telephone Activated Support Shortening of Working Hours) When a player wins the "support time reduction" bonus, the conditional device is not activated (since the conditional device is not activated, the continuous device activation device is also not activated), but a special electric device may be activated to perform an opening and closing action game (opening and closing the large prize opening in a predetermined opening pattern), just as in the case of a "small win" bonus, and then a time-saving state may be granted. In this specification, the support time reduction that activates the special electric device is referred to as a "special electric-activated support time reduction," and the resulting series of opening and closing actions is referred to as a "support time-saving opening and closing game." Like a small win game, this support time-saving opening and closing game can be configured to include a predetermined start INT, an opening and closing action game in which the large prize opening is opened and closed in a predetermined opening and closing pattern, and a predetermined end INT. Therefore, when a player wins the "special electric-activated support time reduction" bonus, the time-saving state is granted after the support time-saving opening and closing game.

[0136] In short, the above-mentioned "special electric activation type support time reduction" includes support time reduction that imparts a time-shortening state via a small win (small win win type support time reduction), and support time reduction that imparts a time-shortening state via a win of a type other than the small win type (time-shortening symbol win type support time reduction). The former, "small win win type support time reduction," is suitable when you want to provide a special electric activation type support time reduction that imparts a time-shortening state via a conventional small win game. On the other hand, the latter, "time-shortening symbol win type support time reduction," is suitable when you want to manage the small win type and the support time reduction type separately, for example, when you want to separately control the small win game related to the small win and the support time reduction opening game related to the special electric activation type support time reduction, or when you do not provide a small win at all. In addition, the type of time-saving symbol winning type support time reduction includes support time reduction that provides a time-saving state without activating a special electric device (without performing a support time reduction opening / closing game), such as the "special electric non-operation type support time reduction" described below.Whether to provide a small win type support time reduction or a time-saving symbol winning type support time reduction, and whether to provide one or more of each type of support time reduction, can be determined appropriately depending on the gameplay.

[0137] (When small hits and special electric activation support time reduction are provided) When a "small win (here, meaning a "simple small win (hereinafter referred to as a "normal small win")" that does not grant a time-saving state)" and a "special electric activation support time-saving" are provided, if the mode of the small win game and the support time-saving opening / closing game (the opening / closing pattern of the large prize opening and the effects during the game (opening effects (effects during the start INT), ending effects (effects during the end INT), right-hit instruction effects (launch guidance notification effects), etc.)) are the same or similar, it is possible to keep which one has been won a secret (a state in which the support time-saving win is kept secret). This gives the player a sense of anticipation as to whether they have won a normal small win or a support time-saving win. In particular, it is preferable to use at least a portion of the effects during the pattern change (effects during change) in the case of a small win and a case of a special electric activation support time-saving win as common effects, and to configure it so that whether the small win or the support time-saving win has been won can be kept secret for a predetermined period of time. For example, during at least a portion of the fluctuation period and the winning game period (small win game and support time-saving open / close game), the winning outcome is kept secret in terms of presentation. More preferably, a common winning variation pattern can be selected for winning a small win and winning a support time-saving game, and the presentation during the variation is a common presentation mode. Then, during the winning game period executed after the winning variation ends, a presentation mode is set that can notify whether a small win or support time-saving has been won. Note that the "common presentation" here can also include a combination of stopping decorative symbols. For example, if the decorative symbol associated with a small win is "123," it is preferable that the decorative symbol associated with a support time-saving win is also "123," and the winning outcome is kept secret from the stopping pattern of the decorative symbols. Of course, it is also possible to configure the system so that it is possible to notify (recognize to the player) which one has been won by appearance or presentation, such as by changing the presentation during the fluctuation, by changing the opening pattern of the large prize opening, or by changing the start INT and / or end INT (opening presentation and / or ending presentation).

[0138] In addition, when there are multiple types of small win winning types including small win winning type support time reduction, the following (small 1) to (small 3) configurations can be used. (Small 1) Of multiple small wins, at least one can function as a "normal small win," and the remaining small wins can function as "small win support time reduction." For example, if multiple small wins A, B, and C are provided, small wins A and B can function as "small win support time reduction," and small win C can function as a "normal small win." In this case, for "small win A" and "small win B," which function as small win support time reduction, the same number of time reductions can be granted, or different numbers of time reductions can be granted (for example, 1,000 time reductions for small win A and 100 time reductions for small win B). Regarding the probability of winning a small win, taking into consideration the degree of advantage (profit state) to the player, if the same or approximately the same number of time-saving times are awarded for small wins A and B (hereinafter, simply referring to "same" can include the meaning of approximately the same), it is preferable to set the winning probability to satisfy the relationship of "small win C < small win B ≦ small win A", and if the number of time-saving times awarded is greater for small win A than for small win B, it is preferable to set the winning probability to satisfy the relationship of "small win C < small win B < small win A". Also, in the case of winning a normal small win (small win C) and winning a small win type support time-saving (in this example, small win A and / or small win B), the above-mentioned support time-saving winning concealment state can be implemented. (Small 2) All of the support time reductions A, B, and C shown in Figure 4 can be small win type support time reductions (in each figure, support time reductions A to C can be read as small wins A to C and applied as appropriate). For example, if you win small win A, you can receive 100 time reductions (small win A = same time reduction performance as support time reduction A), if you win small win B, you can receive 200 time reductions (small win B = same time reduction performance as support time reduction B), and if you win small win C, you can receive 65,535 time reductions (small win C = same time reduction performance as support time reduction C). (Small 3) In cases where multiple small win-type support time reductions are provided, if a specific small win-type support time reduction is won during the time reduction state, a new number of time reductions can be set (updated) (the same applies to the cases of (Small 1) and (Small 2) above). For example, in the case of a small win-type support time reduction in which small win A grants 1,000 time reductions and small win B grants 100 time reductions, if small win B is won during the time reduction state, the number of time reductions can be set to 100, but if small win A, which grants more time reductions than small win B, is won, the number of time reductions can be configured not to be set. More specifically, for example, if small win B (100 time reductions) is won on the 30th remaining time reduction, a new number of time reductions of 100 is set in the winning game, and the remaining number of time reductions is updated to 100. However, if a small win A (1000 times of time reduction) is won, a new number of times of time reduction will not be set, the current small win A will be treated as invalid (it can be treated as a miss), and the number of games for this time will be subtracted from the remaining number of times of time reduction (remaining number of times of time reduction - 1).

[0139] (B. Special electric non-operating type support time reduction) In addition, as a form of support time reduction different from the above-mentioned "special electric activation type support time reduction," it is also possible to transition to the time reduction state (1) after the winning game ends (after the special symbol variation time ends or after the special symbol fixed display time has elapsed), or (2) at the start of the next game, without activating the special electric device. In this specification, this type of support time reduction is referred to as "special electric non-activation type support time reduction."

[0140] It is free to choose whether to adopt one or more of the above-mentioned special telephone activation type support time reduction or special telephone non-activation type support time reduction, or to adopt one or more of both types of support time reduction. In this embodiment, the explanation will be centered on an example in which the "special telephone non-activation type support time reduction" is adopted.

[0141] The "support time reduction" according to this embodiment is subject to a jackpot lottery, and like a jackpot, it is chosen with a predetermined probability (for example, about 1 / 500) (a win / lose lottery configuration). More specifically, the lottery determines whether the result is a "jackpot," a "support time reduction," or a "miss" (including a "small win" if a small win is provided), and if the "support time reduction" is chosen, the type of support time reduction (for example, one of support time reductions A to C) is then determined by a symbol lottery (see the remarks column (4) in Figure 4). Note that the lottery probability for the support time reduction is the same for all setting values, but different lottery probabilities may be used for each setting value, or the same lottery probability may be used for some of the setting values.

[0142] (Support time reduction performance) In this embodiment, as shown in FIG. 4, multiple types of support time-saving options A, B, and C are provided on the special chart 1 side, and multiple types of support time-saving options B and C are provided on the special chart 2 side. If a player wins a support time-saving option through a lottery, one of the support time-saving options is selected through a symbol lottery based on a predetermined symbol lottery probability (see the symbol lottery probability column in FIG. 4). Furthermore, support time-saving options A to C each have different time-saving performance. Specifically, this is as follows. Note that time-saving performance refers to the number of time-saving options and / or the operating mode of normal power-open gameplay during the time-saving mode. Essentially, it refers to the profitability (degree of advantage) based on the number of time-saving options and the operating mode of normal power-open gameplay during the time-saving mode. For example, if the operating mode of normal power-open gameplay during the time-saving mode due to support time-saving option A (100 time-saving options) is the same as that during the time-saving mode due to support time-saving option B (200 time-saving options), the relationship in time-saving performance is "support time-saving option A < support time-saving option B."

[0143] (A) If you win "Support Time Reduction A", you will be granted 100 time-reduction times, the same number of time-reduction times as that granted by a jackpot (4R time-reduction jackpot) (small bonus). (B) If you win "Support Time Reduction B", you will be granted 200 times of time reduction, which is more than the time reduction granted by a jackpot (medium bonus). (C) If you win "Support Time Reduction C", you will be granted 65,535 times of time reduction (effectively continuing until the next jackpot), which is more than the time reduction granted by the jackpot (great bonus). If the number of time reductions is set to 65,535, due to the probability of winning the jackpot, it is considered to be "infinite time reduction", which essentially guarantees the time reduction state until the next jackpot is won. Strictly speaking, infinite time reduction means that the number of times the time reduction is performed is "unlimited (infinite)," but in this specification, the number of times the time reduction is performed that essentially guarantees the time reduction state until the next jackpot (for example, 10,000 times or 65,535 times) is treated as belonging to "infinite time reduction." Note that even if a pachinko parlor grants a number of time reductions that cannot be consumed within its business hours (for example, about 5,000 times), it can also be treated as belonging to "infinite time reduction."

[0144] (Regarding the probability of winning the time-saving support option on machines with multiple setting stages) In the case of a gaming machine with a setting function (Mankoku 1), the probability of winning a jackpot varies depending on multiple setting values ​​(in this embodiment, settings 1 to 6) (see Figure 4), but the probability of winning the support time-saving feature can be a common winning probability regardless of the setting value. In this embodiment, the winning probability is 1 / 200 for setting 1, 1 / 196 for setting 2, 1 / 192 for setting 3, 1 / 188 for setting 4, 1 / 184 for setting 5, and 1 / 180 for setting 6, but the winning probability of the support time-saving feature can be, for example, 1 / 300, common to all settings. If the winning probability of the support time-saving feature is set to a common probability for all settings, the following configurations (Mankoku 2) to (Mankoku 7) can be used.

[0145] (Mankoku 2) The winning probability of the support time-saving can be determined based on the minimum setting of 1. For example, if the winning probability of the jackpot at the minimum setting of 1 is 1 / M and the winning probability of the support time-saving is 1 / N, it can be determined to satisfy the following relational expression (red 1). "1 / M<1 / N" (red 1) In the case of the formula "red 1", the probability of winning the support time reduction can be made higher than the probability of winning the jackpot at least in the minimum setting 1. Note that "1 / M = 1 / N" may also be used.

[0146] (Mankoku 3) Also, if the probability of winning a jackpot at the lowest setting of 1 is 1 / M, the probability of winning a jackpot at the highest setting of 6 is 1 / L, and the probability of winning the support time reduction is 1 / N, then the following relationship (red 2) can be determined to be satisfied. "1 / M<1 / N<1 / L"...(Red 2) In the case of the formula "Red 2," for example, it is possible to set the probability of winning the support time-saving function higher than the probability of winning a jackpot at the lowest setting of 1, and to set the probability of winning the support time-saving function lower than the probability of winning a jackpot at the higher settings of 4 to 6. In this case, the relationship between the probability of winning the support time-saving function and the probability of winning a jackpot can be made higher or lower depending on the setting value. This increases the variety of gameplay in gaming machines with setting functions, making the game more interesting.

[0147] (Mankoku 4) In addition, the winning probability of the support time-saving feature (a common probability for all settings) can be determined based on the highest setting of 6. For example, if the winning probability of a jackpot for the highest setting of 6 is 1 / L and the winning probability of the support time-saving feature is 1 / N, the following relationship (red 3) can be satisfied. "1 / L<1 / N" (red 3) In the case of the formula "Red 3", the probability of winning the support time-saving option can be made higher than the probability of winning the jackpot at least with the highest setting of 6. In this case, even if the setting value is different, it is possible to create a gameplay in which it is easier to win the support time-saving option.

[0148] (Mankoku 5) In addition, the probability of winning the support time-saving function (which is a common probability for all settings) can be determined based on settings other than the lowest setting of 1 and the highest setting of 6. For example, if the probability of winning a jackpot at the intermediate setting of setting 3 (which can also be setting 2 or setting 4) is 1 / G and the probability of winning the support time-saving function is 1 / N, then the following relationship (Red 4) or (Red 5) can be satisfied. "1 / N<1 / G" (Red 4) "1 / G<1 / N" (Red 5)

[0149] (Mankoku 6) Also, if the probability of winning a jackpot at the lowest setting of 1 is 1 / M, the probability of winning a jackpot at setting value 3 in the intermediate setting range is 1 / G, and the probability of winning the support time reduction is 1 / N, then the following relationship (red 6) can be determined to be satisfied. "1 / M<1 / N<1 / G" (Red 6)

[0150] (Mankoku 7) The standard setting value (standard setting value) can be set as appropriate. The winning probability of the support time reduction can be set higher or lower than the jackpot lottery probability of the standard setting value. The winning probability of the support time reduction and the jackpot lottery probability of the standard setting value may be the same or approximately the same. In any case, the winning probability of the support time reduction can be set based on the jackpot lottery probability of the standard setting value.

[0151] It is up to the player to decide whether to adopt one or more types of support time-saving features. There are also no particular restrictions on the type of support time-saving features that can be provided on either side of the special drawing. For example, at least one of the support time-saving features A to C can be provided on the special drawing 1 side and / or the special drawing 2 side, or at least one of the support time-saving features A to C can be provided on only one side of the special drawing, with no support time-saving features at all on the other side of the special drawing.

[0152] In this embodiment, as shown in the figure, the special chart 2 side (lower starting port 35 side) is easier to win a support time-saving bonus with relatively high time-saving performance than the special chart 1 side (upper starting port 34 side), and it is also easier to win a jackpot with relatively high jackpot performance (10R probability jackpot). Therefore, it is more advantageous for the player to receive the lottery on the special chart 2 side.

[0153] In the illustration, regardless of the game state at the time of winning, if support time reduction A, B, or C is won, the player will be transferred to a time reduction state of 100 times (finite time reduction), 200 times (finite time reduction), or 65,535 times (infinite time reduction), respectively. However, taking advantage of the special characteristics of "support time reduction," it is also possible to configure it as shown below in (Configuration A) to (Configuration G).

[0154] (Configuration A: Fall prevention function) In order to prevent a "falling transition" situation, such as transitioning to a time-saving state with a low degree of profit, the following configurations (α1) to (α4) can be adopted. (α1) After infinite time reduction is granted, if a player wins a support time reduction that grants a finite time reduction (for example, 100 times or 200 times), the infinite time reduction will remain. For example, if a player wins support time reduction A (100 times of time reduction) or support time reduction B (200 times) during infinite time reduction, the number of time reductions will not be updated. (α2) At least during a gaming state with electric support (time-saving state or probability variable state), the support time-saving feature is excluded from the lottery. Specifically, if a support time-saving feature is won during a gaming state with electric support (time-saving state or probability variable state), the win can be invalidated and the time-saving state (support time-saving state) due to the support time-saving feature is not granted, or a jackpot lottery can be held in which the support time-saving feature is excluded from the lottery, thereby invalidating the support time-saving feature and not granting the time-saving state due to the support time-saving feature. In the former case, if a support time-saving feature is won, the same processing as when a losing feature is won can be performed (if multiple losing features are provided, the same processing as when any losing feature is won can be performed). In the latter case, the support time-saving feature is excluded from the jackpot lottery, resulting in a lottery format in which the support time-saving feature is not won at all. Note that at least during a gaming state with a high probability state (probability variable state or potential probability state), the support time-saving feature may be excluded from the lottery (a lottery for the support time-saving feature itself need not be held). (α3) It may be configured so that the time-saving support state is not granted only during the probability variable state. The probability variable state (high probability state + electric support state) is a more advantageous gaming state than the time-saving state (low probability state + electric support state), so if the time-saving support state is granted indiscriminately during the probability variable state, the gaming state will deteriorate. Furthermore, if the number of STs is finite rather than infinite (for example, a finite probability variable such as 100 STs or 50 STs), depending on the number of STs, the next jackpot during the ST may not be guaranteed. In other words, the probability of consecutive jackpots during the ST may be low (for example, the probability of consecutive jackpots during the ST may be around 30% to 50%). In such a case, the number of times the time reduction is performed by the support time reduction and the degree of benefit compared to the limited probability variation (the degree of advantage to the player (the state of benefit (degree of benefit) given to the player)) may be taken into consideration, and the support time reduction state may be configured to be able to be given even during the probability variation state. For example, taking into consideration the probability of winning a jackpot (taking into consideration the so-called "TS" value), even if the time reduction state is entered, the winning of the support time reduction that can give the number of times of time reduction that can highly expect to win the next jackpot during the time reduction state (for example, the consecutive win rate is about 95% to 99%) does not have to be treated as invalid. For example, in this embodiment, when the probability of winning a jackpot at the time of low probability is 1 / 180 to 1 / 200 (setting 6 to setting 1), and support time reduction A (number of times of time reduction 100 times), support time reduction B (number of times of time reduction 200 times), and infinite time reduction (number of times of time reduction 65,535 times) are given, the consecutive win rate during each time reduction state is The respective rates are approximately 42.7% to 39.4% (100 time-saving cycles), approximately 67.2% to 63.3% (200 time-saving cycles), and approximately 100% (65,535 time-saving cycles). Support time-saving cycle C, which grants infinite time-saving, has a consecutive win probability of approximately 100%, i.e., it grants a benefit that essentially guarantees the next jackpot during the time-saving state. Therefore, support time-saving cycle C does not need to be treated as invalid even during the probability variable state. Also, as mentioned above, a support time-saving cycle that grants a number of time-saving cycles that greatly increase the likelihood of winning the next jackpot during the time-saving state, for example, a time-saving cycle of three times or more the TS (1 / 240) of setting 1 (720 or more time-saving cycles), can grant a consecutive win probability of approximately 95% or more in settings 1 to 6. Support time-saving cycles that grant such finite time-saving cycles do not need to be treated as invalid even during the probability variable state. (α4) In this embodiment, when the electric support state is reached, a situation may occur in which a "right hit" is made to receive a lottery on the special chart 2 side, and a consecutive state of a jackpot can be aimed for. Therefore, in order to prevent a transition to a fall when receiving a lottery on the special chart 2 side, it is preferable that the special chart 2 side (1) does not have a support time reduction, (2) has a support time reduction that grants infinite time reduction, or (3) has a support time reduction that grants more time reductions than a time reduction jackpot (in this embodiment, the number of time reductions is more than 100).

[0155] (Structure B: Additional function) (I-20) If a player wins a support time-saving bonus during a time-saving mode, the bonus will be added to the current remaining number of time-saving bonuses (the current time-saving bonus counter can be configured to add the number of time-saving bonuses due to the support time-saving bonus). For example, if the remaining number of time-saving bonuses is 50 and the player wins support time-saving bonus A, the bonus will be updated to "50 remaining time-saving bonuses + 100 remaining time-saving bonuses = 150 remaining time-saving bonuses." It is also possible to provide support time-saving bonuses that can be added and support time-saving bonuses that do not. For example, if the player wins support time-saving bonus A, the bonus will be added, but if the player wins support time-saving bonus B, the bonus will not be added. The bonus bonus function can broaden the scope of playability and improve the fun of the game. It can also increase the player's interest in the game. (Means for limiting the number of time-saving additions) In addition, to prevent excessive additions, a configuration may be adopted in which the additions do not exceed a predetermined number (time-saving number addition limiting means). For example, the upper limit for the number of time-saving times that can be added can be set to "300 times." If the remaining number of time-saving times is 150 and support time-saving B (200 times of time-saving) is won, the upper limit will be "300 times," rather than "remaining number of time-saving times 150 times + 200 times = 350 times." Even if a limit on additions is imposed, if the player wins support time-saving C, which grants infinite time-saving, the limit may be lifted and infinite time-saving (65,535 times) may be granted, so as not to give the player a sense of loss. In addition, when an additional number of times is added, it is preferable to execute an "additional notification effect" that notifies that the number of times of time reduction has been added (increased), such as "+50!" or "+100!", in addition to the number of times notified (displayed) by the "remaining number of times of time reduction notification effect (for example, countdown display)" described below, which notifies (displays) the number of times of remaining time reduction in a dramatic manner.

[0156] (Structure C: Infinite / Limited Time-saving Promotion Function) If a support time-saving bonus is awarded during the time-saving mode, an infinite time-saving bonus can be awarded (time-saving mode promotion means). Note that if the time-saving mode is an infinite time-saving mode, the number of time-saving bonuses may not be updated even if the support time-saving bonus is awarded, or may be updated. Alternatively, instead of awarding an infinite time-saving bonus, a predetermined number of time-saving bonuses may be awarded. For example, if a support time-saving bonus B is awarded during the time-saving mode, 200 time-saving bonuses would normally be awarded. However, if the bonus is awarded during the time-saving mode, a greater number of time-saving bonuses, such as 300 time-saving bonuses, may be awarded. Alternatively, the maximum number of time-saving bonuses awarded by a jackpot and / or a support time-saving bonus may be awarded. In this embodiment, since the maximum number of time-saving bonuses is 65,535, an infinite time-saving bonus is awarded. Alternatively, an infinite time-saving bonus or a predetermined number of time-saving bonuses may be awarded only if a specific support time-saving bonus is awarded during the time-saving mode. For example, if Support Time-saving A (high probability of winning) is won, only 100 times of time-saving are granted, but if Support Time-saving B (low probability of winning) is won, infinite time-saving may be granted. Note that if the number of time-saving times increases, it is preferable to make the above-mentioned "additional notification effect" appear.

[0157] (Configuration D: Regarding the time-saving jackpot and support time-saving according to the special pattern) If the number of types of support time reduction on the Special Chart 1 side is "X" and the number of types of support time reduction on the Special Chart 2 side is "Y", it can be configured to satisfy the following relational expression (i). "X" = "Y", "X" < "Y", or "X" > "Y" (I) In addition, if the above relational expression (i) is satisfied, it may be "X = 0 (no support time reduction is set on the Special Chart 1 side)" or "Y = 0 (no support time reduction is set on the Special Chart 1 side)". In addition, one or more types of support time-saving features with the same time-saving performance (number of time-savings) may be provided on the Special Chart 1 side and the Special Chart 2 side (for example, support time-saving feature B may be provided on Special Charts 1 and 2), or one or more types of support time-saving features with different time-saving performance may be provided (for example, support time-saving feature C may be provided on Special Chart 1, and support time-saving feature B on Special Chart 2). In addition, support time-saving features may be finite or infinite, and there is no particular limit to the number of types. Furthermore, when a time-saving jackpot is provided on the special chart 1 side and / or special chart 2 side, the time-saving jackpot may have the same time-saving performance as the supporting time-saving jackpot, or the time-saving jackpot may have different time-saving performance. For example, when a "time-saving jackpot" and a "supporting time-saving jackpot" are provided on one special chart side, these may have the same time-saving performance or different time-saving performance. In this embodiment, during the electric support, the right hit is advantageous, that is, it is easier to be selected on the special chart 2 side, so it is preferable that the support time reduction provided on the special chart 2 side has a higher time reduction performance than the special chart 1 side. In addition, when providing a support time reduction and a jackpot that grants a time reduction state that is essentially treated as an infinite time reduction, it is preferable to standardize the number of time reductions (for example, 65,535 times) set as an "infinite time reduction" to reduce the control burden.

[0158] (Construction E, Construction F: Lottery probability for support time reduction) (Configuration E) The probability of winning the time-saving support can be determined according to the setting value. For example, the lower the setting value is, the higher the probability of winning the time-saving support. In this case, the lower the setting, the more you can benefit from the time-saving support, which can help avoid getting stuck. Also, the higher the setting value is, the higher the probability of winning the time-saving support. In this case, the higher the setting, the higher the payout rate can be, without making any difference in the probability of winning the jackpot depending on the setting value. (Configuration F) The winning probability of the support time-saving feature (or the combined winning probability if there are multiple support time-saving features) should be the same as or approximately the same as the winning probability of a jackpot at low probability, preferably lower than that. Because the support time-saving feature is a "support-type benefit," it is preferable not to set the winning probability at an unnecessarily high level. For example, with setting 1, the winning probability of a jackpot is approximately 1 / 200 (see Figure 4). Therefore, it is preferable to set the winning probability of the support time-saving feature at or approximately the same as 1 / 200, or even lower (in this embodiment, it is set to approximately 1 / 500). Note that the winning probability of the support time-saving feature does not become excessively high as long as it is the same as or approximately the same as the jackpot winning probability of the settings available on the gaming machine, or even lower. Therefore, it is not necessary to use the jackpot winning probability of a specific setting, such as the lowest setting of 1 or the highest setting of 6, as the basis.

[0159] (Construction G: Regarding support time reduction opening and closing games using special electric activation support time reduction) When multiple special-electricity-activated support time reductions are provided, the support time reduction opening / closing game mode corresponding to each support time reduction may be the same, or at least one of the support time reductions may be different. For example, in support time reduction opening / closing games using support time reductions A to C, the opening pattern of the large prize opening may be different. Specifically, the opening time of the large prize opening 50 may be 0.4 seconds for support time reduction A, 0.8 seconds for support time reduction B, and 1.8 seconds for support time reduction C. In this case, the number of prize balls acquired through the support time reduction opening / closing game may be different. In this way, when the opening pattern of the large prize opening differs depending on the type of support time reduction, there is the advantage that even if the number of time reductions granted is the same, the support time reductions can each have a different degree of advantage (profit state).

[0160] (Regarding the number of hours reduced through the support system) Here, when granting finite time reduction or infinite time reduction by the support time reduction, the following grant forms (Ω1) to (Ω4) can be used.

[0161] (Limited time saving form Ω1) When there are multiple types (number of types A) of time-saving times due to a jackpot (number of time-saving times granted as a result of a jackpot win), the number of types of time-saving times due to support time-saving is set to a smaller number (number of types B). Specifically, the relationship "number of types B < number of types A" is satisfied. For example, if there are two types (number of types A) of time-saving times due to a jackpot, 100 times (number of time-saving times A) and 50 times (number of time-saving times B), only one type of time-saving times due to support time-saving is granted (for example, 100 times). Note that, as long as the relationship "number of types B < number of types A" is satisfied, the number of time-saving times granted due to support time-saving may be different from the number of time-saving times due to a jackpot. Furthermore, there may be two or more types of time-saving times (time-saving states) due to support time-saving (in this case, the relationship "2 ≦ number of types B < number of types A" is satisfied).

[0162] (Limited time saving form Ω2) If the average number of times time is reduced by a jackpot is N and the average number of times time is reduced by support time reduction is M, the configuration can be such that the relationships of the following (Equation 1) to (Equation 3) are satisfied. The formula is configured to satisfy the relationship of "average number of time-saving times N < average number of time-saving times M" (Formula 1). For example, if the number of time-saving times due to a time-saving jackpot is 100 and 75, the average number of time-saving times N is 75, so the average number of time-saving times M due to support time-saving is set to a higher number of time-saving times (for example, 100 times). In this case, the time-saving state due to support time-saving is more profitable than the time-saving state due to a jackpot, so it can be a welcome support benefit for players who are stuck. Note that the average number of time-saving times M may also be set to an infinite number. It is configured to satisfy the relationship of (Equation 2) "average number of time-saving times N = average number of time-saving times M." In this case, the time-saving state due to a jackpot and the time-saving state due to support time-saving will have the same degree of profit. Note that both the time-saving state due to a jackpot and the time-saving state due to support time-saving may include "infinite time-saving." In this case too, "average number of time-saving times N (infinite number of times) = average number of time-saving times M (infinite number of times)" is satisfied, and (Equation 2) is satisfied. (Equation 3) The relationship "average number of time-saving times N>average number of time-saving times M" is satisfied. In this case, the time-saving state due to the support time-saving function is relatively less profitable than the time-saving state due to the jackpot, so the support time-saving function can be positioned as a "support benefit" that does not provide excessive benefits. Note that the time-saving state due to the jackpot may include "infinite time-saving," but in this case, the time-saving state due to the support time-saving function does not include "infinite time-saving."

[0163] (Limited time saving form Ω3) (4) As with the above (Equation 3), the number of time reductions can be set to satisfy the relationships (4α) and (4β) below, with a focus on avoiding excessive benefits. (4α) Determine the number of time-saving times that satisfies the relationship of "number of time-saving times due to support time-saving ≦ maximum number of time-saving times due to jackpot". In this example, the number of time-saving times due to support time-saving is set to be equal to or less than the number of time-saving times due to the time-saving jackpot (for example, 100 times for the 4R time-saving jackpot). For example, the number of time-saving times due to support time-saving is 100 times, 90 times, 70 times, etc. (4β) Also, when multiple time-saving jackpots with different time-saving counts are provided, the time-saving count may be determined by focusing on the minimum time-saving count MIN and the maximum time-saving count MAX due to the time-saving jackpot, and satisfying the relationship "minimum time-saving count MIN ≦ number of time-saving counts due to support time-saving jackpots ≦ maximum time-saving count MAX due to the jackpot." For example, if multiple time-saving jackpots 1-2 are provided, and the number of time-saving counts due to time-saving jackpot 1 is 100 and the number of time-saving counts due to time-saving jackpot 2 is 50, the number of time-saving counts due to support time-saving jackpot 2 can be 50 or more, or 100 or less, or less than 100. For example, the number of time-saving counts due to support time-saving jackpot 1 can be 60, 99, etc. In addition, the time-saving state due to a jackpot may include "infinite time-saving," and in this case, the time-saving state due to support time-saving does not include "infinite time-saving." Also, the minimum number of time-saving times due to a jackpot may be 100 or more, and as long as it satisfies the above (Equation 3), the number of time-saving times due to support time-saving may be 100 or more.

[0164] (Limited time saving form Ω4) With regard to the jackpot or support time reduction, the number of time reductions awarded can be greater than the denominator of the probability of winning a jackpot at a low probability. It may also be configured to award the same or approximately the same number of time reductions as the denominator of the probability of winning a jackpot at a low probability. If the probability denominator is not a natural number, the number of time reductions may be determined by rounding down the decimal point. For example, if the probability of winning a jackpot is 1 / 300.15, the value rounded down to the decimal point is "300 times." If the probability denominator is less than 100, the number of time reductions may be calculated by multiplying the tens digit by 10, or if it is less than 1,000, the value calculated by multiplying the hundreds digit by 100. In this way, by adopting the same or nearly the same value as the probability denominator, it is possible to generate an appropriate number of consecutive wins during the time-saving state due to the support time-saving function. Specifically, since the consecutive win rate can be set to about 63% to 64%, it is possible to achieve a number of time-saving wins that does not result in excessive benefits and that strikes a balance between the benefits for the player and the hall.

[0165] (Limited time saving form Ω5) Furthermore, when it is important to ensure that the support time reduction does not become an excessive benefit, it is preferable to set the number of time reductions that can be achieved through the support time reduction so that the number of time reductions satisfies the following relationship. (Formula 4) When there are multiple times of time reduction due to support time reduction, if the maximum number of times of time reduction is "S" and the denominator of the jackpot probability (1 / T) at low probability is "T", it is preferable to satisfy the relational expression "S≦T". The value of "S" may be based on the probability of winning a jackpot at any of settings 1 to 6. Preferably, the value is based on the probability of winning a jackpot at the intermediate setting 3, and more preferably, the lowest setting 1 or the highest setting 6. For example, referring to FIG. 4, if the probability of winning a jackpot at the low probability of setting 1 is used as the basis, and "M=200 (low probability: 1 / 200)" is used in the above (Equation 4), it can be said that it is preferable to adopt a maximum number of times of time reduction by the support time reduction of 200 times or less.

[0166] (Regarding normal power open games related to the time-saving state (support time-saving state) due to the support time-saving state, and normal power open games related to the time-saving state due to the jackpot or the probability variable state due to the jackpot) The relationship between the operating mode of normal power open game related to the support time-saving state (hereinafter abbreviated as "support time-saving normal power open game") and the operating mode of normal power open game related to the time-saving state due to a jackpot or the probability variable state due to a jackpot (hereinafter abbreviated as "jackpot normal power open game") can be configured as follows. The operating mode of normal power open game mainly refers to the opening and closing operation pattern of the movable wing piece 47 when a support hit occurs. Therefore, if the operating mode of one normal power open game and the operating mode of another normal power open game are the same (approximately the same) operating mode, the profit state (advantage degree) of the normal power open game will be the same (approximately the same). (I-4) At least the support time-saving normal power open game and the jackpot normal power open game are common. By standardizing the normal power open game, it is possible to reduce the programs related to the normal power open game. Also, during the development stage, it becomes easier to calculate the payout rate during the electric support state. Also, depending on how the presentation is presented, it is possible to make it difficult for players to tell whether they are in the jackpot time-saving state or the support time-saving state. (I-5) At least the support time-saving normal power open game and the jackpot normal power open game are different. According to this configuration, the winning rate can be made different between the support time-saving state and the jackpot time-saving state, improving the playability.

[0167] <5. About the production> (5-1. Production mode) Next, the presentation modes (presentation states) will be described. In this embodiment, multiple presentation modes are provided to perform presentations related to the game state, and transitions between each presentation mode can be controlled in response to transitions (updates) of the game state. Specifically, a transition between presentation modes can be triggered by an update (change) of the internal game state or the variation pattern selection mode (Tcode). A plurality of presentation modes corresponding to each game state are provided, such as a "normal presentation mode" related to the "normal state," a "probability variation presentation mode" related to the probability variation state, a "time-saving presentation mode" related to the time-saving state, and a "win presentation mode" related to a winning game. In each presentation mode, the background display (background presentation) of the decorative pattern variation display screen is changed to a presentation style related to the game state so that the player can understand which presentation mode corresponds to which game state they are currently in.

[0168] For example, in the "normal presentation mode," the first background presentation is reminiscent of the season "spring" (e.g., a background presentation displaying a background image of cherry blossom trees), in the "time-saving presentation mode," the second background presentation is reminiscent of the season "summer" (e.g., a background presentation displaying a background image of the ocean), and in the "probability variation presentation mode," the third background presentation is reminiscent of the season "autumn" (e.g., a background presentation displaying a background image of autumn leaves), each of which can suggest the current gaming state. In addition to changing the background display, the background music, decorative patterns (pictures), and reserved display mode can also be changed to presentation modes related to the gaming state. As will be described in more detail below, the presentation mode can be changed depending on the number of consecutive jackpots and the number of remaining time-saving games (see, for example, Figures 7A and 7B below).

[0169] (5-1-1. Production Stage) Furthermore, at least one presentation mode includes multiple types of "presentation stages," and transitions between these presentation stages are possible. Like presentation modes, these presentation stages are one aspect of presentation modes that provide presentations related to the game state. For example, in the normal state, presentation stages belonging to the normal presentation mode (e.g., presentation stages reminiscent of the season 'spring') include the "Cherry Blossom Stage (presentation stage A)" that displays a background image of cherry blossom trees, the "Rapeseed Flower Stage (presentation stage B)" that displays a background image of rapeseed flowers, and the "Dandelion Stage (presentation stage C)" that displays a background image of dandelions, and the like, and presentations corresponding to each presentation stage are displayed. In other words, even in the same presentation mode, presentations corresponding to each presentation stage can be displayed, allowing for a wide variety of presentations. Furthermore, transitions from one presentation stage to another may be triggered, for example, by the execution of a certain preview presentation (e.g., the stage change presentation described below), or may be based on the number of games played after a jackpot. In addition, when there are multiple production stages belonging to one production mode, the fluctuation pattern selection mode (Tcode) itself related to each of the multiple production stages is the same. In other words, in any of the multiple production stages, the fluctuation pattern allocation table used when selecting a fluctuation pattern is the same. For example, the fluctuation pattern selection mode (Tcode) related to production stages A to C is a production stage related to the normal mode (Tcode = 00H), and in any of production stages A to C, the fluctuation pattern allocation table used when selecting a fluctuation pattern is the same.

[0170] The presentation control unit 24 (CPU 241) is configured to be able to control transitions between presentation modes in response to game state transitions (updates) and has a functional unit (presentation state transition control means) that controls transitions between multiple presentation modes. The presentation control unit 24 grasps the game state (internal game state (YJ) and / or variation pattern selection mode (Tcode)) based on information contained in presentation control commands sent from the main control unit 20 (CPU 201), including information about the game state—specifically, specific presentation control commands that specify the current game state or specify a transition of the game state—and manages the presentation mode in a manner that maintains consistency with the game state on the main control unit 20 side. The presentation control unit 24 is configured to control transitions from one presentation mode to another (transitions between multiple presentation modes) in response to the processing state. Examples of the specific presentation control commands include variation pattern designation commands, game state designation commands, and specific commands sent during a win (such as a jackpot start command or a jackpot end command). If the performance control unit 24 can determine the game state independently, it can control the transition of the performance mode or performance stage without relying on a specific performance control command.

[0171] (5-2. Preview performance) Next, the preview effects will be explained. The effect control unit 24 is configured to be able to execute and control various "preview effects" related to the jackpot lottery results based on at least the variation pattern information included in the variation pattern designation command (specifically, the variation pattern designation command and / or the decorative symbol designation command, and the information included in the winning command described below, etc.) (preview effect execution control means). The main role of the preview effects is to suggest (preview) the expected probability of whether or not a win type (including support time reduction) has been won (the well-known "expected probability of winning"), and to suggest the expected probability of a specific preview effect occurring (expected probability of specific preview occurrence). Specifically, it is configured to be able to execute effects related to at least the above-mentioned presentation modes and the jackpot lottery results (at least the win / lose lottery result).

[0172] Many of the preview effects act as "hype effects" to increase players' expectations of winning. Typical preview effects include "reach effects," "pseudo consecutive effects," "player participation effects," "step-up effects," "stage change effects," and "predictive preview effects." In addition to these effects, there are various preview effects (such as cut-in effects) that occur in combination (simultaneously or overlappingly) or independently.

[0173] (5-2-1. Reach performance) The above-mentioned "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result is derived and displayed via the reach state. The "reach state" is a display mode in which, before the result of the decorative pattern variable display game is derived, some of the decorative patterns derived and displayed during the decorative pattern variable display game constitute part of a display mode indicating the occurrence of a jackpot (winning a jackpot), and variable display of decorative patterns that have not yet been derived and displayed is being performed, and refers to a variable display mode that suggests that the display mode indicating the occurrence of a jackpot is likely to be derived (there is a possibility of winning a jackpot) by utilizing the variable display mode of the decorative patterns for the effect, and can make the player look forward to winning a jackpot. For example, if the decorative pattern combination (jackpot pattern) indicating a jackpot (occurrence of a jackpot) is a pattern combination such as "7 (left pattern)," "7 (middle pattern)," and "7 (right pattern)," then on a predetermined effective winning line, the left and right decorative patterns, which are part of the pattern combination, will display "7" (the so-called "tenpai state"), and the middle pattern (the remaining pattern that does not constitute the tenpai state) will be fluctuating and displaying while fluctuating at high speed, frame by frame, swinging, expanding and contracting, deforming, etc. Therefore, even if a reach state is formed, the result of the decorative pattern fluctuating display game does not necessarily result in a "jackpot," and if the final result is not a stopped display pattern (jackpot pattern) indicating a jackpot, the result of this game will be a "lose."

[0174] The above-mentioned "reach effects" include multiple types of reach effects associated with the probability of winning. For example, they include the traditionally known "N reach (normal reach)" and "SP reach (super reach)," which has a relatively higher probability of winning than when an N reach appears, and many of these "SP reaches" have a relatively longer performance time (variable time) than N reaches in order to increase the expectation of winning a jackpot. SP reaches also include special SP reaches such as "SP reach + SPSP reach," "SPSP reach," and "excitement reach." The content of each reach is explained below.

[0175] (r1) "N Reach" is a variation mode in which, after a normal variation, the game simply passes through the normal reach state, and ends with the announcement of the game result (win or miss (information related to the result of the jackpot lottery)) without the occurrence of an SP reach. N Reach is the reach effect with the lowest probability of winning. There are two types of N Reach, N Reach 1 and N Reach 2, which have different probability of winning, and the relationship of probability of winning is "N Reach 1" <Nリーチ2」となっている。 (r2) "SP Reach (Normal SP Reach)" is a reach change pattern in which, after a normal change, the first reach performance (SP Reach) occurs via a normal reach (N Reach 1 or N Reach 2), and then the game result is announced and the game ends. (r3) "SP Reach + SPSP Reach" is a reach change pattern in which, after a normal change, the first reach effect (SP Reach) occurs via a normal Reach, and after a miss is announced, a second reach effect (SPSP Reach) with a higher chance of winning than the first Reach effect occurs (develops into another SP Reach type), and the game result is announced and the game ends (hereinafter also referred to as "advanced SPSP Reach"). (r4) "SPSP reach" is a reach change pattern in which, after a normal change, the game passes through a normal reach, but the first reach effect (SP reach) is not passed through, i.e., it is omitted, and the second reach effect (SPSP reach) occurs immediately (develops directly into an SPSP reach), and the game ends with the announcement of the game result (hereinafter also referred to as a "direct hit type SPSP reach"). (r5) "Fanning Reach (Special SP Reach)" is, like (r2) above, after normal fluctuations and via a normal reach, a reach variation pattern where a first reach effect (SP Reach) occurs and then the game result is notified and the game ends. In this embodiment, however, it occurs under specific conditions (for example, it occurs in a symbol variation display game on the special figure 2 side during the no-electric support state) (see FIGS. 72, 74 to 75, etc.).

[0176] The winning expectancy in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, in the reaches during normal play, the selection rate is determined in relation to the jackpot lottery result such that the winning expectancy relationship is "N Reach 1 < Reach N2 < SP Reach < Developed SPSP Reach < Direct SPSP Reach". Also, for example, in the reaches during guaranteed probability shown in FIGS. 34 and 35, the winning expectancy relationships are "Direct Reach 1 < Direct Reach 2", "Mid-continuous-win Reach A < Mid-continuous-win Reach B", "Large-continuous-win Reach A < Large-continuous-win Reach B < Large-continuous-win Reach C", and in the reaches during time limit shown in FIGS. 40 and 41, the winning expectancy relationship is "Time limit Reach A < Time limit Reach B < Time limit Reach C", and the selection rate is determined in relation to the jackpot lottery result.

[0177] Note that the actual winning expectancy changes according to whether other announcement effects (for example, pseudo-continuous effects) are involved. For example, even when a developed SPSP reach appears, if it is combined with an announcement effect with a high winning expectancy, it can have a winning expectancy equal to or higher than that of a direct SPSP reach. In this specification, for convenience of explanation, Mid-continuous-win Reach A, Mid-continuous-win Reach B, Large-continuous-win Reach A, Large-continuous-win Reach B, Large-continuous-win Reach C, Time limit Reach A, Time limit Reach B, and Time limit Reach C are treated in the same category as the reaches belonging to "SP Reach", but in some cases, Mid-continuous-win Reach A and Time limit Reach A with a low winning expectancy can be treated in the same category as "N Reach".

[0178] In this embodiment, the above-mentioned reach effect is used in the process of deriving and displaying a combination of decorative symbols indicating a jackpot. Therefore, whether or not a reach effect occurs provides a player with a clue as to the possibility of a jackpot. Therefore, several types of "expectation advance notice effects" are provided as effect modes that predict (suggest) the possibility of a reach effect occurring, in other words, as effect modes that can more clearly predict the probability of winning. These "expectation advance notice effects" serve as hyping effects that predict the probability of winning, but also serve to predict the possibility of a specific effect (e.g., a reach effect) occurring or the certainty of the occurrence of a specific effect. Therefore, for example, in a reach effect scenario, a certain advance notice effect may occur before the reach effect occurs, predicting the possibility of the reach effect occurring and the probability of winning. In other words, the occurrence of one or more expectation advance notice effects may more clearly clarify the probability of winning and increase the probability of winning than when a reach effect occurs alone. Such expected preview effects include "pre-preview effects" that can occur before a reach effect, and "post-preview effects" that can occur during a reach effect.

[0179] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the expected preview effects is a "pseudo consecutive effect (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a presentation mode that involves a pseudo continuous variable display state of decorative symbols (so-called "pseudo variation"). This "pseudo variation" refers to a variable display mode in which, during one decorative symbol variable display game, some or all of the decorative symbols are temporarily put into a temporary stopped state (one or more pseudo consecutive symbols may be used instead of normal decorative symbols), and then a re-variable display operation of the decorative symbols is executed from that temporary stopped state, repeating this display operation once or multiple times. In this respect, it differs from the "predictive preview effect" described below, which can be executed across multiple symbol variable display games.

[0180] The occurrence rate of "pseudo consecutive wins" is basically determined so that the more pseudo fluctuations there are, the higher the probability of winning. For example, two pseudo fluctuations are more likely to result in a preview effect with a higher probability of winning, such as an SP reach, than one pseudo fluctuation. Therefore, in the case of a performance scenario including a reach effect, it is mainly generated in the stage before the reach state is formed (the stage before the reach effect), and after one or more pseudo fluctuations, the reach effect, which is the actual fluctuation, is executed, and the final game result is derived and displayed. In this specification, "pseudo N" refers to the total number of pseudo fluctuations M and the actual fluctuation. For example, "pseudo 2" means "one pseudo fluctuation + actual fluctuation," and "pseudo 3" means "two pseudo fluctuations + actual fluctuation" (for example, pseudo 2 + SP reach, pseudo 3 + SP reach, etc. in Figure 33). Also, if there is no pseudo 2 or 3 attached, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur (for example, N reach 2, SP reach, etc. in Figure 33).

[0181] (5-2-3. Player participation type performance) In this embodiment, one type of expectation preview effect is a "player participation type effect." The "player participation type effect" belongs to the so-called "button preview effect," and is a preview effect mode in which the content of the effect can change based on the content of a predetermined operation (for example, a single press, a long press, or repeated presses) performed on the operation means (effect button 13 and / or directional key 75). In the player participation type effect, when a predetermined button is valid, an "operation instruction effect" is executed to instruct the operation means to perform a predetermined operation, and when the player operates the operation means during that button valid period, the currently displayed effect changes to another effect (operation effect) based on the content of the operation, and it is possible to announce the expected probability of winning, the result of winning or losing, setting suggestion information, or the like, depending on the effect mode (effect content) before and after the operation. The presentation control unit 24 includes an operation valid period setting means for setting an operation valid period (button valid period) during which operation of the operating means is valid based on predetermined setting conditions (for example, a predetermined timing during a player participation presentation), a pre-operation presentation control means for controlling a predetermined pre-operation presentation during the button valid period, and a post-operation presentation control means for controlling a predetermined post-operation presentation based on the operation of the presentation button during the operation valid period.

[0182] (5-2-4. Step-up performance) In this embodiment, one of the expected preview effects is a "step-up preview effect." The "step-up preview effect" is a presentation mode with one or more presentation steps. Specifically, it is a preview effect mode in which the first presentation (step 1) is performed in stages up to a plurality of presentation steps (step N (N≦2)), and the higher the stage, the higher the probability of winning (the highest probability of winning when the stage reaches the final stage). For example, in a step-up effect consisting of three stages SU1 to SU3, the higher the presentation step stage, the higher the probability of winning, such as "presentation SU1 (step 1): low probability of winning," "presentation SU1 → presentation SU2 (step 2): medium probability of winning," and "presentation SU1 → presentation SU2 → presentation SU3 (step 3): high probability of winning." Some step-up effects are player-participation effects, and can progress to a higher stage, for example, when the operation of the operating means (presentation button 13 or directional key 75) is triggered, or when the valid period of the button has elapsed.

[0183] (5-2-4. Predictive preview: Figure 5A, Figure 5B) The "pre-reading notice effect" (hereinafter abbreviated as "pre-reading notice") is an effect mode that can notify in advance the winning probability (which may include not only the winning probability for a jackpot but also the winning probability for the support time reduction described below) for an operating reserved ball (an unconsumed operating reserved ball) that has not yet been used to execute the pattern change display game (the operation of displaying the changing special pattern), by utilizing the reserved display mode or an effect during the pattern change display game that is executed first in the chronological order.

[0184] An overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned pre-reading notice, will be described with reference to Fig. 5A. Fig. 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.

[0185] In a part of the screen of the liquid crystal display device 36 (below the display area of ​​the decorative pattern in the illustration), there is provided a reserve display area 76 which displays the number of activated reserved balls for special chart 1, and a reserve display area 77 which displays the number of activated reserved balls for special chart 2, and information regarding the current number of activated reserved balls is notified by indicating whether or not there are activated reserved balls by either a lit state (activated reserved ball present: "○ (white circle)" as shown in the illustration) or an unlit state (no activated reserved balls present: dashed circle as shown in the illustration).

[0186] The display of the presence or absence of activated reserved balls (hereinafter referred to as "reserved display") is displayed in order of occurrence (winning order), and in each reserved display area 76, 77, the leftmost activated reserved ball is displayed as the activated reserved ball that occurred first on the time axis (i.e., the oldest) among all the activated reserved balls in the reserved display. In this embodiment, as shown in the figure, reserved display sections a1-d1 (corresponding to the special symbol 1 side) and a2-d2 (corresponding to the special symbol 2 side) consisting of reserved icons (icon images) provided in the same number (four) as the maximum number of reserved memories are provided in a portion of the screen of the liquid crystal display device 36. These reserved display sections a1-d1, a2-d2 usually switch their display mode to an activated state (lit state) for only the same number as the number of activated reserved balls present when making a pre-reading judgment, for example, three. Therefore, this reserved display section functions as a reserved display means for displaying the number of activated reserved balls. However, when executing the below-described advance notice, the hold display mode of the corresponding hold display unit among the hold display units a1 to d1 and a2 to d2 is changed to a predetermined advance notice display mode (special hold display mode), thereby functioning as a means for generating the advance notice.

[0187] Also, to the left of the reserved display areas 76 and 77, there is provided a changing display area 78 for showing the operating reserved ball currently being used in the special symbol change display game. In this embodiment, the changing display area 78 is configured so that an image of the game running reserved ball K icon currently being used in the game appears on top of the receiver J icon. That is, when the variable display of special symbol 1 or special symbol 2 starts, the oldest reserved ball a1 or a2 icon (icon image) displayed in the reserved display areas 76 and 77 moves onto the receiver J icon in the changing display area 78 as the game running reserved ball K icon, and this state is maintained for a predetermined display time.

[0188] In addition, in the lower right corner of the LCD screen shown in FIG. 5A, a sub-display area 79 (sub-display (one embodiment of a retreat display)) is provided as a display area for sub-effects (sub-effects) separate from the main effects such as decorative symbols and preview effects. This sub-display area 79 can display information about the pending activation balls for special symbols 1 and 2, the number of pending activation balls for normal symbols, information about the variable display operation of special symbols 1 and 2, and information about the variable display operation of normal symbols. In the illustrated example, the sub-display area 79 is represented by six small squares. The information in this sub-display area 79 can continue to be displayed even when the decorative symbol display and / or the reserved display section are hidden, and as shown, it is displayed in a non-interfering area (one embodiment of a retreat display area) that minimizes interference with the variable display of decorative symbols and preview effects. This makes it possible to identify whether a symbol variable display game is currently in progress and how many pending activation balls there are from the sub-display information in the sub-display area 79.

[0189] Of the six squares in the sub-display area 79, the two squares indicated by "Special Chart 1 4th Pattern" and "Special Chart 2 4th Pattern" in FIG. 5A are display areas (first variable presence / absence display area, second variable presence / absence display area) for information regarding the variable display operation of Special Chart 1 and Special Chart 2, respectively. For example, while variable, it is displayed as "⇔" (flashing "⇔"), and while stopped, it is stopped and displayed in a display mode that reflects the result of the jackpot lottery (at least the result of the win / lose lottery). Examples of stop display modes include "X" for a losing symbol, "△" for a small win symbol, and "○" for a jackpot symbol. Therefore, when any of these "X", "△", or "○" is displayed, the special symbol is in a non-variable state (stopped and displayed). In addition, the squares to the left of the fourth pattern of Special Chart 1 and the squares to the left of the fourth pattern of Special Chart 2 are display areas for information regarding the number of activated reserved balls for Special Chart 1 and the number of activated reserved balls for Special Chart 2, respectively (first reserved number display area, second reserved number display area), and in the example shown, the number of activated reserved balls for Special Chart 1 is "3" and the number of activated reserved balls for Special Chart 2 is "0".

[0190] Additionally, the square indicated by the "normal decorative symbol" at the bottom of the sub-display area 79 is a display area (third variable presence / absence display area) for information regarding the variable display operation of the normal symbol. For example, during the variable period, it is displayed as "⇔" (flashing "⇔"), and during the stop period, it is displayed in a display mode that reflects the result of the auxiliary win lottery. Examples of stop display modes include "●" for a losing symbol and "○" for an auxiliary win symbol (if there are multiple types of auxiliary wins, the corresponding auxiliary win symbol may be displayed). Additionally, the square to the left of the normal decorative symbol is a display area (third reserved number display area) for information regarding the number of reserved balls for the normal symbol operation. In the illustrated example, the number of reserved balls for the normal symbol operation is shown as "1." Of the three vertical squares of the second reserved number display in the figure, from top to bottom, the number of reserved balls for the special symbol 1 operation, the number of reserved balls for the special symbol 2 operation, and the number of reserved balls for the normal symbol operation are displayed.

[0191] Depending on the game state (game mode or internal game state), the reserve display area 76 can be displayed more emphatically than the reserve display area 77, or conversely, the reserve display area 77 can be displayed more emphatically than the reserve display area 76. For example, during the first game state (during the normal state (presentation mode belonging to the normal mode)), the reserve display area 76 can be displayed emphatically. When the reserve display area 76 is displayed emphatically, for example, the reserve display area 76 can be displayed preferentially, the reserve display area 76 can be displayed large, the reserve display area 77 side can be hidden, etc. The same applies when the reserve display area 77 is displayed emphatically, and the reserve display area 77 can be displayed preferentially, the reserve display area 77 can be displayed large, the reserve display area 76 side can be hidden, etc.

[0192] Furthermore, during the second gaming state (for example, during the time-saving state (presentation mode belonging to the time-saving mode) or the probability variable state (presentation mode belonging to the probability variable mode)), the reserved display area 77 can be displayed in an emphasized manner. Furthermore, during the first gaming state, both reserved display areas 76 and 77 can be displayed, and during the second gaming state, the reserved display area 77 can be displayed preferentially (for example, only the reserved display area 77 can be displayed).

[0193] (About advance notice) Next, the pre-reading notice will be explained. Regarding the appearance control for this pre-reading notice, first, in the main control unit 20, when an activation reserved ball occurs (when the start condition is established), before the activation reserved ball is used for the execution of the pattern variation display game (variable display operation of special patterns), "pre-reading winning judgment (pre-reading winning judgment, pre-reading pattern judgment)" is performed to determine in advance the jackpot lottery result (winning / losing lottery result, pattern lottery result) related to the activation reserved ball (see later-described random number judgment process - special stop pattern data creation process (steps S318 to S319) in Fig. 11, and "random number judgment process for special electric role activation judgment - special stop pattern creation process (steps S410 to S411)" in Fig. 12).

[0194] Furthermore, by using the result of the above-mentioned "pre-reading winning judgment", a "pre-reading fluctuation pattern judgment" is performed to judge in advance the fluctuation pattern of the special symbol (fluctuation pattern at the start of fluctuation) when the activation reserved ball is used in the execution of the symbol fluctuation display game in the future (see "Random number judgment process when winning the start hole (step S320)" in Figure 11). This fluctuation pattern of the special symbol judged in advance is called a "pre-reading fluctuation pattern". In this pre-reading fluctuation pattern judgment, for example, it is judged in advance whether the reach fluctuation pattern will go through what kind of reach state, or whether it will be a normal fluctuation pattern that does not go through the reach state.

[0195] Since the above-mentioned predictive fluctuation pattern is determined using at least the winning / losing lottery result (in this embodiment, the pre-determination result of the winning / losing lottery and the pattern lottery), the predictive fluctuation pattern information may include not only information on whether it is a "winning fluctuation pattern" when a winning ticket is won or a "losing fluctuation pattern" when a losing ticket is won (information on the winning / losing lottery result), but also information on the execution of specific preview effects, such as information on whether there is a reach (if there is a reach, its type) and whether there is a pseudo-consecutive series (if there is a pseudo-consecutive series, the number of times). In this way, the series of processes for determining the predictive fluctuation pattern through the predictive winning judgment is called "predictive judgment".

[0196] When information on this look-ahead fluctuation pattern is sent from the main control unit 20 to the performance control unit 24, performance control processing related to the look-ahead notice is performed in the performance control unit 24. In detail, when a look-ahead judgment is performed, a "hold addition command" that can identify the number of active pending balls at the time of the look-ahead judgment (the current number of active pending balls including the currently generated active pending ball) and a "winning command" that can identify the look-ahead fluctuation pattern information (at least information obtained by looking ahead and determining the winning or losing lottery results at the start of the fluctuation) are sent from the main control unit 20 to the performance control unit 24, and when the performance control unit 24 receives these commands, performance control processing related to the hold display and look-ahead notice is performed based on the information contained in the commands.

[0197] Specifically, when the performance control unit 24 receives the reserved addition command and the winning command, it performs a "pre-reading notice lottery" to determine whether or not to execute (display) the pre-reading notice based on the pre-reading variation pattern information. If the pre-reading notice is to be executed, a performance scenario related to the pre-reading notice is created, and the pre-reading notice is displayed according to the performance scenario (see Figures 5A and 5B). The pre-reading notice is executed with a higher probability for a "jackpot" than for a "miss," and for pre-reading variation patterns with a relatively high probability of winning. Therefore, the probability of winning is indicated by whether or not the pre-reading notice occurs. The pre-reading notice may appear when the activated reserved ball is generated, simultaneously with the start of a pattern variation display game that is played earlier in the chronological order, or at a predetermined timing during that game.

[0198] The above-mentioned reserve addition command is composed of two bytes: upper byte data that identifies the special symbol type information (special symbol 1 or 2) and lower byte data that identifies the number of reserved balls in operation at the time of the pre-reading judgment. The winning command is composed of two bytes: upper byte data (MODE1) that specifies the winning result and lower byte data (EVENT) that identifies the contents of the pre-reading fluctuation pattern as pre-reading judgment information. Instead of using two commands, the reserve addition command and the winning command, a single command may be sent. For example, a reserve addition command (or winning command) may be sent in which the upper byte data identifies the special symbol type information and the number of reserved balls in operation at the time of the pre-reading judgment, and the upper byte data identifies the winning result information and the pre-reading fluctuation pattern information, and the pre-reading notice can be executed based on the command.

[0199] (Winning time prediction: Hold change prediction) In this embodiment, when a pre-reading notice is executed (when the pre-reading notice lottery is won), among the reserved icons of the reserved display sections a1 to d1 and a2 to d2, the reserved icon that is the target of the pre-reading notice may be changed from the white of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color, such as flashing white, blue, yellow, green, red, or rainbow color, as the pre-reading notice. This reserve change notice may be revealed when a prize is won (reserved display), so it is also called a "prize-based pre-reading notice."

[0200] As an example of this hold change notice, Figure 5A shows an example in which the operating hold ball in the hatched hold display section b1 has changed to a special hold display. Here, the white flashing, blue, yellow, green, red, and rainbow-colored display of the hold icon indicate increasing odds of winning, in that order. The rainbow-colored hold icon display is a premium hold icon (guaranteed win notice) that indicates a confirmed jackpot (win). The white flashing icon display is a hold icon that suggests the possibility of a "step-up hold change notice," described below, and creates anticipation about what the final hold color will be (although the hold color may remain flashing white without changing). In the case of white flashing, if the hold display remains the same, the win expectation is the lowest among the special hold displays, but if it changes to another hold color, the win expectation increases to the same level as that hold color.

[0201] In this embodiment, with regard to the preview performance, if the result of the jackpot lottery is a miss, it is selected with a relatively low probability (low appearance rate), and if the result is a jackpot, it is selected with a relatively high probability (high appearance rate), so as a preview performance with a high expectation of winning, a preview performance with a winning expectation rate of a predetermined expected value or more (in this embodiment, a preview performance with a winning expectation rate of 20% or more) is considered to be a "high expectation (high winning expectation) preview performance," and the rest are treated as preview performances with a low expectation. In the case of the hold change preview mentioned above, white flashing, blue, yellow, green, red If the winning expectation rates for green, red, and rainbow colors are 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow colors" belong to high expectation preview effects, and the rest (white flashing, blue, and yellow) belong to low expectation preview effects. When a pre-reading preview occurs, if a high expectation preview (such as a high number of pseudo consecutive wins or SP reach) with a relatively high winning expectation occurs during the pattern change display game targeting that activated reserved ball, combined with the content of the pre-reading preview effect, the expectation of winning will increase even more.

[0202] The existing activation reserved balls are consumed sequentially when the symbol change display game is executed. At this time, to indicate that one activation reserved ball has been consumed, the display position of the reserved display section corresponding to the existing activation reserved ball is moved up (sequentially shifted to the left), and the number of displayed balls is reduced (shift display), and display control (shift display) is performed, but the above-mentioned special reserved display continues to be displayed continuously while changing the display position of the reserved display during this time. In this respect, the pre-reading notice is different from the notice effect that is performed during a single symbol change operation, such as a pseudo-consecutive, in that a dedicated notice effect can appear across multiple symbol change display games (multiple symbol change display operations).

[0203] The special reserve display related to the reserve change notice may be (A) made to appear when a prize is won, in other words, made to appear at the timing of the reserve display, (B) when a prize is won, the normal reserve display (white) is displayed, but the normal reserve display is changed to a special reserve display (blue, etc.), or (C) changed to a special reserve display with a relatively higher winning expectation than the current special reserve display (for example, a step-up change from blue to a reserve color of yellow or higher). In cases (B) or (C), the reserve display mode can be changed from one to another at a predetermined timing during the shift display, a predetermined timing during a previously executed symbol change display game, a predetermined timing during the appearance of a specific notice effect, during a player-participation effect for the reserve change notice (for example, during the valid button operation period), etc. The reserve change notice that changes to a reserve display with a higher winning expectation, such as (B) or (C), is referred to as a "step-up reserve change notice."

[0204] In addition, when the game-in-progress reserved ball K is placed on the receiving seat J, the same display mode as the reserved display mode in the reserved display areas 76 and 77 is basically maintained, and a pre-reading notice (special reserved display) targeting the activated reserved ball related to the current symbol change display game can be notified to the player even during the game, but at a predetermined timing during the symbol change display game, the reserved display mode of the game-in-progress reserved ball may change to another reserved display mode. Such a change in the display mode of the game-in-progress reserved ball is also treated as belonging to the step-up reserved change notice.

[0205] As a general rule, there is no "special reserve display downgrade" in which the current reserve color changes to a reserve color with a relatively low winning expectation, but if a downgrade occurs exceptionally, it indicates that the activated reserve ball is a guaranteed win, and becomes a premium reserve change notice similar to the guaranteed win notice. An example of a downgrade is when the reserve color changes to a reserve display with a lower winning expectation than the current reserve display, such as "blue to white" or "red to blue." Furthermore, the reserve display mode is not limited to a still image reserve icon display (static display mode), but may also be a video (animated) reserve icon display (dynamic display mode: for example, the reserve icon is displayed by rotating, vibrating, shaking, or flashing (fast flashing or slow flashing)).

[0206] (Pattern change prediction: Change prediction) In addition, in this embodiment, unlike the above-mentioned "winning time type" look-ahead notice performance, it is possible to make a "during-change look-ahead notice" appear, which is made when the symbol change display game starts. This during-change look-ahead notice, unlike the above-mentioned pending change notice, can appear at a predetermined timing during the symbol change display, so it is also called a "during-change type (change at the start of change type)" look-ahead notice.

[0207] This "in-change pre-reading notice" refers to, for example, a pre-reading notice in which a pre-reading-only notice image is displayed on the screen of the liquid crystal display device 36 and executed (single or continuous display) in one or more symbol change display games. That is, in the in-change pre-reading notice, when a game ball enters a start slot during a certain symbol change display game and a start condition is established, the right to execute the symbol change display game related to the establishment of the start condition is temporarily reserved and stored, and a pre-reading notice lottery is held regarding whether or not to execute the pre-reading notice performance. When this pre-reading notice lottery is held, if there are multiple active reserved balls (reserved memories) currently in existence at that time, the symbol change display games for all or some of the reserved memories can be expressed in a related manner. For example, a pre-reading-only notice image (e.g., a notice image imitating a lightning bolt as shown in FIG. 5B ) is displayed on the screen of the liquid crystal display device 36 during all or some of the symbol change display games related to the currently existing activated reserved balls from the oldest activated reserved ball in memory order to the activated reserved ball that is the target of the pre-reading notice. In this case, different or partially different preview images may be displayed in each symbol variation display game. For example, if preview images are displayed over three symbol variation display games, a thundercloud image may be displayed in the first symbol variation display game, a rain image (image display depicting rain falling from a thundercloud) or a thundercloud image may be displayed in the second symbol variation display game, and a lightning image may be displayed in the third symbol variation display game. The expected winning probability may also differ depending on the preview image. In the above example, a thundercloud image may be displayed with low expectation, a rain image with medium expectation, and a lightning image with high expectation. In this case, if only a thundercloud image is displayed, the expectation of winning is low, but if a lightning image is displayed, the expectation of winning increases dramatically. A step-up preview image may also be displayed, in which the expectation gradually increases (increases) with each execution of the symbol variation display game, from "thundercloud image → rain image → lightning image."

[0208] In this embodiment, the in-change pre-reading notice and the reserved change pre-reading notice can be displayed independently of each other. Specifically, the execution lottery for the reserved change pre-reading notice and the execution lottery for the in-change pre-reading notice are independent of each other. Therefore, there are cases where the reserved change pre-reading notice occurs alone, cases where the in-change pre-reading notice occurs alone, and cases where the reserved change pre-reading notice and the in-change pre-reading notice occur simultaneously (overlapping). The presentation means used when executing the in-change pre-reading notice and the presentation contents thereof can be determined as appropriate.

[0209] (Example of preview presentation: Figure 5B) Next, with reference to FIG. 5B, an example of the foreseeing advance notice effect created by the gaming machine 1 of this embodiment will be described.

[0210] In the figure (1), during the pattern change display game (the "↓" in the figure indicates that the decorative pattern is changing), a ball enters the upper start slot 34, bringing the number of activated reserved balls on the special pattern 1 side to three, and of the third, the activated reserved ball that is the second to execute the change start operation is the target of the pre-reading notice performance, and here, a case is shown in which the pre-reading notice and the pre-reading notice during change overlap. Also, here, the first activated reserved ball that was previously held and the third activated reserved ball that was held later were activated reserved balls that did not execute the pre-reading notice (did not win the pre-reading lottery).

[0211] As shown in FIG. 1(1), the performance control unit 24 changes the reserved display of the second activated reserved ball that is the subject of the pre-reading notice to a special reserved display. At this time, the reserved displays corresponding to the first and third activated reserved balls that are not the subject of the pre-reading notice remain as normal reserved displays (white). The illustration shows the case where the reserved display of the second activated reserved ball that is the subject of the pre-reading notice has changed from the normal reserved display (white circle (○) mark) to the special reserved display (hatched circle mark). This notifies the player that the pre-reading notice performance has begun. Note that FIG. 1(1) shows the currently running symbol change display game ending, with the decorative symbol stopped and displayed as "246," which corresponds to a miss.

[0212] The game progresses to (2) in the same figure, where the main control unit 20 starts a special symbol change display game based on the first (oldest) activated reserved ball on the special symbol 1 side and consumes that activated reserved ball (one). The effect control unit 24 shifts the reserved display mode corresponding to each activated reserved ball to the left as the special symbol change display game starts, changing it to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol change display game based on the first activated reserved ball. At this time, a special background image (lightning effect using a lightning image display) is displayed on the screen of the LCD display device 36 as a preview of the change. As a result, the screen of the LCD display device 36 changes to the display mode shown in (2) in the same figure.

[0213] Then, the game progresses to (3) in the same figure, the currently running symbol change display game ends, and the decorative symbol is stopped and displayed as "351" corresponding to a miss.

[0214] Next, the game progresses to (4) in the same figure, where the main control unit 20 starts a special symbol change display game based on the second reserved activation ball, i.e., the reserved activation ball that was the target of the pre-reading preview effect, and consumes that reserved activation ball. The effect control unit 24 shifts the reserved display mode corresponding to each reserved activation ball to the left as the special symbol change display game starts, and starts a decorative symbol change display game based on the second reserved activation ball. At this time, the special reserved display for the reserved change notification disappears from the screen upon the shift and is terminated upon the start of the current symbol change display game (when the reserved activation ball is consumed), and is then displayed as a game execution pending K. The pre-reading preview during the change (here, the lightning bolt effect) also terminates upon its occurrence during the current symbol change display game. This (4) in the same figure illustrates the screen display of the LCD display 36 immediately after the start of the symbol change display game. In the same figure (4), it was explained that the lightning effect of the in-change pre-reading notice (in-change pre-reading notice) ends when it occurs in the current pattern change display game (pattern change display game related to the activated reserved ball (second) that is the target of the pre-reading notice), but this is not limited to this, and it may end when it occurs in the previous pattern change display game. In this case, the in-change pre-reading notice will end when the "special reserved display" of the reserved change notice is used to execute the pattern change display game.

[0215] (5-2-6. Setting suggestion) In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information about the "setting value." For example, the following setting suggestion presentations (A) to (C) are possible. (a) "Low setting suggestion effect" that suggests a low setting range (settings 1-3, 1-2, 2-3, etc.). (c) "High setting suggestion effect" that suggests a high setting range (settings 4 to 6, 4 to 5, 5 to 6, etc.). (k) "Even number setting suggestion effect" that suggests an even number setting (settings 2, 4, 6). (Yu) "Odd number setting suggestion effect" that suggests an odd number setting (settings 1, 3, 5). (M) A "specific setting confirmation effect" (confirmation suggestion type) that definitively indicates a specific setting value (any of settings 1 to 6). For example, a "setting N confirmation effect" that definitively indicates "setting N." However, it is not desirable to simply definitively indicate an internal setting value. This is because definitive indications of a low setting range, such as setting 1 or setting 2 confirmation, reduce a player's motivation to play. Therefore, it is preferable to definitively indicate one of settings 4 to 6 in the high setting range. In particular, the appearance of a setting suggestion effect that confirms a high setting, such as setting 5 confirmation or setting 6 confirmation, can increase a player's motivation to play. (M) A "specific setting negation effect" (specific range confirmation suggestion system) that definitively notifies that the setting is not a specific value (any of settings 1 to 6). (c) "Specific range suggestion effect" (specific range confirmation suggestion system) that suggests a setting value within a specific range. For example, it suggests settings 3 to 5 (α≦setting value≦β), suggests settings 4 or higher (α≦setting value), or suggests multiple specific values ​​such as "settings 1, 3, 5, and 6." It is also possible to vary the appearance rate depending on the setting value, for example, to suggest that a certain effect is unlikely to appear at setting 1, fairly likely at setting 4, and likely at setting 6, indicating whether a certain setting value is highly likely or low.

[0216] The appearance rate (execution probability) of the setting suggestion effect can be determined appropriately according to the setting value. For example, the lower the setting value, the lower the appearance rate of the setting suggestion effect. There are no particular restrictions on the presentation style of the setting suggestion effect, and one or more of sound presentation, light presentation, image display presentation, and movable object presentation can be used.

[0217] In addition, the setting suggestion effect can be displayed at a predetermined timing during the symbol change display game, for example, in combination with the preview effect or independently. Also, it can be displayed not only during the symbol change game, but also during the jackpot game, while waiting for the game to start, in the "customer waiting effect (demo start waiting display)" or "customer waiting effect (demo screen)" described later, etc.

[0218] Furthermore, by specifying the occurrence rate of a specific preview effect according to a setting value, the preview effect itself can function as a "setting suggestion effect." For example, by varying the occurrence rate of at least one of a specific reach effect, a specific pseudo-consecutive win (a specific pseudo-consecutive win pattern or a specific number of pseudo-consecutive wins), a specific player participation effect, and a specific pre-read preview according to a setting value, the preview effect itself can function as a "setting suggestion effect." For example, if a specific SP reach is likely to appear when a win is lost, it indicates a "high setting is likely." If three pseudo-consecutive wins (two pseudo-variations + a main variation) are likely to appear when a win is lost, it indicates a "high setting is likely." If a specific button operation effect appears, it indicates a "confirmed setting of 6." Furthermore, by utilizing the pre-read preview effect, a pre-read preview mode specifically for the setting suggestion effect can be displayed. For example, if the reserved icon flashes rapidly, it indicates a high setting is likely, and if one or all of the reserved icons change to a dedicated reserved icon (a dedicated character or item image), it indicates a "high setting is likely."

[0219] (About the setting suggestion during support time reduction) (I-6) Multiple setting suggestion effects can be executed, and during the support time-saving state, execution of some or all of the multiple setting suggestion effects can be prohibited (restricted). Alternatively, the execution probability can be made different compared to other game states. This includes the following (I-6-1) to (I-6-4). (I-6-1) During the support time-saving state, the probability of the setting suggestion effect being executed can be lower than in the normal state. In this case, the probability of the execution of one or more specific setting suggestion effects can be lowered. (I-6-2) During the support time-saving state, the appearance rate of setting suggestion effects can be increased compared to normal state. In this case, the appearance rate of one or more specific setting suggestion effects can be increased. (I6-3) During the support time-saving state, the execution of one or more specific setting suggestion effects can be prohibited (restricted). There are no particular restrictions on the specific setting suggestion effects, but for example, if the setting suggestion effects shown in (A) to (Shi) above can be executed, the execution of at least one of those setting suggestion effects can be prohibited. Specifically, during the support time-saving state, it is preferable to prohibit the execution of setting suggestion effects that are less useful as setting prediction elements, such as the even number setting suggestion effect (Ki) and the odd number setting suggestion effect (Yu). (I 6-4) There are one or more setting suggestion effects that appear only during the support time-saving state. For example, only during the support time-saving state, it is possible to make the setting N confirmation effect (M), which is highly useful as a setting guessing element, appear. According to this configuration, the appearance rate of the setting suggestion notice can be changed depending on the game state. Also, a specific setting suggestion effect can be made to appear only in a specific game state (support time-saving state). This makes the effects more diverse and increases the fun of the game.

[0220] (About the decorative designs during support time reduction) The display mode of the decorative pattern in the support time reduction state can be configured as follows. (I-9) At least the decorative symbols during the support time-saving state (e.g., Arabic numerals) are different from the decorative symbols during the normal state (e.g., Chinese numerals) or the decorative symbols during the jackpot time-saving state (e.g., Roman numerals or Chinese numerals). In this case, the decorative symbols are different depending on the game state, resulting in a variety of presentations. It also makes it easier for players to understand that they are in the support time-saving state. Furthermore, because decorative symbols can be displayed while waiting for customers (e.g., in the pre-customer waiting presentation), when a player selects a gaming machine, they can easily identify that they are in the support time-saving state by simply checking the display screen. (I-10) At least the stop display symbols of the decorative symbols after the power is restored during the support time-saving state are different from the stop display symbols of the decorative symbols after the power is restored during the normal state or the stop display symbols of the decorative symbols after the power is restored during the jackpot time-saving state. With this configuration, it becomes easier for players and hall staff to understand whether the gaming machine is in the support time-saving state when they understand the state of the gaming machine first thing in the morning.

[0221] (Regarding the hold display area related to the support time reduction status) (I-11) After the winning game of the support time reduction ends (when the pattern change time ends (see Figure 16), or during the pattern fixed display time (see Figures 16, 17A), or when the pattern fixed display time has elapsed (see Figures 17A to 17B)), the reserved display area 77 (the reserved display area on the special pattern 2 side) can be displayed in an emphasized manner (priority) as described above. When the reserved display area 77 is displayed in an emphasized manner, as already explained, the reserved display area 77 can be displayed in a priority manner, the reserved display area 77 can be displayed larger, or the reserved display area 76 side can be hidden. If the support time reduction is won in the pattern change display game 1 on the special chart 1 side, it is preferable to change the priority of the reserved display from the special chart 1 side to the special chart 2 side at the timing when the winning game ends (because during the support time reduction state, right-hand hits are advantageous and the pattern change display game on the special chart 2 side becomes the main). By changing the priority of the reserved display at the timing when the game on the special chart 1 side ends, the reserved display of the special chart 2 can be displayed with priority before the first pattern change display game on the special chart 2 side starts during the support time reduction state.

[0222] (Regarding the management of support time reduction status and jackpot time reduction status) The support time-saving state and the jackpot time-saving state are the same time-saving state, but the internal game state can be configured as follows. (I-12) The internal game state managed by the main control unit 20 can be configured to manage at least the support time-saving state and the jackpot time-saving state as a single winning-prone state (electric support state). In this case, the flag indicating the support time-saving state and the flag indicating the jackpot time-saving state can be managed as a "common flag (first specific time-saving state flag)." By using a common flag for both, RAM capacity can be reduced. In addition, data for the performance control unit 24 and its transmission process can easily be made common, thereby reducing program capacity and data capacity. (I-13) The internal game states managed by the main control unit 20 can be configured to manage at least the support time-shortening state and the jackpot time-shortening state as different states where winning is more likely. For example, the game state determination number YJ for the support time-shortening state can be set to 05H, and the game state determination number YJ for the jackpot time-shortening state can be set to 07H, and each can be managed as a different internal game state. This configuration allows the support time-shortening state and the jackpot time-shortening state to be managed with separate flags, allowing the main control unit 20 to easily grasp each game state. Furthermore, it facilitates the execution of processing appropriate to the game state depending on the game situation. For example, different information can be sent to the effect control unit 24 regarding the support time-shortening state and the jackpot time-shortening state. This allows the effect control unit 24 to easily transition to different effect modes or execute different effects during the support time-shortening state and the jackpot time-shortening state.

[0223] (Conditions for activating the support time reduction state) (I-14) To transition to the support time-saving mode, a winning jackpot lottery for the support time-saving type is required. However, transition to the support time-saving mode may also be made on the condition that the number of times a special electric device is activated by a normal small jackpot (the number of times small jackpot games are executed) reaches a predetermined number (for example, three times). In this case, transition to the support time-saving mode can be made without going through the jackpot lottery, improving gameplay. Furthermore, the mere existence of a small jackpot becomes important, increasing the significance of providing a normal small jackpot, and greatly expanding the scope of gameplay. (I-15) When a specific support time-saving option is selected, if a predetermined number of games (e.g., three games) have been played since the winning game, the support time-saving mode can be entered after the end of that game (after the end of the third game). This configuration creates a novel gameplay feature in which the support time-saving mode can be scheduled to be entered in a game played after the game in which the support time-saving option was selected, thereby increasing the degree of freedom in gameplay.

[0224] (Special gameplay using support time reduction) (I-17) If a player wins the support time-saving bonus during normal play, the player is awarded a set number of time-saving bonuses. However, if the support time-saving bonus is awarded during a gameplay state more favorable than normal play (such as a time-saving bonus, a probability bonus, or a potential bonus), the player is awarded zero time-saving bonuses. For example, in a hypothetical gaming machine, the special chart 1 side offers at least the support time-saving bonus D (a low probability of winning of 1 / 5000) as a winning type, while the special chart 2 side offers only the "10R time-saving bonus (1 / 100 chance of winning)" and the "special support time-saving bonus with zero time-saving bonuses (1 / 200 chance of winning)" as jackpot types. During normal play, the game proceeds while the special chart 1 side draws for jackpots. If the extremely low probability support time-saving bonus D is won, the player transitions to the time-saving mode, and the game proceeds while the special chart 2 side draws for jackpots. On the Special Chart 2 side, the "10R Time-Shortening Jackpot" and the "Special Support Time-Shortening with 0 Time-Shortening Count" are the jackpot draw targets. Therefore, if the 10R Time-Shortening Jackpot is won before the Special Support Time-Shortening with 0 Time-Shortening Count, the jackpot will be consecutive. However, if the Special Support Time-Shortening is won before the 10R Time-Shortening Jackpot, the time-shortening count will be 0 and the time-shortening state will be forcibly terminated. In other words, if the Special Support Time-Shortening is won, the machine will transition to the normal state, ending the chance for consecutive jackpots. Therefore, if the Special Support Time-Shortening is not won, the transition to the normal state will be avoided, and the possibility of consecutive jackpots will remain, creating a pseudo-"fall-down lottery type" gaming machine (see (Machine 3) below). By incorporating a Special Support Time-Shortening with 0 Time-Shortening Count, the scope of playability will be broadened and innovative gameplay can be expected.

[0225] (Conditions for ending the support time reduction status) (I-18) The support time-saving mode according to this embodiment is terminated when the time-saving count is exhausted or when a jackpot is won. However, other termination conditions may also be used. For example, when a support jackpot is won a predetermined number of times (e.g., 100 times) (when a predetermined number of normal open games are played), when a predetermined number of normal small jackpots are won (e.g., 5 times) (when a predetermined number of small jackpot games are played due to normal small jackpots), when one of the special symbols (either Special Symbol 1 or Special Symbol 2) changes a predetermined number of times, when the "ceiling bonus" described below is granted (when the ceiling function activation condition is met), or when the ceiling game described below is reached. One or more termination conditions may be set. This allows for a variety of conditions for terminating the support time-saving mode, broadening the scope of playability and improving the fun of the game.

[0226] <6. Production means> Various effects in the gaming machine 1 are produced by effect means provided in the gaming machine. Such effect means may be any stimulus transmission means capable of producing effects by appealing to human senses, such as sight, hearing, or touch. Typical examples include light generating means (light effect means) such as decorative lamps 45 and LED devices, sound generating devices (sound effect means) such as speakers 46, effect display devices (display means) such as LCD displays 36, pressure devices that transmit contact pressure to the operator's body, vibration devices that impart vibrations to the player (e.g., the firing operation handle 15 vibrates), wind pressure devices that impart wind pressure to the player's body, and movable gadgets that produce visual effects through their movement. Here, effect display devices are visually appealing displays, like image display devices (image display means), but differ from image display devices in that they also include non-image-based displays (e.g., 7-segment displays). When referring to an image display device, it refers to a type that primarily produces effects (image display effects) by displaying images, and devices that produce effects using methods other than images, such as 7-segment displays, are included in the concept of the above-mentioned effect display device.

[0227] <7. Game mode transition: Figure 6> Next, referring to Figure 6, the contents of the "game mode" related to the variation pattern selection mode (Tcode), the transition control between each game mode (between each game state), and the presentation mode related to the game mode will be explained. Figure 6 is a game flow showing an outline of each game mode and the presentation mode related to it.

[0228] In this embodiment, as shown in Fig. 6, multiple types of game modes are provided, broadly categorized as "normal mode," "time-saving mode," and "probability mode," and the progress of the game is controlled under these game modes. In the following, it is explained that the player follows an advantageous hitting method according to the game state, and unless otherwise specified, it is explained that when left-handed hitting is advantageous (normal state), "pattern variation display game 1 on the special chart 1 side" is executed, and when right-handed hitting is advantageous (probability state, time-saving state), "pattern variation display game 2 on the special chart 2 side" is executed.

[0229] (7-1. About "Normal Mode") Normal mode is a game mode in which the internal game state is related to the normal state (YJ=00H), and this normal mode is the initial game mode. For example, apart from the transition control between game modes due to game progress, the normal mode is also transitioned to when the RAM in the area is cleared by a RAM clear operation or a setting change operation.

[0230] This normal mode includes the "normal mode" with the variation pattern selection mode (Tcode) set to "00H." This "normal mode" is the game mode in which the player can stay the longest during gameplay, and basically, when a jackpot or support time-saving win occurs from the normal mode, the player is transferred to another game mode (the probability change mode or time-saving mode described below).

[0231] (7-1. About normal mode) During the "normal mode," the game stays in a "normal presentation mode" that provides presentations related to the normal mode. In the normal presentation mode, a presentation depicting an air battle with fighter planes flying around appears as a background presentation, for example, as shown in Figure 7B (b) (c), and is also called an "air battle mode."

[0232] (7-2. About "Kakken Mode") Next, we will explain the "probability variable mode." As shown in the figure, the probability variable mode is a game mode in which the internal game state is related to the probability variable state (YJ = 01H), and the probability variable mode includes "probability variable modes 1 to 3 (Tcode = "01H" to "03H")" which have different variation pattern selection modes. This probability variable mode can be entered when a 10R probability variable jackpot or a 4R probability variable jackpot is won (see Figure 4).

[0233] In this embodiment, when a first win occurs (for example, a jackpot won during normal mode (normal state)), the game transitions to "probability change mode 1," which belongs to the probability change mode. If the game continues to win jackpots (continuous wins) without falling back to normal mode from probability change mode 1, the game transitions stepwise from "probability change mode 1 ⇒ probability change mode 2 ⇒ probability change mode 3" depending on the number of wins (number of consecutive wins). In other words, the number of consecutive wins is determined as the game mode change condition (transition condition). For example, the game transitions to probability change mode 1 up to the third consecutive win, to probability change mode 2 from the fourth to sixth consecutive wins, and to probability change mode 3 from the seventh consecutive win onward (see FIG. 7A). By changing the probability change mode depending on the number of consecutive wins, the effects and gameplay during the consecutive wins are varied, greatly enhancing the player's interest in the game. In this embodiment, the probability variable state is set to infinite probability variable (ST number of times is 65535 times, which is practically infinite), so there is no chance of falling from the probability variable state to the normal state (probability variable mode to normal mode). However, if a finite probability variable state (for example, ST number of times is 50 times, 100 times, etc.) is adopted as the probability variable state, there is a possibility that the total number of ST times will be consumed without winning a jackpot during the probability variable state (probability variable mode), and the state will fall to the normal state (normal mode).

[0234] To facilitate understanding of the present invention, first, a method for counting the number of consecutive wins, which is used to trigger a transition between game modes, will be described.

[0235] The "number of consecutive wins" will be explained with reference to the "example of consecutive win count" shown in Figure 7A (A). The number of consecutive wins is basically counted as shown in Figure 7A (A), by counting the number of consecutive wins (number of consecutive wins) of variable chance jackpots until the transition to normal mode (normal state) as follows: "probability variable jackpot (first win) ⇒ probability variable jackpot during probability variable state (2 consecutive wins) ⇒ probability variable jackpot during probability variable state (3 consecutive wins) ⇒ probability variable jackpot during probability variable state (4 consecutive wins) ⇒ probability variable jackpot during probability variable state (5 consecutive wins) ⇒ probability variable jackpot during probability variable state (6 consecutive wins) ⇒ probability variable jackpot during probability variable state (7 consecutive wins)..." Note that "probability variable 1," "probability variable 2," and "probability variable 3" shown in the figure refer to probability variable mode 1, probability variable mode 2, and probability variable mode 3, respectively.

[0236] Here, in this embodiment, a time-saving jackpot (4R time-saving jackpot) is provided, so the question arises as to whether or not the time-saving jackpot should be counted in the number of consecutive wins.

[0237] <(A-1) Cases in which time-saving jackpots are not counted (no count)> As shown in the same figure (A-1), time-saving jackpots may not be counted in the number of consecutive wins. In the illustrated case, the time-saving jackpot won during the second consecutive win in probability variable mode 1 and the time-saving jackpot won during the third consecutive win in probability variable mode 1 are not counted (no count). In this case, the actual number of consecutive wins is 7, but the number of consecutive wins will be counted as "5 consecutive wins."

[0238] <(A-2) When you win a time-saving jackpot, the count of consecutive wins is cleared> As shown in the same figure (A-2), if you win a time-saving jackpot, the count of consecutive wins may be reset to zero. In the illustrated case, the time-saving jackpot won during the second consecutive win probability variable mode 1 sets the number of consecutive wins to "zero," and any subsequent probability variable jackpot won in the time-saving state is treated as the first consecutive win, that is, it is counted the same as the first win.

[0239] When counting a special jackpot, you are free to choose either of the counting methods (A-1) or (A-2) described above.

[0240] Also, as shown in the same figure (B), all jackpots may be counted. In this case, as shown, even if the first jackpot is a time-saving jackpot, it is counted as the first consecutive jackpot, and thereafter, the number of consecutive jackpots is incremented by +1 for each jackpot won until the game falls back to normal mode (normal mode). In the illustrated case, the player won three time-saving jackpots (first jackpot, third consecutive jackpot, fourth consecutive jackpot) and four probability jackpots (second consecutive jackpot, fifth consecutive jackpot, sixth consecutive jackpot, seventh consecutive jackpot), for a total of seven jackpots, so the number of consecutive jackpots is seven.

[0241] The "number of consecutive wins" is counted by a "number of consecutive wins counting means" whose functional unit is the main control unit 20. The number of consecutive wins counting means functions as a functional unit that counts the number of consecutive wins during a specific game period, provided that a winning jackpot is won. The "number of consecutive wins" can be counted, for example, by the number of times a jackpot win is won (+1 for each jackpot win), the number of times that jackpot play is executed (e.g., +1 for each jackpot play), or the number of times a condition device or consecutive feature operating device related to the jackpot being counted is activated (e.g., by monitoring the ON (activated) / OFF (inactivated) status of the condition device or consecutive feature operating device, and incrementing by 1 each time it is activated). In this embodiment, the number of jackpot wins is counted. For example, in the various setting processes (step S475) when a jackpot symbol stops in Figure 17A described below, if a jackpot is to be counted, the current number of consecutive wins (zero for the first win) is incremented by 1.

[0242] Also, support time reduction is not counted because it does not belong to the jackpot category, but support time reduction may also be counted. However, if support time reduction is counted, it is preferable to count "special electric-activated support time reduction," in which the special electric device is activated to obtain prize balls, and not count "special electric non-activated support time reduction," in which the special electric device is not activated and prize balls are not obtained. Also, "small wins," in which the special electric device is activated, may also be counted. Since the condition device and continuous device activation device do not activate for special electric-activated support time reduction and small wins, when counting them, it is sufficient to count the number of times the support time reduction was won, the number of times a small win was won, the number of times the support time reduction opening and closing game, and the number of times a small win game was executed (the number of times the special electric device was activated), etc.

[0243] (7-2-1. Characteristics of the probability mode) Next, we will explain the features of the probability variable mode (probability variable mode 1 to 3) according to this embodiment. As already explained, probability variable mode 1 to 3 are game modes with different variation pattern selection modes (Tcode) (see Figure 43), and a variation pattern allocation table (see Figure 34, Figure 35) corresponding to probability variable mode 1 to 3 is selected. By utilizing this, probability variable mode 1 to 3 can create a characteristic probability variable mode. For example, in the variation pattern allocation table for probability variable mode 1, a variation pattern with a variation time of 2 seconds (e.g., normal variation) is selected with a high probability, in the variation pattern allocation table for probability variable mode 2, a variation pattern with a variation time of 3 seconds is selected with a high probability, and in the variation pattern allocation table for probability variable mode 3, a variation pattern with a variation time of 4 seconds is selected with a high probability (see FH11, FH15, and FH19 in Figure 35). In this way, it is possible to vary the average variation time of the special symbols related to each probability variable mode, in other words, the average consumption time of the symbol variation display game (the average execution time of the symbol variation display game per game or the number of executions of the symbol variation display game per unit time: hereinafter also referred to as "average consumption time"). Note that the average consumption time of the symbol variation display game mentioned above is at least the average consumption time when there is a loss, that is, the "average fluctuation time of the loss variation pattern" in each probability variable mode.

[0244] In this embodiment, the relationship between the average consumption times for the probability variable modes is set to satisfy "probability variable mode 3 < probability variable mode 2 < probability variable mode 1." In other words, in terms of the relationship between the fluctuation states between the probability variable modes, probability variable mode 1 is controlled to be in a "high-speed fluctuation state," probability variable mode 2 is controlled to be in a "medium-speed fluctuation state," and probability variable mode 3 is controlled to be in a "low-speed fluctuation state." In other words, the more consecutive wins there are, the longer the average consumption time is controlled. There are no particular restrictions on the average consumption time in each mode, as long as it satisfies the relationship of "probability variable mode 3 < probability variable mode 2 < probability variable mode 1." However, since the probability variable mode is a game mode related to the probability variable state, and the "special symbol time-saving function" operates during the probability variable mode, the average consumption time for each fluctuation state is at least shorter than that of the normal mode (normal state).

[0245] As mentioned above, the reason for defining the relationship between the average consumption time (game consumption speed) for the probability change modes as "probability change mode 3 < probability change mode 2 < probability change mode 1" is as follows.

[0246] In recent years, legal requirements have led to the imposition of restrictions on the payout performance of gaming machines in order to moderately curb gambling. For example, the payout rate (safe balls / out balls) in the short-term (one-hour) test for the aforementioned type testing has been limited from a maximum payout rate of 300% (old standard) to 220% (new standard) (see Regulations Concerning the Certification and Inspection of Gaming Machines, Appendix 4, Technical Standards for Pachinko Gaming Machines (Article 6) (1) Performance Standards, Part B (Part C)). This restriction significantly affects payout performance, especially during consecutive wins. Compliance with this restriction could reduce the payout rate to about two-thirds of the previous rate. Specifically, if the firing time is one hour, the number of out balls is 6,000 (the firing performance of the firing device 32 is 100 balls / minute x 60 minutes = 6,000 balls). Under the old standard, the upper limit of ball output is 300%, so up to 18,000 safe balls per hour (6,000 balls x 300% = 18,000 balls / h) are allowed. However, under the new standard, the upper limit of ball output is limited to 220%, so the upper limit of safe balls is reduced to 13,200 balls per hour (6,000 balls x 220% = 13,200 balls / h). Especially during time-saving and probability-variant modes, the machine is in a high base state (electric support state), so if there are excessive consecutive jackpots, the upper limit of ball output of 220% (13,200 balls) can easily be exceeded, resulting in a non-compliance with the type test. For example, if the base value during power support is 70 (BA70), the number of safe balls in normal power play is 4,200 per hour (BA70 x 100 balls / minute x 60 minutes = 4,200 balls). Therefore, under the old standards, a jackpot payout of 13,800 balls (18,000 balls - 4,200 balls) would be possible, but under the new standards, only 9,000 balls (13,200 balls - 4,200 balls) can be paid out. Therefore, under the above regulations, a method is required to control ball payout performance so that machines can easily pass (conform to) model testing without compromising the feel of ball payout.

[0247] Therefore, in this embodiment, the average duration of the pattern change display game is set to be longer as the number of consecutive wins increases, thereby preventing the ball output speed from increasing too dramatically when consecutive jackpots occur.

[0248] On the other hand, by varying the average time spent in the symbol-changing game depending on each game mode (here, probability variation modes 1 to 3), the gameplay and the degree of freedom in presentation can be increased, and the game can be made more profound. Specifically, the "high-speed variation state" is primarily useful in game modes (game states) that emphasize playability, such as "increasing the average gameplay speed to improve time efficiency in game progress." During probability variation mode (probability variation state), a "power support state + high probability state (special symbol probability variation function activated) + special symbol time-saving state (special symbol time-saving function activated)" is established, and the average time spent in the symbol-changing game is relatively shorter than at least in normal mode, creating a game state designed to make winning a jackpot easier. However, in such a game state, many players prefer to win a jackpot quickly rather than enjoy the presentation. Therefore, in this embodiment, probability variation mode 1 is designed to favor the selection of a variation pattern with a relatively short variation time, thereby generating a "high-speed variation state." On the other hand, in the "medium speed change state" or "slow speed change state," the average consumption time of the pattern change display game is longer than in the "high speed change state," but in return, the presentation time can be made longer, making it useful for game modes that place emphasis on playability, such as "enjoying the presentation."

[0249] As described above, in order to establish the relationship of "probability change mode 3 (slow change state) < probability change mode 2 (medium change state) < probability change mode 1 (fast change state)" with respect to the average consumption time of the symbol change display game, it is preferable to configure the "miss fluctuation pattern allocation table (FIG. 35)" (which is referred to when a miss occurs most frequently during gameplay) as shown in (T1) to (T19) below. Note that the present invention is not necessarily limited to the relationship between the three probability change modes 1 to 3. That is, the present invention provides at least a probability change mode associated with a consecutive win count less than a predetermined number (hereinafter referred to as "probability change mode A") and a probability change mode associated with a consecutive win count equal to or greater than the predetermined number (hereinafter referred to as "probability change mode B"), and when the average consumption time of probability change mode A and probability change mode B is compared, the relationship of "probability change mode A < probability change mode B" is satisfied (the same applies to the modified examples A and B described below). Hereinafter, when we say "in the order of 'Chikara Mode A ⇒ Chikara Mode B'", it also means "in the order of 'Chikara Mode 1 ⇒ Chikara Mode 2 ⇒ Chikara Mode 3'".

[0250] (T1) The average fluctuation time of the normal fluctuation is increased in the order of "Probability Change Mode A ⇒ Probability Change Mode B." Note that one or more normal fluctuations can be set. (T2) The average fluctuation time of the reach fluctuation is increased in the order of "probability change mode A ⇒ probability change mode B." Note that one or more reach fluctuations can be set. (T3) Increase the duration of the normal variation, which has the highest selection rate, in the order of "Probable Variety Mode A ⇒ Probable Variety Mode B." (T4) Increase the duration of the reach fluctuation with the highest selection rate in the order of "Chance Change Mode A ⇒ Chance Change Mode B." (T5) The selection rate of normal fluctuation is decreased in the order of "probability fluctuation mode A ⇒ probability fluctuation mode B". In addition, normal fluctuation can be set to one or more. (T6) The selection rate of reach fluctuation increases in the order of "probability change mode A ⇒ probability change mode B." Note that one or more reach fluctuations can be set. (T7) Increase the fluctuation time of the shortest normal fluctuation in each mode in the order of "Chikara Mode A ⇒ Chikara Mode B." (T8) The fluctuation time of the shortest reach fluctuation in each mode is increased in the order of "Chikara Mode A ⇒ Chikara Mode B." (T9) Reduce the number of normal fluctuations in the order of "Chikara Mode A ⇒ Chikara Mode B." (T10) Increase the number of reach fluctuations in the order of "Chance Mode A ⇒ Chance Mode B." (T11) If "first fluctuation time < second fluctuation time", the number of fluctuation patterns for the second fluctuation time or more is increased in the order of "probability variable mode A ⇒ probability variable mode B". The "variation pattern for the second fluctuation time or more" may be a normal fluctuation or a reach fluctuation (same below). (T12) If "first fluctuation time < second fluctuation time", the number of fluctuation patterns after the first fluctuation time is reduced in the order of "probability variable mode A ⇒ probability variable mode B". The "variation pattern after the first fluctuation time" may be a normal fluctuation or a reach fluctuation (same below). (T13) If "first fluctuation time < second fluctuation time", there is no fluctuation pattern in probability variable mode A that is longer than the second fluctuation time, and there is a fluctuation pattern in probability variable mode B that is longer than the second fluctuation time. (T14) If "first fluctuation time < second fluctuation time", there is a fluctuation pattern in the probability variable mode A that is equal to or shorter than the first fluctuation time, and there is no fluctuation pattern in the probability variable mode B that is equal to or shorter than the first fluctuation time. (T15) If "first fluctuation time < second fluctuation time", there are no fluctuation patterns in probability variable mode 1 and probability variable mode 2 that are longer than the second fluctuation time, and probability variable mode 3 has fluctuation patterns that are longer than the second fluctuation time. (T16) If "First fluctuation time < Second fluctuation time", there are fluctuation patterns in probability variable mode 1 and probability variable mode 2 that are shorter than the first fluctuation time, and there are no fluctuation patterns in probability variable mode 3 that are shorter than the first fluctuation time. (T17) In probability variable mode A and probability variable mode B, the fluctuation time of the fluctuation pattern selected when the number of operation reserved balls at the start of fluctuation (the number of existing operation reserved balls excluding the operation reserved balls used for this fluctuation display operation) is 0 is set to a common fluctuation time (which may be the same or approximately the same), and when the number of operation reserved balls is other than 0, a fluctuation pattern with a different fluctuation time can be selected. For example, in probability variable modes 1 to 3, when the number of operation reserved balls is 0, only the normal fluctuation 8s type (in this example, normal fluctuation 8s during small consecutive wins, normal fluctuation 8s during medium consecutive wins, normal fluctuation 8s during large consecutive wins) is selected, and when the number of operation reserved balls is other than 0, a fluctuation pattern with a different fluctuation time can be selected. In this case, the fluctuation time of the fluctuation pattern that is likely to be selected when the number of operation reserved balls is other than 0 is lengthened in the order of "probability variable mode A ⇒ probability variable mode B". (T18)) The normal fluctuations are common to probability variable mode A and probability variable mode B, and the selection rate of reach fluctuations is set to be higher in the order of "probability variable mode A ⇒ probability variable mode B." For example, the normal fluctuations are common to probability variable modes 1 to 3, and the selection rate of reach fluctuations is set to be higher in the order of "probability variable mode 1 ⇒ probability variable mode 2 ⇒ probability variable mode 3." (T19) The normal fluctuation is common to probability variable mode A and probability variable mode B, and the selection rate of reach fluctuations with relatively long fluctuation times is set to be high in the order of "probability variable mode A ⇒ probability variable mode B." For example, the normal fluctuation is common to probability variable modes 1 to 3, and the selection rate of reach fluctuations with relatively long fluctuation times is set to be high in the order of "probability variable mode 1 ⇒ probability variable mode 2 ⇒ probability variable mode 3."

[0251] In addition, since the electric support state is a state in which the operation reserved balls are likely to accumulate, it can be said that it is important to adopt a loss fluctuation pattern allocation table having the above-mentioned configurations (T1) to (T6) by focusing on the fluctuation pattern that is likely to be selected when the operation reserved balls are relatively large. On the other hand, since the operation reserved balls are unlikely to accumulate during a state without electric support, such as a potential probability state, in order to realize the above-mentioned "probability variable mode 3 (slow fluctuation state) < probability variable mode 2 (medium speed fluctuation state) < probability variable mode 1 (high speed fluctuation state)", it is important to focus on the fluctuation pattern that is likely to be selected when the operation reserved balls are relatively small and use a loss fluctuation pattern allocation table having the configurations (T1) to (T19).

[0252] In addition, the winning variation pattern allocation table shown in FIG. 34 can be configured as shown in the following (T20) to (T27).

[0253] (T20) The time for the reach fluctuation that is likely to be selected when winning is lengthened in the order of "Probable Change Mode A ⇒ Probable Change Mode B." (T21) When the degree of advantage (profit degree) is "first winning type < second winning type", when the second winning type is won, the reach fluctuation with a relatively long fluctuation time is more likely to be selected than when the first winning type is won. In this case, the fluctuation time of the reach fluctuation can be lengthened in the order of "probability variable mode A ⇒ probability variable mode B". (T22) When the degree of advantage (degree of profit) is "first winning type < second winning type", the reach fluctuation when the first winning type is won is the same (the reach fluctuation time is the same), and the reach fluctuation that is likely to be selected when the second winning type is won is different (the reach fluctuation time is different). In this case, the fluctuation time of the reach fluctuation can be lengthened in the order of "probability variable mode A ⇒ probability variable mode B". (T23) If the time period for the longest reach variation that can be selected when winning in probability variable mode A (the longest reach variation for the first win) is set to "R seconds," and the time period for the longest reach variation that can be selected when winning in probability variable mode B (the longest reach variation for the second win) is set to "S seconds," R / S value (variation time extension rate when winning) If the fluctuation time of the longest reach fluctuation that can be selected when you lose in probability variable mode A (longest reach fluctuation for the first miss) is "T seconds," and the fluctuation time of the longest reach fluctuation that can be selected when you lose in probability variable mode B (longest reach fluctuation for the second miss) is "U seconds," The value of T / U (variation time extension rate when losing) is different. In this case, it can be said that "T / U" < "R / S". Also, if the degree of advantage (degree of profit) is "first winning type < second winning type", the value of "R / S" is larger for the second winning type than for the first winning type. (T24) In the order of "Probable Variable Mode A ⇒ Probable Variable Mode B", the fluctuation time of the reach fluctuation that can be selected when the winning type with the highest profit degree (in this embodiment, 10R Probable Variable jackpot) is won is at least lengthened. (T25) In the order of "Probable Variable Mode A ⇒ Probable Variable Mode B," among the reach fluctuations that can be selected when winning the winning type with the highest profit potential (in this embodiment, a 10R Probable Variable jackpot), the fluctuation time of the longest reach fluctuation is at least lengthened. (T26) When comparing probability variable mode A and probability variable mode B, the fluctuation time of the fluctuation pattern that can be selected in the case of a loss does not change, but the fluctuation time of the fluctuation pattern that can be selected in the case of a win becomes relatively longer. Although not shown, for example, the fluctuation pattern allocation table referenced in each probability variable mode 1 to 3 in the case of a loss is the "loss fluctuation pattern allocation table (for medium consecutive wins)" corresponding to probability variable mode 2 in Figure 35, and in the case of a win, the "probability variable medium win / support time-saving win fluctuation pattern allocation table" shown in Figure 34 is used depending on the number of consecutive wins. Note that "winning" here means "winning a jackpot" and / or "winning a support time-saving win" (the same applies to (T27) described next). When comparing the probability variation mode A and the probability variation mode B, the variation time of the variation pattern that can be selected in the case of winning does not change, but the variation time of the variation pattern that can be selected in the case of losing becomes relatively long. Although not shown in the figure, for example, when winning, the variation pattern distribution table referred to in each probability variation mode 1 to 3 is the "Probability Variation Winning and Short Support Winning Variation Pattern Distribution Table (for Medium Continuous Wins)" corresponding to the probability variation mode 2 in FIG. 33, and in the case of losing, the "Probability Variation Losing Variation Pattern Distribution Table" shown in FIG. 35 is used according to the number of continuous wins.

[0254] In the case of this embodiment, after shifting to the probability variation mode 3, until winning a big win or exhausting the number of ST times, it does not shift from the probability variation mode 3 to other game modes. However, the present invention is not limited to this, and when a predetermined number of game times (variation times) is executed during the probability variation mode 3, it may be shifted to other game modes (probability variation mode 1 or probability variation mode 2). This is because if the probability variation mode 3 in the low-speed variation state continues for a long time, it will give the player a sense of boredom or make the game monotonous. The shift of the game mode is not limited to the shift form of "probability variation mode 3 ⇒ probability variation mode 2 or probability variation mode 1", and it may also be "probability variation mode 3 (first variation times exhausted) ⇒ probability variation mode 2 (second variation times exhausted) ⇒ probability variation mode 1" or "probability variation mode 3 (first variation times exhausted) ⇒ probability variation mode 1 (second variation times exhausted) ⇒ probability variation mode 2". In addition, when the first variation times is set to K times and the second variation times is set to L times, "K times" = "L times", "K times < L times", or "K times > L times" can be set.

[0255] (Modification Example A) In this embodiment, as described above, the relationship of "probability variable mode 3 (slow fluctuation state) < probability variable mode 2 (medium fluctuation state) < probability variable mode 1 (high-speed fluctuation state)" is realized by using the miss fluctuation pattern allocation table (FIG. 35) corresponding to each of probability variable modes 1 to 3, but the present invention is not limited to this. For example, as shown in FIGS. 36 and 37, the relationship of "probability variable mode 3 (slow fluctuation state) < probability variable mode 2 (medium fluctuation state) < probability variable mode 1 (high-speed fluctuation state)" and the fluctuation state of the same event can be realized by using a fluctuation pattern allocation table corresponding to one probability variable mode (one Tcode). FIG. 36 shows an example of a probability variable win / support time-saving winning fluctuation pattern allocation table (winning-type fluctuation pattern allocation table) related to Modification A, and FIG. 37 shows an example of a miss fluctuation pattern allocation table related to Modification A.

[0256] First, an outline of this example will be explained with reference to the failure fluctuation pattern allocation table shown in FIG. 37. In this example, the failure fluctuation pattern allocation table used for a short consecutive win (1st to 3rd consecutive wins) is used as the reference table (see FIG. 37(A)). For a medium consecutive win (4th to 6th consecutive wins), the fluctuation pattern at the start of the current fluctuation is obtained by adding a first addition time (e.g., 5 seconds) to the fluctuation time of the fluctuation pattern defined in this reference table (see FIG. 37(B)). Furthermore, for a long consecutive win (7th or more consecutive wins), the fluctuation pattern at the start of the current fluctuation is obtained by adding a second addition time (e.g., 10 seconds) to the fluctuation time of the fluctuation pattern defined in the reference table (see FIG. 37(C)). In other words, this is a fluctuation pattern selection technique in which a fluctuation pattern corresponding to one game mode is used to obtain fluctuation patterns corresponding to multiple game modes. In this example, since the value obtained is the value obtained by adding a predetermined time, the selection rate of the fluctuation pattern does not change, as shown in FIGS. 37(A) to 37(B). The same applies to the "win / support time-saving winning fluctuation pattern allocation table" shown in Figure 36 (a) to (b).

[0257] Figure 37 (A) shows the loss fluctuation pattern allocation table used for consecutive wins 1 to 3. Here, for the sake of convenience, the fluctuation pattern types to be selected are shown as representative examples, including normal fluctuations 1 to 4 during probability change (fluctuation time 1 second, 2 seconds, 3 seconds, 3 seconds), N reach during probability change, SP reach A during probability change (low winning expectation), and SP reach B during probability change (high winning expectation).

[0258] As can be seen from Figure 37 (a) to (c), although the selection rate of each fluctuation pattern is the same, the more consecutive wins there are, the longer the fluctuation pattern with a relatively longer fluctuation time is selected (the same applies to Figure 36 (a) to (c)). This makes it possible to realize a fluctuation state that is the same as the above-mentioned "probability change mode 3 (slow fluctuation state) < probability change mode 2 (medium speed fluctuation state) < probability change mode 1 (high speed fluctuation state)", that is, a fluctuation state where "small consecutive wins (high speed fluctuation state) < medium consecutive wins (medium speed fluctuation state) < large consecutive wins (slow speed fluctuation state)".

[0259] In addition, in Fig. 37(b), 5 seconds (first addition time) is added to each fluctuation pattern of the reference table, and in Fig. 37(c), 10 seconds (second addition time) is added to each fluctuation pattern of the reference table. However, the present invention is not limited to this, and can be configured as follows (S1) to (S7).

[0260] (S1) A predetermined time is not added (hereinafter simply referred to as "addition") to normal fluctuations (normal fluctuations 1 to 4 during probability change), but is added to at least one reach fluctuation (N reach during probability change, SP reach A during probability change, SP reach B during probability change). For example, in the case of a medium consecutive win, 5 seconds (first addition time) are added to the N reach during probability change in the reference table (Figure 37 (A)), and in the case of a large consecutive win, 10 seconds (second addition time) are added to the N reach during probability change. Note that it is preferable to add a reach fluctuation that is relatively easy to select (here, the N reach during probability change with the highest selection rate during reach fluctuations). Furthermore, the first addition time and the second addition time need only satisfy the relationship "first addition time < second addition time" (the same applies to (S2) to (S5) described below). (S2) Addition is made to at least one normal fluctuation (normal fluctuations 1 to 4 during probability variation), and addition is not made to reach fluctuations (N reach during probability variation, SP reach A during probability variation, SP reach B during probability variation). For example, in the case of a medium consecutive win, 5 seconds (first addition time) is added to normal fluctuation 1 during probability variation in the reference table (Figure 37 (A)), and in the case of a large consecutive win, 10 seconds (second addition time) is added to normal fluctuation 1 during probability variation. It is preferable to add a normal fluctuation that is relatively easy to select (here, normal fluctuation 1 during probability variation, which has the highest selection rate among normal fluctuations). (S3) In the case of a loss, no addition is made, but in the case of a win, an addition is made. For example, in the case of a win, 5 seconds (first addition time) and 10 seconds (second addition time) are added, as shown in Figures 37(b) and (c), but no addition is made in the case of a loss (in the case of a loss, the reference table: Figure 37(a) is used). In other words, the fluctuation time of the fluctuation pattern that can be selected in the case of a loss does not change, but the fluctuation time that can be selected in the case of a win becomes relatively longer. Note that "winning" here means "winning a jackpot" and / or "winning the support time reduction" (the same applies to (S4) described below). (S4) In the case of a loss, an addition is made, and in the case of a win, no addition is made. For example, in the case of a loss, 5 seconds (first addition time) and 10 seconds (second addition time) are added as shown in Figures 37(b) and (c), but in the case of a win, no addition is made (in the case of a win, the reference table: Figure 36(a) is used). In other words, the fluctuation time of the fluctuation pattern that can be selected in the case of a win does not change, but the fluctuation time that can be selected in the case of a loss becomes relatively longer. (S5) At least the longest fluctuation pattern is not added. For example, SP Reach B during the probability change is not included in the addition, and at least one fluctuation pattern among the fluctuation patterns with a shorter fluctuation time than this is included in the addition (the addition content can be the above (T7) or (T8)). The longest fluctuation pattern is because the original fluctuation time is long. The "longest fluctuation pattern" may be the longest one among the losing fluctuations (Figure 37) (in this example, SP Reach B during the probability change), or it may be the longest one among the winning fluctuations (Figure 36) in the table (in this example, SP Reach B during the probability change). (S6) A common effect can be performed during the first addition time or the second addition time. For example, "effect A" can be performed during the 5-second addition (during the first addition time), and "effect B" can be performed during the 10-second addition (during the second addition time). Also, during the 10-second addition (during the second addition time), "effect A (the same effect as during the first addition time)" can be performed during the first 5 seconds, and "effect C (a different effect from during the first addition time)" can be performed during the last 5 seconds. Note that "effect A" is preferably a pseudo-consecutive win. Also, "effect B" is preferably a player-participation effect. (S7) If the number of pending operating balls at the start of the fluctuation (the number of currently existing pending operating balls excluding the pending operating balls used for this fluctuation display operation) is 0, no addition is made, but if the number of pending operating balls is not 0, addition is made. If the number of pending operating balls is 0, a fluctuation pattern with a relatively long fluctuation time is selected (in this example, only reach fluctuation is selected), so it is not desirable to add indiscriminately. In addition, it may be configured so that the longest fluctuation pattern among the normal fluctuation types (in this example, normal fluctuation 3 during probability fluctuation or normal fluctuation 4 during probability fluctuation) is easily selected.

[0261] (Variation B) Furthermore, the relationship of "probability change mode 3 (slow fluctuation state) < probability change mode 2 (medium fluctuation state) < probability change mode 1 (fast fluctuation state)" is not limited to the above variant A, and can also be realized, for example, by using a fluctuation pattern allocation table that changes the selection rate (allocation value) of the fluctuation pattern depending on the number of consecutive wins, as shown in Figures 38 and 39.

[0262] First, an overview of this example will be explained with reference to Figure 39. In this example, the miss variation pattern allocation table used in a short consecutive win (1st to 3rd consecutive wins) is used as the reference table (see Figure 39 (A)), and in a medium consecutive win (4th to 6th consecutive wins), the "first selection rate variation table (Figure 39 (B)"), which changes the selection rate of the variation pattern defined in this reference table, is referenced. In addition, when a long winning streak occurs (after the seventh consecutive winning streak), the selection rate of the variation pattern defined in the above-mentioned standard table is changed, and a "second selection rate variation table (Fig. 39(c)") with a different selection rate from the "first selection rate variation table (Fig. 39(b)") is referenced. Here, the standard table (Figure 39 (A)) used in the case of a small consecutive game (1st to 3rd consecutive game) The above "First Selection Rate Fluctuation Table (Figure 39 (b))" used in the middle consecutive wins (4th to 6th consecutive wins), In the case of a long consecutive win (7 or more consecutive wins), the relationship between the average fluctuation time of the above "Second Selection Rate Fluctuation Table (Figure 39 (C))" used is as follows: The selection rate is changed to satisfy at least the relationship "Second selection rate fluctuation table (slow speed) < First selection rate fluctuation table (medium speed) < Reference table (high speed)". This allows the relationship of "Probability variable mode 3 (slow speed fluctuation state) < Probability variable mode 2 (medium speed fluctuation state) < Probability variable mode 1 (high speed fluctuation state)" to be realized. In this example, since the selection rate of the fluctuation pattern of the reference table is changed, as shown in Figure 39 (a) to (b), the fluctuation time of the fluctuation pattern related to each fluctuation pattern allocation table does not change (the fluctuation pattern designation command (MODE2+EVENT1) does not change either) (the same applies to the "Win / Support Time Reduction Winning Fluctuation Pattern Allocation Table" in Figure 38). In this respect, it is significantly different from the above-mentioned modified example A, in which the fluctuation time of the fluctuation pattern related to each fluctuation pattern allocation table changes but the selection rate does not change.

[0263] Figure 39 (A) shows a losing fluctuation pattern distribution table used when consecutive wins are 1 to 3 times. Here, for the sake of convenience, as with the above-mentioned modified example A, as the fluctuation pattern types to be selected, the following are shown as representative examples: normal fluctuation 1 to 4 during probability variation (fluctuation time 1 second, 2 seconds, 3 seconds, 3 seconds), N reach during probability variation, SP reach A during probability variation (low winning expectation), SP reach B during probability variation (high winning expectation).

[0264] As can be seen from Figure 39 (a) to (c), although the fluctuation time of each fluctuation pattern is the same, the selection rate of the fluctuation pattern changes depending on the number of consecutive wins, and as the number of consecutive wins increases, fluctuation patterns with relatively long fluctuation times tend to be selected (same as in Figure 39 (a) to (c)). This makes it possible to realize a fluctuation state with the same phenomenon as the above-mentioned relationship of "probability change mode 3 (slow fluctuation state) < probability change mode 2 (medium speed fluctuation state) < probability change mode 1 (high speed fluctuation state)", that is, a fluctuation state of "small consecutive wins (high speed fluctuation state) < medium consecutive wins (medium speed fluctuation state) < large consecutive wins (slow speed fluctuation state)".

[0265] This modified example can be configured as follows (P1) to (P15).

[0266] (P1) If the average fluctuation time of the "reference table" is "X seconds," the average fluctuation time of the "first selection rate fluctuation table" is "Y seconds," and the average fluctuation time of the "second selection rate fluctuation table" is "Z seconds," the following relational expression (α) is satisfied. "Y / X" < "Z / Y" (α) The extension rate of the average fluctuation time from "Chikara Mode 2 ⇒ Chikara Mode 3" is greater than the extension rate of the average fluctuation time from "Chikara Mode 1 ⇒ Chikara Mode 2".

[0267] (P2) If the fluctuation time of the longest fluctuation pattern in the "reference table" is "X seconds," the fluctuation time of the longest fluctuation pattern in the "first selection rate fluctuation table" is "Y seconds," and the fluctuation time of the longest fluctuation pattern in the "second selection rate fluctuation table" is "Z seconds," the following relational expression (β) is satisfied. "Y / X" < "Z / Y" (β) The rate of extension of the fluctuation time for the longest fluctuation pattern, "Chikara Mode 2 ⇒ Chikara Mode 3", is greater than the rate of extension of the fluctuation time for the longest fluctuation pattern, "Chikara Mode 1 ⇒ Chikara Mode 2".

[0268] (P3) The total selection rates of the normal fluctuations in the "Standard Table", "First Selection Rate Fluctuation Table" and "Second Selection Rate Fluctuation Table" are "X1", "Y1", and "Z1", If the combined selection rates of the reach fluctuations of the "reference table," "first selection rate fluctuation table," and ...

Claims

[Claim 1] a launching means capable of launching a game ball; a symbol display means configured to be able to stop and display symbols in a display mode corresponding to a game result; A special electric device configured to be able to open and close the big prize opening, A gaming machine capable of controlling the winning state of opening and closing the big prize opening, A specific state can be transitioned to without passing through the hit state, A specific effect can be executed only when the specific state is expected to be controlled, When the winning state is controlled, the symbol is displayed in a stopped state in a first specific display mode, When controlled to the specific state, the symbols are stopped and displayed in a second specific display mode different from the first specific display mode, In the specific state, a display for preventing addiction can be executed, When the specific state is reached, the execution of the pre-reading notice can be restricted, The device is configured to transition to a specific mode when powered on, During the specific mode, the launching of game balls by the launching means is restricted. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2010178967A

  • Game machine

    JP2013202292A

  • Game machine

    JP2019024603A

  • Game machine

    JP2019170562A

  • Game machine

    JP2010239986A