Gaming machine

The gaming machine enhances entertainment value by allowing selection of predictive effects and fluctuation patterns with adjustable gaming states and expectation levels, resulting in increased player engagement and satisfaction.

JP2026022133AActive Publication Date: 2026-02-12NEWGIN KK
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Patent Information

Application Number
JP2024123549
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-30
Publication Date
2026-02-12
Estimated Expiration
2044-07-30

AI Technical Summary

Technical Problem

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

Method used

A gaming machine that allows selection of predictive effects and fluctuation patterns, with adjustable gaming states and expectation levels, including first and second gaming states with varying fluctuation times and expectation levels, and the ability to generate bonuses after fluctuation games, enhancing player interaction and excitement.

Benefits of technology

The solution increases game enjoyment by providing diverse gaming experiences and adjustable expectation levels, thereby improving overall player engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve interest in a game.SOLUTION: To provide a game machine capable of executing a first game state and a second game state more advantageous than the first game state. In particular, in the game machine, in the first game state, when the read-ahead performance and the first short variation pattern are selected, the degree of expectation for generating a privilege can be set to a predetermined first degree of expectation, and when the read-ahead performance and the first long variation pattern are selected, the degree of expectation can be set lower than the first degree of expectation. In the second game state, when the read-ahead performance is selected, the degree of expectation can be set to a predetermined third degree of expectation even when either of the second short variation pattern and the second long variation pattern is selected.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] BACKGROUND ART Gaming machines capable of executing so-called pre-reading effects (for example, Patent Document 1) have been known. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2024-062716 Summary of the Invention [Problem to be solved by the invention]

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

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

[0006] In a representative embodiment of the present invention, a gaming machine is capable of selecting a predictive effect and a fluctuation pattern when a predetermined start winning means is won, and when a specific result is derived by a win / loss judgment, a bonus can be generated after the end of a fluctuation game in which the fluctuation pattern is executed, and is capable of executing a first gaming state and a second gaming state that is more advantageous than the first gaming state, and the fluctuation patterns include one or more first short fluctuation patterns selectable in the first gaming state, one or more first long fluctuation patterns selectable in the first gaming state, one or more second short fluctuation patterns selectable in the second gaming state, and one or more second long fluctuation patterns selectable in the second gaming state, and the fluctuation time of the first short fluctuation pattern is shorter than a predetermined first reference time, and the fluctuation time of the first long fluctuation pattern is longer than the first reference time, A gaming machine is provided in which the fluctuation time of the second short fluctuation pattern is shorter than a predetermined second reference time, and the fluctuation time of the second long fluctuation pattern is longer than the second reference time, and in the first gaming state, when the look-ahead effect and the first short fluctuation pattern are selected, the expectation level for generating the special benefit can be set to a predetermined first expectation level, and when the look-ahead effect and the first long fluctuation pattern are selected, the expectation level can be set to a lower level than the first expectation level, and / or when the look-ahead effect is not selected and the first long fluctuation pattern is selected, the expectation level can be set to a predetermined second expectation level, and in the second gaming state, when the look-ahead effect is selected, the expectation level can be set to a predetermined third expectation level regardless of whether the second short fluctuation pattern or the second long fluctuation pattern is selected. [Effects of the Invention]

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

[0008] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3]1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] 10 is a flowchart showing details of a performance command generation process. [Figure 6] 10 is a flowchart showing details of the normal fluctuation pattern determination process. [Figure 7] A figure showing an example of a variation pattern table for normal play. [Figure 8] 10 is a flowchart showing details of a RUSH-time fluctuation pattern determination process. [Figure 9] FIG. 10 is a diagram showing an example of a fluctuation pattern table for RUSH. [Figure 10] 10 is a flowchart showing details of the jackpot game execution determination process according to the first embodiment. [Figure 11] 10 is a flowchart showing details of the performance control process. [Figure 12] FIG. 10 is a diagram showing an example of a variable effect table. [Figure 13] 10 is a flowchart showing the jackpot game execution determination process according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

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

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of switches (for example, four) arranged in the front, back, left, right, etc. For example, the directional key switch 450 adjusts the brightness or luminance of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0046] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / 2 mixed machine (type 1+2 machine). In this embodiment, when a small win occurs, the special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning port) in the special variable winning device 39, resulting in a jackpot. The configuration of this embodiment can also be applied to gaming machines other than type 1 / 2 mixed machines. For example, this embodiment can be applied to a V-type variable machine (V-ST machine) in which a probability variable state (high probability state, specific gaming state) is determined after the jackpot ends when a gaming ball enters the specific area 86 (V winning port), and this embodiment can also be partially applied to gaming machines that do not have the specific area 86.

[0047] When a gaming ball enters a large winning slot of the general winning slot 35, the starting winning slot 36, the normal variable winning device 37, or the special variable winning device 39, the frame control device 200 (see FIG. 3) provides the number of winning balls according to the type of winning slot as numerical data and adds it to the number of balls held by the gaming machine (number of available gaming balls, number of available gaming values). In addition, the lower gaming area 32 is provided with an outlet 30b for collecting gaming balls that did not enter the winning slots, etc. In addition, the general winning slot 35, the starting winning slot 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with LEDs 46 that can light up when a gaming ball enters a winning slot, etc.

[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is an information display device that is made up of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game status, and is equipped with display parts 51 to 60.

[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a collection of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start memory number (hold number) of each change display game. Note that the special chart 1 display 51 and the special chart 2 display 52 may be 7-segment type display units. The special chart 1 hold display 54 is composed of two LED lamps. The special chart 2 hold display 55 is composed of two LED lamps. The normal chart hold display 56 is composed of two LED lamps.

[0050] The collective display device 50 also has a first game status display unit 57 (first game status indicator, one LED lamp) that notifies when it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to notify the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability status display unit, one LED lamp) that indicates when the gaming machine 10 is turned on that the probability state for a jackpot is in a high probability state, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).

[0051] In the special symbol 1 display 51 and the special symbol 2 display 52, the variable display game (symbol variable game) is executed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (e.g., some or all of the multiple LED lamps). Multiple types of identification information (symbols) may be displayed in a rotating fashion. The variable display game may be executed by all LED lamps provided as displays for the variable display game turning on and off (all LEDs flashing simultaneously), circulating (one LED lamp turns on and off in a predetermined sequence at predetermined intervals), or by turning on and off (flashing) or circulating (flashing) a predetermined number of LEDs among the multiple LED lamps. In the normal symbol display 53, the variable display game (symbol variable game) is executed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The normal symbol display 53 can also be configured appropriately in the same manner as the special symbol 1 display 51 and the special symbol 2 display 52. In this way, the pattern (special pattern or normal pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the normal pattern display 53 fluctuates (changes) over time in the variable display game, so the variable display game is also called a pattern fluctuating game.

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

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

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

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

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

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

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

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

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

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

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

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

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

[0065] When a game ball enters the start winning slot 36 (special symbol 1 start slot) or the normal variable winning device 37 (special symbol 2 start slot) at a predetermined timing (when the random number value for determining a win at the time of winning detection is a jackpot value), a specific result state (special result state) is derived from the displayed symbols as a result of the special symbol variable display game, and a jackpot state (special game state) is achieved. Correspondingly, the display state of the display device 41 becomes a special result state (for example, a state in which numbers such as "777" are lined up).

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

[0067] When a game ball enters the start winning hole 36 (special chart 1 start hole) or the normal variable winning device 37 (special chart 2 start hole) at a predetermined timing (when the random number value for winning determination at the time of winning detection is a small winning value), a special result mode (small winning result mode) is derived from the displayed symbol as a result of the special chart variable display game, and a small winning state is achieved. Correspondingly, the display mode of the display device 41 becomes a small winning result mode. In this embodiment, a random number value for winning determination is also used to determine a small winning, but the small winning value (small winning determination value) is different from the big winning value (big winning determination value). In addition, a small winning random number value may be used to determine a small winning.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0082] In addition, ROM111b stores, for example, a fluctuation pattern table that specifies the relationship between a plurality of fluctuation patterns (fluctuation mode and fluctuation time) that specify the execution time (fluctuation time) of the special chart fluctuation display game, the presentation content, whether or not a reach state occurs, etc., and a predetermined fluctuation pattern random number value, as well as judgment values ​​for various random numbers.

[0083] In particular, the fluctuation pattern table of this embodiment is composed of fluctuation pattern tables I-1 to I-4 used for normal games and fluctuation pattern tables II-1, II-3, and II-4 used for RUSH. Each of these fluctuation pattern tables specifies a plurality of fluctuation patterns with different fluctuation times depending on whether a pre-reading effect is set (selected) in the fluctuation game and whether a jackpot has been won, and a fluctuation pattern random number value (selection rate) assigned to each of the fluctuation patterns. Note that, for the sake of simplicity, hereinafter, the fluctuation pattern tables I-1 to I-4 used for normal games will be collectively referred to as "fluctuation pattern table I," and the fluctuation pattern tables II-1, II-3, and II-4 used for RUSH will be collectively referred to as "fluctuation pattern table II."

[0084] In this embodiment, the term "predictive effect" refers to an effect that, when a player wins a prize, notifies (indicates) the player that the player has won a jackpot with a certain degree of reliability (expectation) or higher in a variable game involving a winning start memory (reserved), such as the first start winning slot (special chart 1 start slot, start winning slot 36) or the second start winning slot (special chart 2 start slot). In particular, the predictive effect can be realized by any display, light emission, sound output, or operation of the effect movable body 44 that can make the player aware of the intended notification content (increased expectation of winning a reserved jackpot), or a combination of two or more of these. The predictive effect also includes the so-called "predictive effect." In particular, the advance reveal effect in this embodiment refers to an effect in which a notification (hint) is given to a player that he or she has won a jackpot with a higher degree of reliability (higher reliability than advance reading effects other than the advance reveal effect) in a variable game prior to the pending variable game in which the player wins a jackpot in a pending variable game (start memory) that occurs when the player wins a prize at a predetermined winning port such as the start winning port 36 or the second start winning port (special chart 2 starting port).

[0085] Furthermore, the above-mentioned fluctuation pattern table I and / or fluctuation pattern table II may each include a table (such as a second-half fluctuation group table or a second-half fluctuation pattern selection table) for determining a second-half fluctuation pattern, which is a fluctuation pattern after a reach state is reached, and a table (such as a first-half fluctuation group table or a first-half fluctuation pattern selection table) for determining a first-half fluctuation pattern, which is a fluctuation pattern before a reach state is reached.

[0086] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the frame control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. Although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number value for determining a jackpot in the special symbol variable display game, a special symbol pattern random number value for determining a jackpot pattern (a symbol that stops for a jackpot), a small symbol (a symbol that stops for a small symbol), and a time-saving symbol (a symbol that stops for a support hit), and a variable pattern random number value for determining a variable pattern in the special symbol variable display game (including information on variable displays of various reaches and no reaches, information on the execution time of the special symbol variable display game, etc.). The random number generation circuit can also generate a random number value for determining whether the normal symbol variable display game is a hit, and a random number value for determining the normal symbol hit result (normal symbol hit pattern).

[0087] Furthermore, when the CPU 111a detects the entry of a game ball into a predetermined start winning hole, it sets (selects) an appropriate look-ahead effect, and selects one of the variation pattern tables I (for normal games) stored in the ROM 111b or one of the variation pattern tables II (for RUSH) based on whether the look-ahead effect is set or not and the result of the jackpot. Furthermore, the CPU 111a determines one variation pattern from the variation pattern random number value acquired by referring to the selected variation pattern table, generates a presentation control command including the variation pattern, and stores it in the buffer 133 of the output unit 140.

[0088] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands or data) from the game control device 100.

[0089] The input section 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the entry port switch 35a of the normal entry port 35, the start port 1 switch 36a in the start entry port 36, the start port 2 switch 37a in the normal variable entry device 37, and the large entry port switch 39a in the special variable entry device 39. The outputs from the gate switch 34a, the entry port switch 35a, the start port 1 switch 36a, the start port 2 switch 37a, and the large entry port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. The detection signals from the start port 1 switch 36a and the start port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may be, for example, magnetically detect game balls.

[0090] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball outlet switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage (V entry) of a game ball into the specific area 86 (V entry port). The remaining ball outlet switch 73 detects game balls that have passed through the remaining ball outlet, which discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and finished playing (i.e., all game balls that have passed through the entry port or out port 30b). In addition to game balls that have entered the out port 30b, game balls that have entered any entry port (start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.

[0091] In addition, various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch (door opening / closing sensor) for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main body frame open detection switch, door opening / closing sensor) for detecting front frame open provided on the front frame 12 (main body frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.

[0092] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the frame control device 200 to the gaming control device 100 via the input unit 120.

[0093] Data is transmitted from the game control device 100 to the presentation control device 300 via the output unit 130, for example, by serial communication. Note that communication between the game control device 100 and the presentation control device 300 is one-way communication that prevents signals from being input from the presentation control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.

[0094] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a gaming machine as an actual machine (mass-produced product) installed in an amusement parlor (game center).

[0095] The output unit 130 is also provided with an output port that outputs opening / closing data for the normal solenoid 37c that opens the normal variable prize winning device 37, the large prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is also provided with a driver that receives the opening / closing data signal, generates a solenoid drive signal, and outputs it.

[0096] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using the corresponding output port and driver.

[0097] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, for example, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.

[0098] Furthermore, the output unit 130 can output LED on / off data for the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.

[0099] In this embodiment, the performance display device 152 is made up of a plurality (four) of seven-segment type (eight-segment type including the dots Dp) displays (LED lamps), but is not limited to this.

[0100] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value number) obtained by winning, and may be, for example, the payout rate (base value), the ratio of bonus balls, the number of dispensed balls, etc.

[0101] The ball payout rate (base value) is the ratio (proportion) of the total number of prize balls to the number of dispensed balls (or the number of shot balls introduced into the game area 32), and is calculated as (number of acquired balls ÷ number of dispensed balls) × 100 (%). In other words, the ball payout rate is the number of acquired balls (total number of prize balls) per 100 dispensed balls. The number of dispensed balls can be obtained by counting the signal of the out ball detection switch 74, etc. In enclosed gaming machines, the number of acquired balls (total number of prize balls) is the number of game value (amount of game value) that is assigned as numerical data.

[0102] For example, the ratio of prize balls to prize balls is the percentage (%) (= so-called continuous prize ball ratio) of the number of prize balls (number of balls acquired by each prize ball) acquired by winning a prize ball in a big prize slot during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize ball in a prize slot during a specified period (for example, from when the gaming machine 10 is turned on to the present).

[0103] (Safety device (complete function)) Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (a game unavailable state, a game prohibited state) in which games such as the special symbol variation display game, the normal symbol variation display game, and round games (jackpot games and small jackpot games) cannot be played when an operating condition (a predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device can take appropriate countermeasures against fraud in cases such as when an abnormally high number of safe balls is caused by fraud, and may also be able to prevent players from becoming addicted to the game. Reducing addiction allows players to play with peace of mind.

[0104] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a complete function (or ending function, stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.

[0105] In this embodiment, the activation condition of the safety device is (1) the value (counter value) of the counting counter capable of counting (measuring) MY reaches a reference value (a predetermined value, 95,000 in this embodiment), and (2) the game is neither a big win nor a small win. MY corresponds to the increase in the number of game balls from the reference value, which is the point at which the number of game balls has decreased the most (the point at which the player's loss of game balls is greatest) when the game results are obtained during a day's business at the gaming parlor (a day's operation of the gaming machine 10). The counting counter (which may be called a reference value counter) used to count MY basically counts the value obtained by subtracting the number of discharged balls (number of out balls) from the number of safe balls (number of safe balls - number of discharged balls). However, if the counting counter is 0, the counter does not subtract even if there are discharged balls (out balls) (counter value ≧ 0). Thus, the activation condition of the safety device consists of two conditions (1) and (2). The activation conditions may be other conditions, for example, condition (1) may be that the number of safe balls or the specific number of balls (number of safe balls - number of discharged balls) reaches a reference value. Condition (2) may be that the special variable prize winning device is not activated or that the large prize winning port is not open.

[0106] In this embodiment, the number of safe balls is the total number (number of acquired balls, number of dispensed balls) of prize balls determined to be awarded (basically equal to the number of prize balls actually awarded). The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signals from the out ball detection switch 74. The counter value of the counting counter increases when a prize ball is won in a prize slot, as the number of safe balls increases by the number of prize balls, and decreases when one game ball is discharged from the game area 32, as the number of discharged balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains 0). The counting counter can be set, for example, by providing an area for storing counter values ​​in the RAM 111c of the game control device 100.

[0107] Note that the number of fired balls, which is the number of fired balls that have been fired and introduced into the play area 32, may be used instead of the number of ejected balls. The number of fired game balls and the number of ejected balls may be collectively referred to as the number of used balls. Foul balls that were fired by the ball launcher but did not reach the play area 32 are excluded from the number of fired balls, and the counter value of the counting counter is decremented by -1 each time a game ball is fired by the ball launcher, and is incremented by +1 each time a foul ball is produced.

[0108] For example, the state of the safety device (complete function) corresponds to a counter value less than 90,000, and becomes an inactive state (a normal state in which a complete function activation warning, complete function activation notice, or complete function activation notification is not being executed). The state of the safety device corresponds to a counter value between 90,000 and 94,999, and becomes a complete function activation warning state that notifies (warns) that the safety device may be activated. The state of the safety device corresponds to a counter value reaching 95,000, and becomes a complete function activation notice state that notifies (notifies) that the safety device will be activated (is scheduled to be activated), or a complete function activation notification state (activated state, activated state) in which the safety device is activated.

[0109] In addition, when the counter value reaches 95,000 (the reference value), if there is a big hit or a small hit, the complete function activation notice state will be entered, and if there is neither a big hit nor a small hit, the complete function activation notice state will be entered. Therefore, if the safety device enters the complete function activation notice state (activated state) before a big hit or a small hit occurs, a game stop state (a state where play is not possible, a state where play is prohibited) will occur immediately, and the complete function activation notice state will not occur. In addition, in the time-saving state or the probability variable state, the safety device is likely to enter the complete function activation notice state (activated state) before a big hit or a small hit occurs.

[0110] On the other hand, when the big hit or small hit ends and it is no longer a big hit or a small hit, the safety device transitions from the complete function activation warning state to the complete function activation notification state (activated state, activated state).

[0111] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activation. As the complete function activation warning, the remaining number (the difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is counted down and a predetermined text display (for example, "Playing will end soon" is displayed). In the complete function activation notice state of the safety device during a small win or a big win, the performance control device 300 displays a complete function activation notice on the display device 41 to warn of the activation of the complete function (for example, the text "Playing will end after the win ends" is displayed).

[0112] In the complete function activation notification state (not during a small win or a big win), which is the activation state of the safety device, i.e., when the game is stopped, the presentation control device 300 displays a complete function activation notification (for example, the words "playing stopped") on the display device 41, indicating that the complete function is activated. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets a safety device activation flag (safety device activation flag) to ON, indicating that the safety device is activated. The safety device activation flag (safety device activation flag) is cleared to 0 (safety device activation flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.

[0113] In the game-stop state, games such as the special chart change display game, the normal chart change display game, and round play (play during a big win or small win) cannot be executed. To achieve this, for example, in the game-stop state, the detection of game balls by the prize-winning port switch is disabled, the prize port (winning) is disabled, the solenoids that close the large prize port, the specific area 86, the normal winning device 37, etc. are stopped, the launch of game balls from the ball launching device is stopped (prohibited), and launching is stopped, and the collective display device 50 and the performance display device 152 are turned off. In the game-stop state, not only are the special chart change display game and the normal chart change display game unable to continue, but new special chart change display games and new normal chart change display games cannot be started. It is also possible to configure the game so that launching of game balls is not stopped in the game-stop state. In the game-stop state, all light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 are turned off (all off). However, this is not limited to this. In the game stop state, the light-emitting elements (LEDs) of the collective display device 50 and the performance display device 152 may be partially lit (partially lit), fully lit (fully lit), or maintained in the lit state before the game stop. Furthermore, in the game stop state, a security signal may be generated as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stop state may be output to the test firing device (a configuration in which the test firing signal is not output is also possible). In the game stop state, the presentation control device 300 may turn off all of the presentation LEDs 46 (fully lit), or turn on some or all of them. However, if an error occurs, some or all of the presentation LEDs 46 may be lit in red. In the game stop state, the presentation control device 300 may stop audio output from the speaker 19 to silence the sound (a configuration in which the sound is not silenced is also possible).

[0114] (Power-on transition state) Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the device transitions to various states (modes).

[0115] If the RAM clear switch 112 is turned on when the power is turned on, the system transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. Note that when the RAM clear switch 112 is turned on, the system initially enters a RAM clear preparation state (initialization preparation state), and if the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). Note that when the game control device 100 executes the RAM initialization process, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.

[0116] If the RAM clear switch 112 is off when the power is turned on, the system transitions to a normal power recovery state (normal power recovery mode), where power is simply restored.

[0117] (Performance control device) Next, the configuration of the effect control device 300 (sub-board) will be described using Figure 4. Figure 4 is a block diagram of the effect control system of the gaming machine 10. The effect control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the effect LED 46, and / or the operation of the effect movable body 44 in response to commands from the gaming control device 100. In other words, the effect control device 300 can control effects related to the game. The effect LED 46 may be a full-color LED (light-emitting diode) that can emit light in various colors.

[0118] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.

[0119] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (for example, a cache memory) that provides a working area.

[0120] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performs processes such as instructing the sound control unit 314 on the sound to be played, lighting up the performance LED 46, driving and controlling the motor and solenoid of the performance movable body 44, and managing the performance time.

[0121] The VDP 312 is equipped with RAM that provides a working area and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to expand and process image data such as characters read from the image ROM 325.

[0122] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.

[0123] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives, via the command I / F, special symbol reservation number commands, decorative special symbol commands, variation commands, symbol stop commands, and the like transmitted from the game control device 100 to the performance control device 300 as performance control instruction signals (performance commands).

[0124] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LED (light emitting diode) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable body 44 (for example, a movable role object that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

[0125] These control circuits 332, 334 that drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44 are connected to the control microcomputer 311 via an address / data bus.

[0126] Furthermore, the effect control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting to the control microcomputer 311 a detection signal indicating the on / off state of the effect button switch 25a built into the effect button 25 provided in the glass frame 15, and a detection signal indicating the on / off state of the direction key switch 450. The switch input circuit 336 also inputs to the control microcomputer 311 a detection signal of a volume adjustment switch 335 that enables a gaming establishment official (an attendant, a manager, an administrator) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b.

[0127] The normal power supply section 410 of the power supply device 400 supplies a DC voltage of a desired level to the performance control device 300 having the configuration described above and the electronic components controlled thereby.

[0128] (Basic Control) Next, we will explain the basic control in the gaming machine 10. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit (normal game hit random number value) based on the input of a game ball detection signal from the gate switch 34a provided in the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a hit or a miss in the normal game variable display game.

[0129] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed variably for a predetermined time, and then stops and displays it. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. Note that if the result of the normal map variation display game is a loss, control is performed to display a loss result state on the normal map display 53.

[0130] In addition, the first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for determining whether the special chart 1 variable display game is a win (random number value for determining whether the special chart 1 variable display game is a win or a loss) is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 1 variable display game is a win or a loss.

[0131] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for determining whether the special chart 2 variable display game is a win (random number value for determining whether the special chart 2 variable display game is a win or a loss) is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 2 variable display game is a win or a loss.

[0132] Then, the CPU 111a of the game control device 100 outputs a control signal (presentation control command) including the determination result of the special symbol 1 variable display game and the special symbol 2 variable display game to the presentation control device 300. Then, the special symbol 1 display 51 and the special symbol 2 display 52 display a special symbol variable display game in which the identification symbol is displayed variably for a predetermined time, and then displayed stationary. In other words, the game control device 100 serves as a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).

[0133] Furthermore, the performance control device 300 displays, on the display device 41, a decorative special symbol variable display game corresponding to the special symbol variable display game on the special symbol 1 display device 51 or the special symbol 2 display device 52, based on a performance control command from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the light emission of the various performance LEDs 46, based on a command (control signal) from the game control device 100. In other words, the performance control device 300 serves as a performance control means for controlling performance related to the game (variable display game, etc.).

[0134] Then, when the result of the special symbol variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays a small win symbol or a big win symbol (a small win stop symbol or a big win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a, for example, controls the big prize opening solenoid 39b to open the opening / closing door 39c of the special variable prize winning device 39, allowing game balls to flow into the big prize opening.

[0135] One round (R) is defined as the process of opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (for example, 10 balls) enter the large prize opening, or a predetermined openable time (for example, 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is continued (repeated) a predetermined number of rounds (for example, 15, 11, or 2 times) (cycle play). Also, if the result of the special symbol variable display game is a loss, control is performed to stop and display a loss symbol (loss stop symbol) on the special symbol 1 display 51 or the special symbol 2 display 52 as the loss result mode.

[0136] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special symbol variation display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special symbol variation display game is higher than in the normal probability state. Furthermore, whether the high probability state is reached based on the result state of either the special symbol 1 variation display game or the special symbol 2 variation display game, both the special symbol 1 variation display game and the special symbol 2 variation display game will be in the high probability state. In the high probability state (probability variable state), the game control device 100 sets a special symbol high probability flag indicating the high probability state.

[0137] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special game variation display game and the number of times it is executed. In the time-saving state, the normal game variation display game and the normal game variation winning device 37 may be controlled to be in a time-saving operation state, and the normal game variation winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is played, resulting in a normal power support state. Note that even in a high probability state (normal probability variable state) other than the latent probability variable state, the time-saving state is overlapped and normal power support is executed.

[0138] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-shortened changes in the special chart change display game can also be executed.

[0139] In addition, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, four times) that is greater than the first opening number (for example, two times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability, normal map winning probability) to a higher probability than the normal probability (low probability) in the normal operating state.

[0140] In the time-saving mode, the time required for the normal variable winning device 37 to switch to the open state is extended by varying one or more of the normal symbol variation time, normal symbol stop time, normal symbol release count, normal symbol release time, and normal symbol probability. This makes it easier to win the normal variable winning device 37 in the time-saving mode than in the normal game mode where no special game is played. This increases the number of times the special symbol variation display game is executed per unit time compared to the normal game mode, and also shortens the execution interval of the special symbol variation display game. It is also possible to set multiple types of time-saving modes that vary differently. It is also possible to set the movable member 37b not to open in the normal operating mode (normal symbol probability is 0). When there are multiple types of normal symbol winning results (normal symbol winning patterns), the normal symbol release time (long release, short release) and the number of normal symbol releases may be changed depending on the type of normal symbol winning result (normal symbol win A, normal symbol win B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability variable state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. In this embodiment, the time-saving state or the game state in which the probability variable state and the time-saving state occur simultaneously is particularly referred to as "RUSH" or "during RUSH."

[0141] The game control device 100 basically sets a time-shortening flag indicating the time-shortening state in the time-shortening state. However, even if the time-shortening flag is set, the low base state in which the ball payout rate (base value) is as low as the normal game state because the opening time of the normal variable winning device 37 is extremely short may be treated as the normal game state in which no special game is played (of course, it may also be treated as the time-shortening state).

[0142] Time-saving states include the time-saving state that occurs immediately after a jackpot (time-saving A), the time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, time-saving B, play-time), and the time-saving state that occurs when the time-saving symbol stops displaying (support hit) without a jackpot (sudden time-saving, time-saving C). Note that if the number of special symbol variable display games (excluding the number of times in the probability variable state) executed after power-on or the end of the jackpot state reaches the ceiling number of times, the time-saving state (play-time) will be entered even if a jackpot or time-saving symbol is not won. Regarding time-saving A (time-saving B or time-saving C are also acceptable), there may be multiple time-saving states (time-saving A1, time-saving A2, time-saving A3, etc.) that correspond to the normal hit result (normal hit symbol) with different normal power release times and normal power release counts. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. In addition, the time-saving state when the time-saving end condition can be specified by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

[0143] After the time-saving state ends, a remaining reserve consumption state (remaining reserve state) can be generated in which the second start memory (special chart 2 start memory, special chart 2 reserve) remaining at the time of the time-saving state end is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning in the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reserve, and the special chart 2 variable display game is executed. The remaining reserve consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and therefore the probability of a V-winning jackpot).

[0144] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time interval (e.g., 4 msec).

[0145] For example, the game control device 100 checks for abnormalities in the RAM 111c during main processing, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.

[0146] In the main processing, a loop processing is set up and repeated interrupts are permitted. While interrupts are permitted, a timer interrupt processing is executed. During the loop processing, performance information such as the ball payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating to stabilize the ball payout rate).

[0147] The timer interrupt processing can perform input processing that receives input from various switches via the input unit 120, output processing that produces various outputs via the output unit 130, special pattern game processing that controls the special pattern change display game and sets the display of special patterns on the collective display device 50, regular pattern game processing that controls the regular pattern change display game and sets the display of regular patterns on the collective display device 50, and error monitoring processing that monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0148] Furthermore, in the timer interrupt process, when a game ball enters (enters) the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and a start memory is generated, a pre-determination (look-ahead determination) is made that can determine the game result based on the winning before the start of the special chart variable display game based on the start memory. The game control device 100 comprises a pre-determination means (look-ahead determination means) that can determine the result of the variable display game based on the start memory before the game is executed. In addition, the game control device 100 of this embodiment generates a look-ahead performance command flag that commands the execution of a look-ahead performance in accordance with the game result based on the winning in the look-ahead determination.

[0149] Furthermore, the timer interrupt processing can execute safety device-related processing that performs processing related to the safety device (complete function), counting processing that updates the counter value of a counting counter that can count MY, etc. In the safety device-related processing, safety device-related information such as the complete function activation notification status (activation status) of the safety device is sent as a command to the performance control device 300, and a safety device activation flag that indicates that the safety device is in operation is set.

[0150] In the main processing that starts when the power is turned on, the game control device 100 can send power outage recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands relating to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared to be cleared.

[0151] Furthermore, the game control device 100 can transmit commands to the performance control device 300 in the timer interrupt process as follows.

[0152] The game control device 100 can transmit game status commands indicating game states such as a normal game state, a time-saving state (normal power support state), or a special chart high probability state (probability variable state), error commands indicating errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include a counter information command indicating the counter value of a counting counter capable of counting MY, an operation warning command corresponding to the complete function operation warning state of the safety device, an operation notice command corresponding to the complete function operation notice state of the safety device, and an operating command corresponding to the complete function operation notification state (operating state) of the safety device.

[0153] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to the results of the special symbol variation display game, such as losing symbols, big win symbols, small win symbols, and time-saving symbols, and symbol stop commands indicating the stop of the special symbol variation display game, and win-related commands corresponding to each stage of the big win or small win state. Here, customer waiting-related commands include customer waiting demo commands that instruct customer waiting demos, such as movie demos on the demo screen. Win-related commands also include opening commands (fanfare commands) corresponding to the opening (fanfare) of a small win or big win, round commands corresponding to the round of a small win or big win, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a big win or small win.

[0154] The game control device 100 can transmit a special figure 1 reserve number command and a special figure 2 reserve number command indicating the number of start memories when the first start memory number (special figure 1 reserve number), which is the number of first start memories (special figure 1 reserve), and the second start memory number (special figure 2 reserve number), which is the number of second start memories (special figure 2 reserve), change. The game control device 100 can also transmit a regular figure reserve number command indicating the number of regular figure start memories when the regular figure start memory number (regular figure reserve number), which is the number of regular figure start memories (regular figure reserves), changes. The game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning slot 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.

[0155] Furthermore, the game control device 100 can transmit a look-ahead command when a gaming ball enters the start winning slot 36 (first start slot) or the normal variable winning device 37 (second start slot) and the first start memory or the second start memory is generated. The look-ahead command includes a look-ahead stop pattern command corresponding to stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, loss stop pattern) based on the hit determination random number value and special pattern random number value saved as the first start memory or the second start memory, a look-ahead performance command flag, and a look-ahead variation pattern command based on the saved variation pattern random number value.

[0156] In addition, the game control device 100 can send necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hitting instruction notification command, right hitting instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.

[0157] The performance control device 300 performs processing in response to various commands received from the game control device 100, for example, as follows.

[0158] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41, and also issues an alert for, for example, 30 seconds by lighting up the performance LED 46 and making a sound from the speakers 19a and 19b (especially when RAM is being cleared). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.

[0159] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may also notify the error by lighting up the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command includes information indicating the content of the error, the content of the error may be displayed on the display device 41.

[0160] When the performance control device 300 receives a counter information command, it displays information about the counter value of the counting counter on the display device 41. As information about the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95,000). However, this is not limited to this, and it may also be a countup display that displays the counter value as is. When the performance control device 300 receives an operation warning command, an operation notice command, or an operation command, it displays text such as "Playing will end soon," "Playing will end after the win ends," or "Playing currently stopped" on the display device 41 in response to each command. Furthermore, when the performance control device 300 receives an operation warning command, it allows the countdown display of the counter value to start.

[0161] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory count and the second start memory count are zero and the special chart variable display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.

[0162] When the effect control device 300 receives a variation command indicating a variation pattern and a decorative stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related effect setting process to set an effect related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the special symbol type (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, big win symbol, small win symbol, time-saving symbol, etc.). Note that when a game ball enters the start winning slot 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special symbol variation display game ends, the game control device 100 starts the special symbol variation display game on the special symbol 1 display device 51 or the special symbol 2 display device 52 of the collective display device 50, and transmits the variation command, the decorative stop symbol command, etc. to the effect control device 300.

[0163] The variation-related effect setting process performs a lottery using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stop symbol, etc., and can specifically set (select) preview effects that appear during the special symbol variation display game and can predict the outcome of the special symbol variation display game, variation effects such as pseudo-sequential effects and reach effects on the display device 41, and decorative stop symbols. The variation command may include information on the number of pseudo-sequential effects, which is the number of pseudo-sequential effects (number of pseudo-variations), and information on the type (type) of reach effects corresponding to the reach state. A pseudo-sequential effect is an effect in which a predetermined number of pseudo-variations are performed on the display device 41 in one special symbol variation display game, causing decorative special symbols to vary and temporarily stop. The variation-related effect setting process can also set the lighting mode of the effect LED 46 and the sound mode of the speakers 19a, 19b according to the preview effects, variation effects, etc.

[0164] Here, "reach" (the reach state) refers to a display state in the display device 41 where, at a stage where a part of the display result of the decorative special figure variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition of being in a special result mode. When the display result becomes a special result mode on the effective line of the display device 41 (for example, on a line in the vertical or horizontal direction), the gaming state becomes a special gaming state that is advantageous to the player. Also, a state where variable display is performed in a plurality of variable display areas while maintaining the state where the special result modes are aligned (so-called full rotation reach) is also included in the reach state.

[0165] Therefore, for example, in the case where the decorative special figure variation display game displayed on the display device 41 corresponding to the special figure variation display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas of the display device, and then stops the variable display in the order of left, right, middle, etc. to display the result mode, a state where the variable display stops in a state (for example, the same identification information) that satisfies the condition of being in a special result mode in the left and right variable display areas becomes the reach state.

[0166] And in the reach state, a plurality of reach effects can be executed. As systems (types) of reach effects with different expectations (winning probabilities, reliabilities) of deriving special result modes (big win modes or small win modes), for example, normal reach (N-reach) and each special reach (sp-reach) are set. The expectation (reliability) of a big win increases in the order of reachless (normal variation) < N-reach < sp-reach. Also, the state where the reach state occurs is a state with a higher probability of becoming a big win compared to the case where the reach state does not occur.

[0167] The expectation (reliability) of a presentation (preview) indicates the probability of a jackpot if that presentation is selected, and can be calculated based on the selection rate of that presentation when there is a jackpot and the selection rate of that presentation when there is no jackpot (when there is a miss). The higher the selection rate of that presentation when there is a jackpot, the higher the expectation, and the higher the selection rate of that presentation when there is a miss, the lower the expectation. A jackpot includes the aforementioned V-winning jackpot, and the expectation rate for a V-winning jackpot is approximately the same as the expectation rate for a small jackpot that generates a V-winning. Note that the expectation rate can be set not only for jackpots, but also for the occurrence of advantageous states other than jackpots (e.g., small jackpots, time-saving states) and advantageous events (e.g., reach).

[0168] Furthermore, the appearance rate (occurrence rate) of the effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) at the time of drawing the lottery for that effect. For example, the appearance rate per variable display game (the appearance rate per start memory in the case of the pre-reading notice effect described below) is the sum of (probability of loss x selection rate when it is a loss) and (probability of winning x selection rate when it is a win). Furthermore, the appearance rate of the effect may be set for each period during one variable display game (for example, for the first half period and the second half period) (i.e., the selection rate of the effect may be adjusted corresponding to each period and the lottery for the effect may be drawn).

[0169] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. Note that it is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.

[0170] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the performance at the start of a small or large win; when it receives a round command, it executes a round performance, which is the performance during a round; when it receives an interval command, it executes an interval performance in the interval between rounds; and when it receives an ending command, it executes an ending performance corresponding to the ending of a large or small win.

[0171] When the performance control device 300 receives a special chart 1 reserve number command or a special chart 2 reserve number command, it displays reserve displays corresponding to the special chart start memory (special chart reserve) on the display device 41 or the like in the same number as the special chart 1 reserve number or the special chart 2 reserve number. Also, when the performance control device 300 receives a normal chart reserve number command, it may display reserve displays corresponding to the normal chart start memory (normal chart reserve) in the same number as the normal chart reserve number on the display device 41 or the like. When the performance control device 300 receives a pre-reading command, such as a pre-reading performance command flag, a pre-reading change pattern command, and a pre-reading stop pattern command, it draws and sets a pre-reading preview performance (pre-reading performance, pre-reading preview) with a lottery probability corresponding to the pre-reading command. Examples of pre-reading performances include continuous preview performances and hold change previews. Examples of continuous preview performances include a chance eye pre-reading performance related to a decorative stop pattern. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold display changes from the normal one, and the expectation of winning the variable display game based on the hold is higher than when the hold does not change (normal).

[0172] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as the hitting instruction notification command, it can execute a left-hit instruction display and a right-hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 to congratulate the V winning.

[0173] It should be noted that the presentation control device 300 can receive commands necessary for control other than those mentioned above from the game control device 100. Furthermore, when the presentation control device 300 of this embodiment detects a customization operation (operation on the directional key switch 450 or presentation button 25) by the player during a variable game (during a variable display game or a pattern variable game) or while a demo screen is being displayed, it determines the presentation mode of various presentations according to the operation.

[0174] Below, further details of the effect command generation process, the jackpot game execution determination process, and the effect control process in this embodiment will be explained.

[0175] (Performance command generation process) The gaming machine 10 (particularly, the gaming control device 100) of this embodiment performs the effect command generation process described below.

[0176] 5 is a flowchart showing the details of the effect command generation process. As shown in the figure, in the effect command generation process, when a game ball is detected to have entered a predetermined winning hole (particularly, the start winning hole 36 or the special drawing 2 start hole) (S100), a start storage process (S200) is executed to store various random numbers as start storage, and then a look-ahead determination is executed (S300).

[0177] More specifically, in the look-ahead determination, the game control device 100 determines whether or not to set a look-ahead effect by, for example, referring to a predetermined look-ahead effect execution determination table from the game results based on the start memory. Then, if the look-ahead effect is set, the game control device 100 turns on the look-ahead effect command flag; otherwise, it turns off the look-ahead effect command flag. In particular, in this embodiment, the game control device 100 determines whether or not a jackpot has been won by comparing the win determination random number value contained in the start memory (reserved) related to the winning event with the jackpot determination value stored in ROM 111b. Then, if the current game state is during RUSH and the jackpot has not been won, the look-ahead effect command flag is turned off (the look-ahead effect is not set).

[0178] Next, it is determined whether the current game state is normal game or not (S400). If the result of the determination is affirmative (the current game state is normal game), the normal time variation pattern determination process (S500) is executed.

[0179] 6 is a flowchart showing the details of the normal time fluctuation pattern determination process. In the normal time fluctuation pattern determination process, one of the fluctuation pattern tables I and II is selected depending on whether or not the pre-reading effect is set (whether or not the pre-reading effect command flag is turned on in S400) and whether or not a jackpot has been won in the fluctuation game (S510 to S570).

[0180] More specifically, if the pre-reading effect is set and a jackpot has been won, variation pattern table I-1 is selected (Yes in S510, Yes in S520, and S540). Also, if the pre-reading effect is set and a jackpot has not been won, variation pattern table I-2 is selected (Yes in S510, No in S520, and S550). Furthermore, if the pre-reading effect is not set and a jackpot has been won, variation pattern table I-3 is selected (No in S510, Yes in S530, and S560). Also, if the pre-reading effect is not set and a jackpot has not been won, variation pattern table I-4 is selected (No in S510, No in S530, and S570).

[0181] Next, the selected one of the variation pattern tables is referred to, and the variation pattern in the variation game is determined (S580). More specifically, the game control device 100 refers to the selected variation pattern table, and determines the corresponding one of the variation pattern from the variation pattern random number values ​​stored as start memory in the start memory process (S200).

[0182] FIG. 7 is a diagram showing an example of a fluctuation pattern table I for normal play. In particular, FIGS. 7(a) to 7(d) show the details of each of the fluctuation pattern tables I-1 to I-4, respectively. Note that the numerical values ​​shown in FIG. 7 and FIG. 9 described later are merely examples and do not limit the technical scope of the present invention. Also, in this embodiment, for the sake of simplicity, the explanation will be given ignoring changes in the fluctuation pattern (fluctuation time) according to the start memory number (remaining reservation number). On the other hand, changes in the fluctuation pattern (fluctuation time) according to the remaining reservation number may be taken into account as appropriate.

[0183] In this embodiment, each fluctuation pattern table I includes a plurality of (three in the figure) short fluctuation patterns (hereinafter referred to as "first short fluctuation patterns") P that take fluctuation times shorter than a predetermined first reference time X (for example, 30 [s]). SI1 ,P SI2 ,P SI3 and a plurality of (four in the figure) long fluctuation patterns (hereinafter referred to as "first long fluctuation patterns") P that have fluctuation times longer than the first reference time X. LI1 ,P LI2 ,P LI3 ,P LI4 In the following, for the sake of simplicity, each first short-term fluctuation pattern P SI1 ,P SI2 ,P SI3 These are collectively referred to as "First Short-Term Fluctuation Pattern P SI " and each first long fluctuation pattern P LI1 ,P LI2 ,P LI3 ,P LI4 This is collectively referred to as "First Long-Term Fluctuation Pattern P LI " is also called.

[0184] In addition, the first reference time X is a first short fluctuation pattern P consisting of one or more fluctuation patterns that take a relatively short fluctuation time, which can be selected in normal games. SI and a first long fluctuation pattern P consisting of one or more fluctuation patterns having a relatively long fluctuation time. LIThe first reference time X is determined as a threshold value for distinguishing between "a" and "b." The first reference time X can be set arbitrarily, assuming normal play, taking into consideration the impression given to the player of the length of the fluctuation time. Note that a different first reference time X may be set for each of the fluctuation pattern tables I-1 to I-4.

[0185] And, each first short-term fluctuation pattern P SI The fluctuation times of 6 [s], 9 [s], and 20 [s] are specified for each of the fluctuation pattern tables I-1 to I-4, and different fluctuation pattern random number values ​​(selection rates) are assigned to each of the first long fluctuation patterns P LI The fluctuation times of 60 [s], 90 [s], 120 [s], and 300 [s] are specified for each of the fluctuation pattern tables I-1 to I-4, and different fluctuation pattern random number values ​​(selection rates) are assigned to each of them.

[0186] More specifically, the fluctuation pattern table I-1 shown in Fig. 7(a) is a table used to determine a fluctuation pattern in a situation where a jackpot is won during normal play and a pre-reading effect is selected. The fluctuation pattern table I-2 shown in Fig. 7(b) is a table used to determine a fluctuation pattern in a situation where a jackpot is not won during normal play and a pre-reading effect is selected. The fluctuation pattern table I-3 shown in Fig. 7(c) is a table used to determine a fluctuation pattern in a situation where a jackpot is won during normal play and a pre-reading effect is not selected. The fluctuation pattern table I-4 shown in Fig. 7(d) is a table used to determine a fluctuation pattern in a situation where a jackpot is not won during normal play and a pre-reading effect is not selected.

[0187] In the fluctuation pattern table I-1 shown in FIG. 7(a), the first short fluctuation pattern P SI2 The random number value "0 to 4" (selection rate: 1 / 200) is assigned to the first short-term fluctuation pattern P SI3The random number value "5 to 14" (selection rate: 2 / 200) is assigned to the first short-term fluctuation pattern P SI1 The fluctuation pattern random number value (selection rate) is not assigned to (is set to a null value). Therefore, when the fluctuation pattern table I-1 is selected, the first short fluctuation pattern P SI1 will not be set.

[0188] In addition, in the fluctuation pattern table I-1, the first long fluctuation pattern P LI1 The random number value of the fluctuation pattern "15 to 399" (selection rate: 77 / 200) is assigned to the first long fluctuation pattern P LI2 The random number value of the fluctuation pattern "400 to 849" (selection rate: 90 / 200) is assigned to the first long fluctuation pattern P LI3 The random number value of the fluctuation pattern "850 to 994" (selection rate: 29 / 200) is assigned to the first long fluctuation pattern P LI4 is assigned a random value with a variation pattern of "995~999" (selection rate: 1 / 200).

[0189] Therefore, when the fluctuation pattern table I-1 is selected, each fluctuation pattern P SI2 , P SI3 , P LI1 , P LI2 , P LI3 , and P LI4 On the other hand, in the example of the fluctuation pattern table I-1 shown in FIG. 7(a), the first long fluctuation pattern P LI The total selection rate of the first short-term fluctuation pattern P SI This is set higher than the total selection rate of the long fluctuation pattern P. In this way, when a jackpot is won with a pre-reading effect during normal play, both a fluctuation pattern with a long fluctuation time (hereinafter referred to as "long fluctuation effect") and a short fluctuation pattern (hereinafter referred to as "short fluctuation effect") can be selected, but the long fluctuation effect is more likely to be selected. Conversely, each fluctuation pattern P SI2 , P SI3, P LI1 , P LI2 , P LI3 , and P LI4 The distribution of the fluctuation pattern random numbers in the may be adjusted.

[0190] In the fluctuation pattern table I-2 shown in FIG. 7(b), all the first short fluctuation patterns P SI1 , P SI2 , P SI3 No fluctuation pattern random number value (selection rate) is assigned to (is set to a null value). Therefore, when the fluctuation pattern table I-2 is selected, SI1 , P SI2 , P SI3 will not be set.

[0191] On the other hand, in the fluctuation pattern table I-2, the first long fluctuation pattern P LI1 The random number value "0 to 749" (selection rate: 150 / 200) is assigned to the first long fluctuation pattern P LI2 The random number value of the fluctuation pattern "750 to 974" (selection rate: 45 / 200) is assigned to the first long fluctuation pattern P LI3 The random number value "975~999" (selection rate: 5 / 200) is assigned to the first long fluctuation pattern P LI4 The fluctuation pattern random number value (selection rate) is not assigned to (is set to a null value). Therefore, when the fluctuation pattern table I-2 is selected, the first long fluctuation pattern P LI4 will not be set.

[0192] Therefore, when the fluctuation pattern table I-2 is selected, each first long fluctuation pattern P LI1 , P LI2 , and P LI3Only the selected pattern will be determined according to the selection rate assigned to each. In other words, when a jackpot is not won with a look-ahead effect during normal play, a variation pattern with a short variation time will not be selected. Therefore, when a short variation effect is selected with a look-ahead effect during normal play, a jackpot win in the variation game will be confirmed. Conversely, when a long variation effect is selected with a look-ahead effect during normal play, a jackpot win in the variation game will not be confirmed.

[0193] In the fluctuation pattern table I-3 shown in FIG. 7(c), the first short fluctuation pattern P SI3 The random number value "0 to 9" (selection rate: 2 / 200) is assigned to the first short-term fluctuation pattern P SI1 and P SI2 The fluctuation pattern random number value (selection rate) is not assigned to (is set to a null value). Therefore, when the fluctuation pattern table I-3 is selected, the first short fluctuation pattern P SI1 and P SI2 will not be set.

[0194] In addition, in the fluctuation pattern table I-3, the first long fluctuation pattern P LI1 The random number value of the fluctuation pattern "10 to 399" (selection rate: 78 / 200) is assigned to the first long fluctuation pattern P LI2 The random number value "400 to 849" (selection rate: 90 / 200) is assigned to the first long fluctuation pattern P LI3 The random number value of the fluctuation pattern "850 to 994" (selection rate: 29 / 200) is assigned to the first long fluctuation pattern P LI4 A random value from 995 to 999 (selection rate: 1 / 200) is assigned to the variable pattern.

[0195] Therefore, when the fluctuation pattern table I-3 is selected, each fluctuation pattern P SI3 , P LI1 , P LI2 , P LI3 , and P LI4In the example of the fluctuation pattern table I-3 shown in FIG. 7(c), each first long fluctuation pattern P LI The total selection rate of the first short-term fluctuation pattern P SI3 As a result, when a jackpot is won without a pre-reading effect during normal play, both long fluctuation effects and short fluctuation effects can be selected, but long fluctuation effects are more likely to be selected. In addition, each fluctuation pattern P SI3 , P LI1 , P LI2 , P LI3 , and P LI4 The distribution of the fluctuation pattern random numbers in the may be adjusted.

[0196] In the fluctuation pattern table I-4 shown in FIG. 7(d), the first short fluctuation pattern P SI1 A random number value "0 to 449" (selection rate: 90 / 200) is assigned to the first short-term fluctuation pattern P SI2 The random number value of the fluctuation pattern "450 to 799" (selection rate: 70 / 200) is assigned to the first short fluctuation pattern P SI3 A random value from 800 to 899 (selection rate: 20 / 200) is assigned to the variable pattern.

[0197] In addition, in the fluctuation pattern table I-4, the first long fluctuation pattern P LI1 The random number value "900~949" (selection rate: 10 / 200) is assigned to the first long fluctuation pattern P LI2 The random number value of the fluctuation pattern "950~999" (selection rate: 10 / 200) is assigned to the first long fluctuation pattern P LI3 and the first long-term fluctuation pattern P LI4 is not assigned a fluctuation pattern random value (selection rate) (it is set to a null value).

[0198] Therefore, when the fluctuation pattern table I-4 is selected, each fluctuation pattern P SI1 , PSI2 , P SI3 , P LI1 , and P LI2 In the example of the fluctuation pattern table I-4 shown in FIG. 7(d), each first short fluctuation pattern P SI The total selection rate of each first long-term fluctuation pattern P LI1 This is set higher than the total selection rate of the long variation effect. As a result, when a jackpot that does not involve a pre-reading effect during normal play is not won, both the long variation effect and the short variation effect can be selected, but the short variation effect is more likely to be selected than the long variation effect.

[0199] In addition, when the fluctuation pattern table I-4 is selected, the first long fluctuation pattern P LI3 and P LI4 In particular, the first long-term fluctuation pattern P LI4 As described above, is not set even when the fluctuation pattern table I-2 is selected (when a jackpot with a pre-reading effect is won). Therefore, when a long fluctuation effect with a certain or longer fluctuation time is selected without a pre-reading effect during normal play, a jackpot win in the fluctuation game is confirmed.

[0200] Then, the game control device 100 refers to the one variation pattern table selected through any one of S540 to S570 and determines the variation pattern for the variation game (S580). More specifically, the game control device 100 refers to the selected variation pattern table and determines the one corresponding variation pattern from the variation pattern random number values ​​stored as start memory in the start memory process (S200).

[0201] Returning to FIG. 5, if the determination result of S400 is negative (the current gaming state is in RUSH), RUSH time fluctuation pattern determination processing (S600) is executed.

[0202] 8 is a flowchart showing the details of the RUSH time fluctuation pattern determination process. In the RUSH time fluctuation pattern determination process, first, it is determined whether or not the look-ahead effect is set (whether or not the look-ahead effect command flag is turned on in S400) (S610). Then, if the result of the determination is affirmative (if the look-ahead effect is set), the fluctuation pattern table II-1 is selected (S630).

[0203] On the other hand, if the result of the judgment in S610 is negative (if the pre-reading effect is not set), If the pre-reading effect is not set (No in S610), one of the variation pattern tables II-3 and II-4 is selected (S620 to S650) depending on the result of determining whether or not a jackpot has been won in the variation game. More specifically, if a jackpot has been won, variation pattern table II-3 is selected (Yes in S620 and S640). On the other hand, if a jackpot has not been won, variation pattern table II-4 is selected (No in S620 and S650).

[0204] 9 is a diagram showing an example of a fluctuation pattern table II-1 during RUSH. In particular, FIGS. 9(a) to 9(c) show details of the fluctuation pattern tables II-1, II-3, and II-4, respectively.

[0205] In this embodiment, each fluctuation pattern table II includes a plurality of (two in the figure) short fluctuation patterns (hereinafter referred to as "second short fluctuation patterns") P that have fluctuation times shorter than a predetermined second reference time Y (for example, 20 [s]). SII1 ,P SII2 and a plurality of (three in the figure) long fluctuation patterns (hereinafter referred to as "second long fluctuation patterns") P that have fluctuation times longer than the second reference time Y. LII1 ,P LII2 ,P LII3 In the following, for the sake of simplicity, each second short variation pattern P SII1 ,P SII2 These are collectively referred to as "Each Second Short-Term Fluctuation Pattern P SII " or "Second Short Fluctuation Pattern PSII ", and each second long fluctuation pattern P LII1 ,P LII2 ,P LII3 These are collectively referred to as "second long-term fluctuation patterns P LII " or "Second long-term fluctuation pattern P LII "

[0206] In addition, the second reference time Y is used to classify each fluctuation pattern that can be selected during RUSH into a second short fluctuation pattern P consisting of one or more fluctuation patterns that take a relatively short fluctuation time. SII and a second long fluctuation pattern P consisting of one or more fluctuation patterns having a relatively long fluctuation time. LII The second reference time Y is set as a threshold for distinguishing between "a" and "b." The second reference time Y can be set arbitrarily, assuming that the time is during RUSH, taking into consideration the impression given to the player of the length of the variable time. In particular, taking into consideration that the average time per variable game during RUSH is shorter than that during normal play, the second reference time Y can be set to a time shorter than the above-mentioned first reference time X used during normal play.

[0207] And, each second short-term fluctuation pattern P SII The fluctuation times of 2 [s] and 15 [s] are specified for each of the fluctuation pattern tables II-1, II-3, and II-4, and different fluctuation pattern random number values ​​(selection rates) are assigned to each of the fluctuation pattern tables II-1, II-3, and II-4. LII The fluctuation times of 20 [s], 30 [s], and 200 [s] are specified for these, respectively, and different fluctuation pattern random number values ​​(selection rates) are assigned to each of the fluctuation pattern tables II-1, II-3, and II-4.

[0208] More specifically, the fluctuation pattern table II-1 shown in Fig. 9(a) is a table used to determine the fluctuation pattern in a situation where a jackpot is won during the RUSH and the pre-reading effect is selected. The fluctuation pattern table II-3 shown in Fig. 9(b) is a table used to determine the fluctuation pattern in a situation where a jackpot is won during the RUSH and the pre-reading effect is not selected. The fluctuation pattern table I-4 shown in Fig. 9(c) is a table used to determine the fluctuation pattern in a situation where a jackpot is not won during the RUSH and the pre-reading effect is not selected.

[0209] In the fluctuation pattern table II-1 shown in FIG. 9(a), the second short fluctuation pattern P SII1 The random number value "0 to 4" (selection rate: 1 / 200) is assigned to the second short fluctuation pattern P SII2 A random value from 5 to 9 (selection rate: 1 / 200) is assigned to the variable pattern.

[0210] In addition, in the fluctuation pattern table II-1, the second long fluctuation pattern P LII1 The random number value "10 to 449" (selection rate: 88 / 200) is assigned to the second long fluctuation pattern P LII2 The random number value of the fluctuation pattern "450 to 994" (selection rate: 109 / 200) is assigned to the second long fluctuation pattern P LII3 A random value from 995 to 999 (selection rate: 1 / 200) is assigned to the variable pattern.

[0211] Therefore, when the fluctuation pattern table II-1 is selected, each fluctuation pattern P SII1 , P SII2 , P LII1 , P LII2 , and P LII3 On the other hand, in the example of the fluctuation pattern table II-1 shown in FIG. 9(a), each second long fluctuation pattern P LII The total selection rate of each second short-term fluctuation pattern P SIIIt is set higher than the total selection rate of . As a result, when a jackpot is won with a pre-reading effect during RUSH, both long fluctuation effects and short fluctuation effects can be selected, but long fluctuation effects are more likely to be selected. In addition, each fluctuation pattern P SII1 , P SII2 , P LII1 , P LII2 , and P LII3 In addition, when the variation pattern table I-1 is selected during normal play (when a jackpot with a pre-reading effect is won) and when the variation pattern table II-1 is selected during RUSH (when a jackpot with a pre-reading effect is won), the distribution of the variation pattern random number values ​​may be adjusted so that the relationship of the relative ease of selection (high selection rate) of the long variation effect and the short variation effect is reversed.

[0212] As described above, when a jackpot is won with a pre-reading effect during RUSH, both long-variation effect and short-variation effect can be selected. On the other hand, in this embodiment, as described above, when a jackpot is not won during RUSH, the pre-reading effect is not set. In other words, when the pre-reading effect is set during RUSH, regardless of the length of the determined variation pattern (the variation effect to be executed), the jackpot is confirmed.

[0213] In the fluctuation pattern table II-3 shown in FIG. 9(b), the second short fluctuation pattern P SII2 The random number value "0 to 4" (selection rate: 1 / 200) is assigned to the second short-term fluctuation pattern P SII1 The fluctuation pattern random number value (selection rate) is not assigned to (is set to a null value). Therefore, when the fluctuation pattern table II-3 is selected, the second short fluctuation pattern P SII1 will not be set.

[0214] On the other hand, in the fluctuation pattern table II-3, the second long fluctuation pattern P LII1The random number value "5 to 449" (selection rate: 89 / 200) is assigned to the second long fluctuation pattern P LII2 The random number value of the fluctuation pattern "450 to 994" (selection rate: 109 / 200) is assigned to the second long fluctuation pattern P LII3 A random value from 995 to 999 (selection rate: 1 / 200) is assigned to the variable pattern.

[0215] Therefore, when the fluctuation pattern table II-3 is selected, each fluctuation pattern P SII2 , P LII1 , P LII2 , and P LII3 In the example of the fluctuation pattern table II-3 shown in FIG. 9(b), one fluctuation pattern is determined from each of the second long fluctuation patterns P LII The total selection rate of the second short-term fluctuation pattern P SII2 As a result, when a jackpot is won without a pre-reading effect during normal play, both long fluctuation effects and short fluctuation effects can be selected, but long fluctuation effects are more likely to be selected. In addition, each fluctuation pattern P SII2 , P LII1 , P LII2 , and P LII3 In addition, when the variation pattern table I-3 is selected during normal play (when a jackpot is won without a pre-reading effect) and when the variation pattern table II-3 is selected during RUSH (when a jackpot is won without a pre-reading effect), the distribution of the variation pattern random number values ​​may be adjusted so that the relationship of the relative ease of selection (high selection rate) of the long variation effect and the short variation effect is reversed.

[0216] In the fluctuation pattern table II-4 shown in FIG. 9(c), the second short fluctuation pattern P SII1 A random number value "0 to 899" (selection rate: 180 / 200) is assigned to the second short-term fluctuation pattern P SII2A random value from 900 to 974 (selection rate: 15 / 200) is assigned to the variable pattern.

[0217] In addition, in the fluctuation pattern table II-4, the second long fluctuation pattern P LII1 The random number value "975~994" (selection rate: 4 / 200) is assigned to the second long fluctuation pattern P LII2 The random number value "995~999" (selection rate: 1 / 200) is assigned to the second long fluctuation pattern P LII3 The fluctuation pattern random number value (selection rate) is not assigned to (is set to a null value). Therefore, when the fluctuation pattern table I-4 is selected, the second long fluctuation pattern P LII3 will not be set.

[0218] Therefore, when the fluctuation pattern table II-4 is selected, each fluctuation pattern P SII1 , P SII2 , P LII1 , and P LII2 In the example of the fluctuation pattern table II-4 shown in FIG. 9(c), each second short fluctuation pattern P SII The total selection rate of each second long-term fluctuation pattern P LII This is set higher than the total selection rate of the previous jackpot. As a result, when a jackpot that does not involve a pre-reading effect during RUSH is not won, both the long fluctuation effect and the short fluctuation effect can be selected, but the short fluctuation effect is more likely to be selected than the long fluctuation effect.

[0219] In addition, in the fluctuation pattern table II-4, the second long fluctuation pattern P LII3 The fluctuation pattern random number value (selection rate) is not assigned to (is set to a null value). Therefore, when the fluctuation pattern table II-4 is selected, the second long fluctuation pattern P LII3Therefore, when a long-variation effect with a certain or longer fluctuation time is selected without a pre-reading effect during RUSH, a jackpot win in the fluctuation game is confirmed.

[0220] Then, the game control device 100 refers to the one variation pattern table selected through any one of S630 to S650 and determines the variation pattern for the variation game (S660). More specifically, the game control device 100 refers to the selected variation pattern table and determines the one corresponding variation pattern from the variation pattern random number values ​​stored as start memory in the start memory process (S200).

[0221] Returning to FIG. 5, the game control device 100 generates a command (variation command) including the variation pattern determined through the normal time variation pattern determination process or the RUSH time variation pattern determination process described above (S700).

[0222] (Jackpot game execution determination processing) The gaming machine 10 (particularly, the gaming control device 100) of this embodiment performs the following big win game execution determination process in parallel with or after the process of determining the variation pattern explained in FIG.

[0223] 10 is a flowchart showing the details of the jackpot game execution determination process according to this embodiment. As shown in the figure, in the jackpot game execution determination process, it is determined whether or not the start memory related to the winning (S100) is a win (S700).

[0224] If a jackpot has been won (Yes in S700), the game control device 100 determines whether a game ball has entered a predetermined winning slot (S710). More specifically, when the game control device 100 detects that a predetermined determination number (one or more) or more game balls have entered a predetermined winning slot (e.g., the starting winning slot 36) during a determination period arbitrarily determined within the period of the variable game in which the jackpot was won, it determines that a game ball has entered the predetermined winning slot. On the other hand, if the number of game balls that entered the starting winning slot 36 during the determination period is less than the determination number, it determines that no game ball has entered the predetermined winning slot. Note that the determination period can be set, for example, to coincide with the period during which a jackpot win is notified during the variable game.

[0225] If the determination result of S710 is affirmative, the big win game is stopped (S720), and the special mode is executed (S730).

[0226] More specifically, in the special mode, a special notification execution command is generated to cause the performance control device 300 to execute a suggestion (special notification) that a jackpot game will not be executed. The generated special notification execution command is then included in the performance control command to be sent to the performance control device 300. Note that the special notification execution command may include a command to instruct the performance control device 300 to issue a notification (such as a screen display and / or a sound) suggesting the occurrence of a predetermined warning or error. Also, in the special mode, a predetermined type of notification may be executed using a device under the control of the game control device 100, such as the collective display device 50.

[0227] Furthermore, a mode may be adopted in which the execution of the special mode is cancelled (or cancelled) when a predetermined cancellation condition is met (such as the detection of an operation on a specific switch). Also, when the execution of the special mode is cancelled or cancelled, a mode may be adopted in which the jackpot game that was scheduled to be executed is cancelled and normal game or the game state before the special mode was started is restored, or a mode in which the jackpot game that was scheduled to be executed is made executable. Furthermore, a mode may be adopted in which, when the jackpot game is cancelled and normal game or the game state before the special mode was started is restored, a presentation is executed to notify or suggest that the jackpot game has been cancelled.

[0228] According to the jackpot game execution determination process of this embodiment, if a jackpot is won (especially after the jackpot has been announced), and a prize is won at a predetermined winning slot (a winning slot where a prize is not expected in that situation), a special mode is executed without executing the jackpot game, thereby preventing unexpected operations by the player (such as operations intended to commit fraud).

[0229] In particular, as can be seen from Figures 7 and 9 above, when the look-ahead effect is set, the conditions for the fluctuation pattern that can trigger a jackpot game (whether it is a short fluctuation or a long fluctuation) differ between normal play and RUSH. On the other hand, the condition for halting the jackpot game (executing the special mode) is set to be common to both game states (winning into a predetermined winning slot). Furthermore, in this embodiment, the winning that serves as the indicator for determining whether to halt the jackpot game is a winning into the same starting winning slot 36 that triggers the look-ahead effect. In other words, in this embodiment, the jackpot game is stopped when a winning into the same starting winning slot 36 that triggers the look-ahead effect is used as the trigger.

[0230] On the other hand, if it is determined in the above S710 that no game ball has entered the predetermined winning hole, a big win game is executed after the variable game ends (S740).

[0231] (Performance control processing) The gaming machine 10 (particularly the presentation control device 300) of this embodiment performs a presentation command generation process, which will be described below, upon receiving a presentation control command from the gaming control device 100.

[0232] 11 is a flowchart showing the details of the performance control process. As shown in the figure, in the performance command generation process, first, it is determined whether the performance control command includes the special notification execution command described above (S1000).

[0233] If the result of the determination is affirmative, a special notification is executed based on special notification data previously stored in ROM 321 (S1500). The special notification includes a suggestion that a jackpot game will not be executed, which is implemented by audio output from the speaker 19, light emission from a predetermined light-emitting element (LED), or a combination of two or more of these in the display device 41. Note that, instead of or in addition to the suggestion that a jackpot game will not be executed, a predetermined warning or indication of the occurrence of an error (such as a screen display and / or audio) may be executed as the special notification. Furthermore, during execution of a special notification (special mode), the types of error notifications that can be executed may be limited compared to when the special notification is not being executed. This makes it easier for the player to focus their attention on the special notification and more reliably recognize the information suggested by the special notification (that a jackpot game will not be executed).

[0234] Therefore, when the performance control device 300 receives a special notification execution command, it will forcibly execute the same type of special notification without executing the pre-reading performance and the variable performance, regardless of whether the game control device 100 has set a pre-reading performance, whether the game state is normal game or RUSH, and the state of the determined variable pattern (variation time). Therefore, regardless of the game situation, the same information (that a jackpot game will not be executed) is notified to the player, allowing the player to recognize the information more reliably.

[0235] On the other hand, if the determination result of S1000 is negative, the presentation mode is set (S1100). More specifically, the presentation control device 300 identifies information about the game state (whether normal play is in progress or RUSH is in progress) and the determined variation pattern from the received presentation control command, and determines one presentation mode from a plurality of predetermined presentation modes by referring to the identified information and the currently set presentation mode.

[0236] Here, in this embodiment, the multiple presentation modes that can be set during normal play include a normal first presentation mode for displaying various objects (such as decorative special symbols and characters related to the game) on the display device 41 in a predetermined manner during a variable game, and a normal second presentation mode for displaying various objects (such as the design of decorative special symbols and the type of character) in a manner different from the normal first presentation mode.

[0237] Furthermore, the multiple presentation modes that can be set during RUSH include a RUSH first presentation mode for executing the display of various objects (such as decorative special symbols and characters related to the game) on the display device 41 during the variable game in a predetermined manner, and a RUSH second presentation mode for displaying various objects (such as the design of decorative special symbols and the type of character) in a manner different from that of the RUSH first presentation mode. Note that the RUSH first presentation mode and the RUSH second presentation mode may adopt different modes in the content of the display presentation (so-called announcement presentation) for announcing that a jackpot has been won.

[0238] In addition, a mode may be adopted in which the player selects and determines either the normal time first presentation mode or the normal time second presentation mode during the normal game, and / or either the RUSH time first presentation mode or the RUSH time second presentation mode during the RUSH, by customization operations.

[0239] Next, the CPU 110 refers to the look-ahead command included in the effect control command to determine whether a look-ahead effect is set (S1200).

[0240] If it is determined that a look-ahead effect has been set, the look-ahead effect is determined (S1200). More specifically, the effect control device 300 determines one look-ahead effect by referring to a look-ahead effect table prepared in advance based on the effect mode determined in S1100 and the change command included in the effect control command (particularly the change pattern determined in S580).

[0241] Then, the pre-reading effect is determined (S1300), or if it is determined that the pre-reading effect has not been set (No in S1200), a variable effect is determined (S1400). More specifically, the effect control device 300 determines one variable effect (particularly, the stop display of the decorative special symbol during the variable game, the mode of the reach effect, etc.) by referring to a variable effect table prepared in advance from the effect mode determined in S1100 and the determined variable pattern.

[0242] 12 is a diagram showing an example of a variable effect table. As shown in the figure, in the variable effect table, each variable effect is linked to each variable pattern and each effect mode.

[0243] As can be seen from FIG. 12(a), each variation pattern P that can be selected during normal play SI1 , P SI2 , P SI3 , P LI1 , P LI2 , P LI3 , and P LI4 In the above, different types of variable performance are defined depending on whether the first normal performance mode or the second normal performance mode is set. On the other hand, as already explained, when the pre-reading performance is set and each first short variable pattern P SI2 and P SI3 (See FIG. 7) is selected, the big win is confirmed. Therefore, during the normal game, the pre-reading effect is executed and each first short fluctuation pattern P SI2 and P SI3When any of the above is selected, a jackpot is confirmed regardless of the presentation mode that is set. More specifically, when the pre-reading presentation is executed and any of "normal variation presentation 3," "normal variation presentation 4," "N reach presentation 1," and "N reach presentation 2" shown in Fig. 12(a) is selected as the variation presentation, a jackpot is confirmed.

[0244] In addition, during normal play, the pre-reading performance is selected and each first long fluctuation pattern P LI1 , P LI2 , and P LI3 If any of the above is selected, the big win will not be confirmed regardless of the presentation mode that is set. More specifically, if the pre-reading presentation is executed and any of "SP Reach Presentation 1", "SP Reach Presentation 2", "SP Reach Presentation 3", "SP Reach Presentation 4", "SP Reach Presentation 5", and "SP Reach Presentation 6" shown in FIG. 12(a) is selected as the variable presentation, the big win will not be confirmed. On the other hand, during normal play, the first long variable pattern P LI4 When this is selected, a jackpot is confirmed regardless of whether the pre-reading effect is executed or not, and regardless of the effect mode that is set. More specifically, when either "SP Reach Effect 7" or "SP Reach Effect 8" shown in FIG. 12(a) is selected as the variable effect, a jackpot is confirmed regardless of whether the pre-reading effect is executed or not.

[0245] Furthermore, as can be seen from FIG. 12(b), each fluctuation pattern P that can be selected during RUSH SII1 , P SII2 , P LII1 , P LII2 , and P LII3In this game, different types of variable effects are specified depending on whether the RUSH first effect mode or the RUSH second effect mode is set. On the other hand, if a pre-reading effect is set during RUSH, a jackpot is confirmed regardless of which variable pattern is selected. Therefore, when a pre-reading effect is executed during RUSH, a jackpot is confirmed regardless of the type of variable pattern (length of variable time) determined and the effect mode set. More specifically, when a pre-reading effect is executed, a jackpot is confirmed regardless of the type of variable pattern (length of variable time) determined and the effect mode set as the variable effect shown in FIG. 12(b), "Normal Variable Effect 5," "Normal Variable Effect 6," "N Reach Effect 3," "N Reach Effect 4," "SP Reach Effect 9," "SP Reach Effect 10," "SP Reach Effect 11," "SP Reach Effect 12," "SP Reach Effect 13," and "SP Reach Effect 14" shown in FIG. 12(b) are selected.

[0246] In addition, if the pre-reading effect is not selected during RUSH and the fluctuation pattern P SII1 , P SII2 , P LII1 , and P LII2 If either of the above is selected, the big win will not be confirmed regardless of the performance mode set. On the other hand, during RUSH, the second long fluctuation pattern P LII3 When this option is selected, a jackpot is confirmed regardless of whether the pre-reading effect is executed or not, and regardless of the effect mode that is set. More specifically, when either "SP Reach Effect 13" or "SP Reach Effect 14" shown in Fig. 12(b) is selected, a jackpot is confirmed regardless of whether the pre-reading effect is executed or not.

[0247] 12, one variable effect is defined for each effect mode set for each variable pattern. However, the present invention is not limited to this, and a variable effect table may be used that defines multiple variable effects for each effect mode set for each variable pattern, and one variable effect may be determined from the multiple variable effects by lottery using random numbers.

[0248] 11, when the variable performance is determined in S1400, various performances are executed by referring to the performance mode, the look-ahead performance, and the variable performance determined in each step (S1600). More specifically, the performance control device 300 controls the display of the display device 41, the light emission of various light-emitting elements (LEDs), the sound output from each speaker 19, and the operation of each performance movable body 44 so as to realize the determined performance mode, the look-ahead performance, and the variable performance aspect.

[0249] By the processing described above, when a short-variation effect accompanied by a look-ahead effect is executed during normal play, a state in which a jackpot win is confirmed can be achieved. Therefore, during normal play, when a look-ahead effect suggesting a state in which the expectation of a jackpot win is high (a low selection rate when a miss occurs, or a high selection rate when a win occurs) and a short-variation effect suggesting a state in which the expectation of a jackpot win is low (a high selection rate when a miss occurs, or a low selection rate when a win occurs) are executed simultaneously, the player can be given the impression that a jackpot win is confirmed. Furthermore, when a long-variation effect accompanied by a look-ahead effect is executed, the player can be given the impression that a jackpot win is not confirmed. In other words, the player can be made to recognize that the jackpot expectation for a combination of the look-ahead effect and the length of the variable effect is inversely related to the normally predicted expectation.

[0250] On the other hand, during RUSH, if a predictive effect is included, the player can be given the impression that a jackpot is confirmed regardless of the length of the variable effect. This allows the player to emphasize the difference in the suggestion (whether or not a jackpot has been won) derived from the combination of predictive effect and each variable effect during normal play and RUSH.

[0251] (Operation and effect of the first embodiment) In this embodiment, a gaming machine 10 is provided in which a pre-reading effect and a variation pattern can be selected upon winning a predetermined start winning means (start winning port 36), and when a specific result (a big win) is derived by a win / loss judgment, a bonus (winning game) can be generated after the end of the variation game in which the variation pattern (variation effect) is executed. In this gaming machine 10, a first game state (normal game) and a second game state (RUSH) that is more advantageous than the first game state can be executed. The variation pattern is one or more first short variation patterns P selectable in the first game state. SI And one or more first long fluctuation patterns P selectable in the first game state LI And one or more second short fluctuation patterns P selectable in the second game state SII And one or more second long fluctuation patterns P selectable in the second game state LII Furthermore, the first short-term fluctuation pattern P SI The fluctuation time of is shorter than the predetermined first reference time X, and the first long fluctuation pattern P LI The fluctuation time of is longer than the first reference time X. Also, the second short fluctuation pattern P SII The fluctuation time of is shorter than the predetermined second reference time Y, and the second long fluctuation pattern P LII The fluctuation time is longer than the second reference time Y.

[0252] And, in the first game state (normal game), the pre-reading performance and the first short fluctuation pattern P SI When is selected, the expected probability of generating the benefit (expected probability of winning the jackpot) can be set to a predetermined first expected probability (jackpot confirmed). In addition, the pre-reading performance and the first long fluctuation pattern P LI When is selected, it is possible to make the above expectation lower than the first expectation (winning of the jackpot is not confirmed). Furthermore, if the pre-reading effect is not selected and the first long fluctuation pattern P LI4 When is selected, the expectation can be set to a predetermined second expectation (a guaranteed big win).

[0253] On the other hand, in the second game state (RUSH), when the pre-reading performance is selected, the second short fluctuation pattern P SII and the second long-term fluctuation pattern PLII When either of the above is selected, the above expectation can be set to a predetermined third expectation (a guaranteed big win).

[0254] As a result, in the first game state (normal game), when a short-variation pattern (short-variation pattern) accompanied by a look-ahead effect is executed, it is possible to create a situation in which a specific result (jackpot) is won with a certain probability or higher. Therefore, when a short-variation pattern accompanied by a look-ahead effect that is perceived as having a high jackpot expectation is executed, and a short-variation pattern perceived as having a low jackpot expectation is executed, the player can be made to recognize that the expectation of winning a jackpot is high. Furthermore, when a long-variation pattern accompanied by a look-ahead effect is executed, it is possible to create a situation in which the probability of winning a jackpot is below a certain level. Therefore, when a long-variation pattern accompanied by a look-ahead effect that is perceived as having a high jackpot expectation is executed, and a long-variation pattern perceived as having a high jackpot expectation is executed, the player can be made to recognize that the expectation of winning a jackpot is low. Therefore, it is possible to create a situation in which the expectation of a jackpot for a combination of look-ahead effect and long-variation effect is in an inverse relationship to the normally predicted expectation, thereby expanding the variety of effects and improving interest.

[0255] On the other hand, when a look-ahead effect is included in the second gaming state (during RUSH), it is possible to create a situation in which a jackpot is won with a certain probability or higher, regardless of the length of the selected variation pattern (variation effect). Therefore, when a look-ahead effect is executed in the second gaming state, it is possible to make the player realize that there is a high expectation of winning a jackpot, regardless of the length of the variation effect that includes the look-ahead effect. This makes it possible to emphasize the difference in the suggested content (actual jackpot expectation) derived from the combination of the look-ahead effect and each variation effect in each of the first gaming state and the second gaming state, leading to further expansion of the variation effect.

[0256] Furthermore, in the first game state (normal game), a certain length or more of fluctuation performance (first long fluctuation pattern P LI4When executing the second long variation pattern P, regardless of whether the pre-reading effect is executed or not, the expectation of winning the jackpot can be increased (especially the jackpot can be confirmed). Also, even in the second game state (RUSH), a variation effect of a certain length or more (second long variation pattern P LII3 When executing the above, regardless of whether the pre-reading effect is executed or not, the expectation of winning a jackpot can be increased (especially the jackpot can be confirmed). Therefore, the variation of the effects in each game state can be further expanded.

[0257] In addition, in the gaming machine 10 of this embodiment, when the expectation degree becomes the first expectation degree in the first game state (normal game) (when the pre-reading effect is set and the first short fluctuation pattern P SI2 or P SI3 When the expectation becomes the second expectation in the first game state (normal game) (when the pre-reading effect is not set and the first long fluctuation pattern P LI4 is selected), and / or when the expectation level becomes the third expectation level in the second game state (during RUSH) (when the pre-reading effect is set), if a predetermined condition including the winning of a game ball is met (when S710 in Figure 10 is Yes), it is possible not to grant (execute) a bonus (jackpot game) even if a specific result (jackpot win) is derived by the hit / miss judgment.

[0258] As a result, even if a jackpot is won in a variable game under the above circumstances, if a circumstance arises that makes it unacceptable to execute the jackpot game (such as a game ball entering an unexpected winning slot), the bonus (jackpot game) can be prevented from being executed.

[0259] In addition, in this embodiment, a gaming machine 10 is provided in which a pre-reading effect and a variation pattern can be selected upon winning a predetermined start winning means (start winning port 36), and when a specific result (a big win) is derived by a win / loss judgment, a bonus (winning game) can be generated after the end of the variation game in which the variation pattern (variation effect) is executed. In this gaming machine 10, a first game state (normal game) and a second game state (RUSH) that is more advantageous than the first game state can be executed. The variation pattern is one or more first short variation patterns P selectable in the first game state. SI And one or more first long fluctuation patterns P selectable in the first game state LI And one or more second short fluctuation patterns P selectable in the second game state SII And one or more second long fluctuation patterns P selectable in the second game state LII Furthermore, the first short-term fluctuation pattern P SI The fluctuation time of is shorter than the predetermined first reference time X, and the first long fluctuation pattern P LI The fluctuation time of is longer than the first reference time X. Also, the second short fluctuation pattern P SII The fluctuation time of is shorter than the predetermined second reference time Y, and the second long fluctuation pattern P LII The fluctuation time is longer than the second reference time Y.

[0260] And, in the first game state (normal game), the pre-reading performance and the first short fluctuation pattern P SI When is selected, the expected probability of generating the benefit (expected probability of winning the jackpot) can be set to a predetermined first expected probability (jackpot confirmed). In addition, the pre-reading performance and the first long fluctuation pattern P LI When is selected, it is possible to make the above expectation lower than the first expectation (winning of the jackpot is not confirmed). Furthermore, if the pre-reading effect is not selected and the first long fluctuation pattern P LI4 When is selected, the expectation can be set to a predetermined second expectation (a guaranteed big win).

[0261] On the other hand, in the second game state, the first presentation mode (RUSH first presentation mode) and the second presentation mode (RUSH second presentation mode) can be set as presentation modes that determine the display mode accompanying the second short fluctuation pattern or the second long fluctuation pattern. When the pre-reading presentation is selected, the second short fluctuation pattern P SII and the second long-term fluctuation pattern P LII When either of the above is selected, the above expectation can be set to a predetermined third expectation (a guaranteed big win).

[0262] As a result, in the first game state (normal game), when a short-variation pattern (short-variation pattern) accompanied by a look-ahead effect is executed, it is possible to create a situation in which a specific result (jackpot) is won with a certain probability or higher. Therefore, when a short-variation pattern accompanied by a look-ahead effect that is perceived as having a high jackpot expectation is executed, and a short-variation pattern perceived as having a low jackpot expectation is executed, the player can be made to recognize that the expectation of winning a jackpot is high. Furthermore, when a long-variation pattern accompanied by a look-ahead effect is executed, it is possible to create a situation in which the probability of winning a jackpot is below a certain level. Therefore, when a long-variation pattern accompanied by a look-ahead effect that is perceived as having a high jackpot expectation is executed, and a long-variation pattern perceived as having a high jackpot expectation is executed, the player can be made to recognize that the expectation of winning a jackpot is low. Therefore, it is possible to create a situation in which the expectation of a jackpot for a combination of look-ahead effect and long-variation effect is in an inverse relationship to the normally predicted expectation, thereby expanding the variety of effects and improving interest.

[0263] On the other hand, when a look-ahead effect is included in the second gaming state (during RUSH), it is possible to create a situation in which a jackpot is won with a certain probability or higher, regardless of the selected variation pattern and the currently selected presentation mode. Therefore, when a look-ahead effect is executed in the second gaming state, it is possible to make the player realize that there is a high probability of winning a jackpot, regardless of the length of the variation effect that includes the look-ahead effect or the currently selected presentation mode. This makes it possible to emphasize to the player the difference in the suggested content (actual jackpot expectation) derived from the combination of the look-ahead effect and each variation effect in the first gaming state and the second gaming state, regardless of the currently selected presentation mode, leading to further expansion of presentation variations.

[0264] Furthermore, in the first game state (normal game), a certain length or more of fluctuation performance (first long fluctuation pattern P LI4 When executing the second long variation pattern P, regardless of whether the pre-reading effect is executed or not, the expectation of winning the jackpot can be increased (especially the jackpot can be confirmed). Also, even in the second game state (RUSH), a variation effect of a certain length or more (second long variation pattern P LII3 When executing the above, regardless of whether or not the pre-reading effect is executed and the content of the set effect mode, it is possible to increase the expectation of winning a jackpot (especially to make the jackpot a certainty). Therefore, it is possible to further expand the effect variation in each game state.

[0265] In addition, in this embodiment, a gaming machine 10 is provided in which a pre-reading effect and a variation pattern can be selected upon winning a predetermined start winning means (start winning port 36), and when a specific result (a big win) is derived by a win / loss judgment, a bonus (winning game) can be generated after the end of the variation game in which the variation pattern (variation effect) is executed. In this gaming machine 10, a first game state (normal game) and a second game state (RUSH) that is more advantageous than the first game state can be executed. The variation pattern is one or more first short variation patterns P selectable in the first game state. SI And one or more first long fluctuation patterns P selectable in the first game state LIAnd one or more second short fluctuation patterns P selectable in the second game state SII And one or more second long fluctuation patterns P selectable in the second game state LII Furthermore, the first short-term fluctuation pattern P SI The fluctuation time of is shorter than the predetermined first reference time X, and the first long fluctuation pattern P LI The fluctuation time of is longer than the first reference time X. Also, the second short fluctuation pattern P SII The fluctuation time of is shorter than the predetermined second reference time Y, and the second long fluctuation pattern P LII The fluctuation time is longer than the second reference time Y.

[0266] And, in the first game state (normal game), the first short fluctuation pattern P SI Or the first long fluctuation pattern P LI As a presentation mode that determines the manner of display accompanying the above, the first presentation mode (normal first presentation mode) and the second presentation mode (normal second presentation mode) can be set. Furthermore, the pre-reading presentation and the first short variation pattern P SI When is selected, in both the normal first performance mode and the normal second performance mode, the expectation of generating a special benefit (expectation of winning a jackpot) can be set to a predetermined first expectation (jackpot confirmed). In addition, the pre-reading performance and the first long fluctuation pattern P LI When is selected, in both the first normal performance mode and the second normal performance mode, the expectation level can be lower than the first expectation level (winning of the jackpot is not confirmed). Furthermore, the pre-reading performance and the first long fluctuation pattern P LI When is selected, it is possible to make the expectation degree lower than the first expectation degree (winning of the jackpot is not confirmed) in both the first normal performance mode and the second normal performance mode.

[0267] On the other hand, in the second game state (RUSH), when the pre-reading performance is selected, the second short fluctuation pattern P SII and the second long-term fluctuation pattern P LII When either of the above is selected, the above expectation can be set to a predetermined third expectation (a guaranteed big win).

[0268] As a result, in the first gaming state (normal gaming), when a fluctuation pattern with a short fluctuation time (short fluctuation effect) accompanied by a look-ahead effect is executed, it is possible to create a situation in which a specific result (jackpot) is won with a certain probability or higher, regardless of the currently selected presentation mode. Therefore, when a short fluctuation effect accompanied by a look-ahead effect that is recognized as having a low jackpot expectation is executed, it is possible to make the player realize that the expectation of winning a jackpot is high, regardless of the currently selected presentation mode. Furthermore, when a fluctuation pattern with a long fluctuation time accompanied by a look-ahead effect (long fluctuation effect) is executed, it is possible to create a situation in which the probability of winning a jackpot is below a certain level, regardless of the currently selected presentation mode. Therefore, when a long fluctuation effect accompanied by a look-ahead effect that is recognized as having a high jackpot expectation is executed, it is possible to make the player realize that the expectation of winning a jackpot is low, regardless of the currently selected presentation mode. Therefore, the player can recognize the probability of winning for the combination of the length of the look-ahead effect and the variable effect as the opposite of the normally predicted magnitude of expectation, which can expand the variety of effects and increase interest. In particular, the relationship between the combination of the length of the look-ahead effect and the variable effect and the probability of winning is maintained regardless of the setting of the effect mode that determines the display format associated with the variable effect. This makes it easier for the player to recognize the relationship between the combination and the probability of winning, further increasing interest.

[0269] On the other hand, when a look-ahead effect is included in the second gaming state (during RUSH), it is possible to create a situation in which a jackpot is won with a certain probability or higher, regardless of the length of the selected variation pattern (variation effect). Therefore, when a look-ahead effect is executed in the second gaming state, it is possible to make the player realize that there is a high expectation of winning a jackpot, regardless of the length of the variation effect that includes the look-ahead effect. This makes it possible to emphasize the difference in the suggested content (actual jackpot expectation) derived from the combination of the look-ahead effect and each variation effect in each of the first gaming state and the second gaming state, leading to further expansion of the variation effect.

[0270] Furthermore, in the first game state (normal game), a certain length or more of fluctuation performance (first long fluctuation pattern P LI4 When executing the ), regardless of whether the pre-reading effect is executed or not and the content of the set effect mode, the expectation of winning the jackpot can be increased (especially the jackpot can be confirmed). Also, even in the second game state (RUSH), a variable effect of a certain length or more (second long variable pattern P LII3 When executing the above, regardless of whether the pre-reading effect is executed or not, the expectation of winning a jackpot can be increased (especially the jackpot can be confirmed). Therefore, the variation of the effects in each game state can be further expanded.

[0271] [Second embodiment] The second embodiment will be described below. In each embodiment described below, the same elements as those described in the previous embodiment will be given the same reference numerals, and their description will be omitted. In particular, this embodiment provides a jackpot game execution determination process that is different from that of the first embodiment.

[0272] 13 is a flowchart showing the details of the jackpot game execution determination process according to this embodiment. As shown in the figure, in the jackpot game execution determination process of this embodiment, if it is determined in S700 that a jackpot has been won, it is determined whether or not a prize has been won in the first prize slot (S711).

[0273] More specifically, when the game control device 100 detects that a predetermined first determination number (one or more) or more game balls have entered the start winning port 36 during a first determination period that is arbitrarily determined within the period of a variable game in which a jackpot has been won, it determines that a game ball has entered the first winning port. On the other hand, if the number of game balls that have entered the start winning port 36 during the first determination period is less than the first determination number, it determines that no game balls have entered the first winning port. Note that the first determination period can be set, for example, to coincide with the period during which a jackpot win is notified during a variable game in which a jackpot has been won.

[0274] If the determination result of S711 is affirmative, the game control device 100 further determines whether or not a prize has been awarded to the second prize slot (S712). More specifically, the game control device 100 determines that a prize has been awarded to the second prize slot when it detects that a predetermined second determination number (one or more) or more game balls have entered the special prize slot 2 starting hole during a second determination period of a predetermined length, which is determined based on the timing at which a prize has been awarded to the first prize slot. On the other hand, if the number of game balls that entered the special prize slot 2 starting hole during the second determination period is less than the second determination number, it determines that a prize has not been awarded to the second prize slot. Note that the second determination period is determined as an appropriate period, for example, based on the timing at which a jackpot winning notification begins, from the perspective of determining that the amount of operation of the operating handle 24 is not intended to result in a prize being awarded to the special prize slot 2 starting hole.

[0275] If the determination result of S712 is affirmative, the special mode (S730) described in the first embodiment is executed. On the other hand, if the determination result of S711 is negative (if it is determined that the first winning slot has not been won), or if the determination result of S712 is negative (if it is determined that the second winning slot has been won), a jackpot game is executed after the variable game ends (S740).

[0276] According to the jackpot game execution determination process of this embodiment described above, if an unexpected entry into the first winning slot (entry into the starting winning slot 36, which is played in a different way from when intending to win into the special variable winning device 39) is detected after a jackpot has been won, particularly after the jackpot has been announced in a variable game in which the jackpot has been won, a special mode can be executed without executing the jackpot game.

[0277] On the other hand, even if a win in the first winning slot is detected, if a win in the second winning slot is detected, a jackpot game can be executed. Therefore, if the gaming machine 10 is configured as a type of machine (such as a so-called V-ST machine) that requires a win in the special chart 2 starting slot after a jackpot win, for example, if the player accidentally causes the game ball to win in the starting winning slot 36 due to factors such as an incorrect amount of operation of the operating handle 24, the jackpot game will not be executed, thereby preventing a situation in which a player playing legitimately is disadvantaged.

[0278] (Operation and effect of the second embodiment) In the gaming machine 10 of this embodiment, the predetermined conditions including the winning of a gaming ball include winning in the first start winning means (start winning port 36), which is at least one of the multiple start winning means (start winning port 36 and special chart 2 start winning port).

[0279] As a result, after the variable game in which a specific result (jackpot win) is derived by the hit / miss judgment, if an unexpected win occurs in the first start winning means (start winning port 36), the bonus (jackpot game) is not granted (executed), thereby preventing fraudulent behavior.

[0280] Furthermore, in the gaming machine 10 of this embodiment, when a prize is won at the second start winning means (special chart 2 start port) which is different from the first start winning means (start winning port 36), a bonus (jackpot game) can be awarded (executed).

[0281] As a result, even if a winning ball enters the starting winning slot 36 after a variable game in which a winning jackpot is won, if a winning ball enters the special chart 2 starting slot that is expected in that situation, the winning jackpot game can be executed, thereby preventing a situation in which a player playing legitimately is disadvantaged.

[0282] [Variations] Modifications not mentioned in the above description are summarized below.

[0283] (1) In the above embodiment, the "first expectation degree," "second expectation degree," and "third expectation degree" are all set to a guaranteed jackpot (probability of winning a jackpot = 100%). However, this is not limited to this, and the "first expectation degree," "second expectation degree," and "third expectation degree" may be set to any value (<100%) higher than a predetermined standard expectation degree. Furthermore, the "first expectation degree," "second expectation degree," and "third expectation degree" may all be the same value, or at least one of the values ​​may be different from the others, or they may all be different values ​​from each other.

[0284] (2) In the above embodiments, an example was described in which the "benefit" that can occur after the end of the variable game in which the variable pattern was executed is a jackpot game. On the other hand, the "benefit" is not limited to a jackpot game, and may be an element that may be beneficial to the player (for example, a probability variable state, a time-saving state, a small jackpot game, or a transition to a high base state with a higher payout rate than during other normal games).

[0285] (3) The specific contents of the fluctuation pattern table I for normal games and the fluctuation pattern table II for RUSH shown in Fig. 7 are merely examples and can be changed as appropriate. For example, in each of the above embodiments, it is assumed that the same fluctuation pattern (fluctuation time) is defined in each of the fluctuation pattern tables I-1 to I-4 for normal games, but different fluctuation patterns (fluctuation times) may be defined for each of the fluctuation pattern tables I-1 to I-4. Similarly, each of the fluctuation pattern tables II-1, II-3, and II-4 for RUSH may also define a fluctuation pattern (fluctuation time).

[0286] (4) In the above embodiments, it is assumed that the same first reference time X is used as an indicator for distinguishing between short-term fluctuations and long-term fluctuations in each of the fluctuation pattern tables I-1 to I-4 for normal play. However, this is not limited to this, and the first reference time X may be different for each of the fluctuation pattern tables I-1 to I-4. For example, different values ​​of the first reference time X may be set for fluctuation pattern tables I-1 and I-2 (FIGS. 7(a) and 7(b)), which are based on the assumption that a pre-reading effect is set, and for fluctuation pattern tables I-3 and I-4 (FIGS. 7(c) and 7(d)), which are based on the assumption that a pre-reading effect is not set. Similarly, different second reference times Y may be set for each of the fluctuation pattern tables II-1, II-3, and II-4 for RUSH play. For example, different values ​​of the second reference time Y may be set for the fluctuation pattern table II-1 ((Figures 9(a) and 9(b))), which is based on the assumption that the pre-reading effect is set, and for tables II-3 and II-4 ((Figures 9(c) and 9(d))), which are based on the assumption that the pre-reading effect is not set.

[0287] (5) In the above embodiments, examples have been described in which either the normal first presentation mode or the normal second presentation mode is set as the presentation mode during normal game play, and either the RUSH first presentation mode or the RUSH second presentation mode is set as the presentation mode during RUSH. On the other hand, a mode in which three or more presentation modes are set as the presentation modes during normal game play and / or RUSH may be adopted. Furthermore, specific changes in the display mode due to the setting of different presentation modes include, for example, changing only the background while displaying the same decorative special symbol design or character.

[0288] (6) In addition, in the variation effect table shown in Fig. 12, different types of variation effects are specified depending on the presentation mode for the same determined variation pattern, but a variation effect table that specifies the same variation effect for the same determined variation pattern regardless of the presentation mode may be adopted. Furthermore, a variation effect table that specifies different variation effects depending on whether or not a pre-reading presentation is set for the same determined variation pattern may be adopted, and a variation effect table that specifies different variation effects depending on both whether or not a pre-reading presentation is set and the type of presentation mode that is set for the same determined variation pattern may be adopted.

[0289] (7) The satisfaction of the predetermined condition for terminating the awarding of the bonus (execution of the jackpot game) is not limited to the entry of a game ball into the start winning slot 36. For example, the satisfaction of the predetermined condition may be determined as the entry of a game ball into the large winning slot of the normal variable winning device 37, the general winning slot 35, and / or the special variable winning device 39. Furthermore, in a gaming machine having multiple winning slots that trigger the special chart variable display game, the satisfaction of the predetermined condition may be determined as the entry of a game ball into either one or both of those winning slots. Also, the first winning slot described in S711 of FIG. 13 and the second winning slot described in S712 may be determined based on the number of winning balls. For example, the first winning slot (the winning slot that determines whether a winning has occurred and determines whether the jackpot game is stopped) may be a winning slot (winning device) with a larger number of winning balls, and the second winning slot (the winning slot that determines whether a winning has occurred and determines whether the jackpot game is stopped) may be a winning slot (winning device) with a smaller number of winning balls. Furthermore, as the predetermined condition for stopping the awarding of a bonus, a second condition different from the above-mentioned condition regarding the entry of game balls into each winning slot (hereinafter referred to as the "first condition") may be set instead of or in addition to the first condition. That is, a mode may be adopted in which the awarding of a bonus (execution of a jackpot game) is stopped when the second condition is met (regardless of whether the first condition is met), or a mode may be adopted in which the awarding of a bonus (execution of a jackpot game) is stopped when both the first and second conditions are met. The second condition includes, for example, the occurrence of an event such as a specified error that requires the jackpot game or the game itself including the jackpot game to be stopped, or the detection of a signal indicating the occurrence of such an event.

[0290] (8) The specific notification in the special mode (S730) executed in place of a jackpot game is not limited to the manner described in the above embodiment, and any notification manner can be adopted as long as it can indicate to the player that a jackpot game will not be executed.

[0291] (9) Furthermore, when the special mode (S730) is executed, a mode may be adopted in which all games, including jackpot games, are stopped (more specifically, the special chart variable display game and the normal chart variable display game are stopped). In particular, in this case, a mode may be adopted in which a notification that the game will be forcibly ended in the special mode (such as a predetermined game end display) is made. Note that a mode may be adopted in which a special notification in the special mode (an indication that the jackpot game will not be executed) is made while restricting the execution of notifications and effects (such as advance notices) other than the special notification. Furthermore, a mode may be adopted in which notifications and effects other than the special notification are allowed to be executed in conjunction with the execution of the special notification.

[0292] (10) The gaming machine 10 described in the above embodiment may further be configured to allow the player to customize whether or not to execute a pre-reading effect and / or to adjust the appearance rate (including 0%) of the pre-reading effect. Also, depending on the customization content of the customization operation, the relationship between the state of each variation pattern (length or shortness of the variation effect) and the probability (expectation level) of winning a jackpot may be changed. More specifically, when the execution of a pre-reading effect is permitted by customization, a short variation pattern (P SI ,P SII ) and long-term fluctuation pattern (P LI ,P LII ) may be adopted in which a certain degree of expectation of winning a jackpot is stipulated for each of them. Also, when the execution of the pre-reading performance is permitted by customization, the short fluctuation pattern (P SI ,P SII ) and long-term fluctuation patterns (P LI ,P LII ) may be configured to reduce the difference in the degree of expectation defined for each of them.

[0293] (11) In addition, the scope of the matters described in the specification, etc. of the present application as originally filed includes the following: "When a specific result (a jackpot win) is derived by the hit / miss judgment and predetermined conditions including the winning of a game ball are satisfied (when S710 in FIG. 10 is Yes, or when S711 and S712 in FIG. 13 are both Yes), it is possible to transition to a special mode (S730) in which a notice is given that a bonus (jackpot game) will not be granted (executed), The special mode can be cancelled by a specific cancellation operation (operation on a specific switch). The gaming machine 10 includes a gaming machine 10 that can transition to a gaming state (normal gaming, etc.) other than a gaming state (jackpot gaming) that is granted as a special privilege when the special mode is released.

[0294] (12) Furthermore, the specific control logic described in each of the above embodiments is merely an example and does not limit the scope of the present invention. In other words, the specific control logic for implementing the present invention can be modified as appropriate within the scope of the constituent elements of the invention described in the claims of this application. For example, in each of the above embodiments, the game control device 100 determines whether to execute a look-ahead effect and transmits information (look-ahead effect command flag) corresponding to the determination result to the effect control device 300. Alternatively, the effect control device 300 may determine whether to execute a look-ahead effect. In this case, for example, the control logic shown in (i) to (iv) below can be adopted. (i) The game control device 100 refers to one of the fluctuation pattern tables for when a jackpot is won during normal play, the fluctuation pattern table for when a jackpot is not won during normal play, the fluctuation pattern table for when a jackpot is won during RUSH, and the fluctuation pattern table for when a jackpot is not won during RUSH, depending on the current game state (whether normal play is in progress or RUSH is in progress) and the result of whether or not a jackpot has been won, and determines the fluctuation pattern (fluctuation time) of the fluctuation game related to the winning detected according to the fluctuation pattern random number value (selection rate) specified in each table, and transmits it to the performance control device 300. Note that, as with the tables shown in Figs. 7 and 9, the selection rate specified in each fluctuation pattern table includes a fluctuation pattern that is not selected when a jackpot is not won (first long fluctuation pattern P during normal play), regardless of whether or not a pre-reading performance is performed. LI4and the second long-term fluctuation pattern P during the RUSH LII3 The trend of (e.g., (ii) The performance control device 300 receives a performance control command (particularly a fluctuation pattern) from the game control device 100, refers to a reference time (first reference time X or second reference time Y) according to the current game state, and determines whether the determined fluctuation pattern is a short fluctuation pattern (P SI ,P SII ) and long-term fluctuation patterns (P LI ,P LII ) to determine which of the following applies. (iii) The performance control device 300 refers to a predetermined look-ahead performance table based on the judgment result regarding the length of the above-mentioned fluctuation pattern and the information on the success or failure result included in the performance control command, and determines whether to execute a look-ahead performance, and if so, the performance mode. The look-ahead performance table is specified to satisfy the following conditions. In the first game state (normal game), The determined fluctuation pattern is the first short-term fluctuation pattern P SI If the player has won a big jackpot, the execution or non-execution of the pre-reading performance is allocated at a predetermined selection rate. The determined fluctuation pattern is the first short-term fluctuation pattern P SI If the jackpot is not won, only non-execution of the pre-reading performance is selected (execution is not selected). The determined fluctuation pattern is the first long-term fluctuation pattern P LI If the player has won a big jackpot, the execution or non-execution of the pre-reading performance is allocated at a predetermined selection rate. The determined fluctuation pattern is the first long-term fluctuation pattern P LI If the player has not won a big win, the execution or non-execution of the pre-reading performance is allocated at a predetermined selection rate. In the second game mode (RUSH), The determined fluctuation pattern is the second short-term fluctuation pattern P SII If the player has won a big jackpot, the execution or non-execution of the pre-reading performance is allocated at a predetermined selection rate. The determined fluctuation pattern is the second short-term fluctuation pattern PSII If the jackpot is not won, only non-execution of the pre-reading performance is selected (execution is not selected). The determined fluctuation pattern is the second long-term fluctuation pattern P LII If the player has won a big jackpot, the execution or non-execution of the pre-reading performance is allocated at a predetermined selection rate. The determined fluctuation pattern is the second long-term fluctuation pattern P LII If the jackpot is not won, only non-execution of the pre-reading effect is selected (execution is not selected).

[0295] (iv) The performance control device 300 determines the variable performance by referring to the variable performance table shown in FIG. 12 from the determined variable pattern and the performance mode determined in the same manner as in each of the above embodiments.

[0296] By adopting the control logic of (i) to (iv) above, during normal play, the pre-reading performance and the first short fluctuation pattern P SI When is selected, the expected probability of generating the benefit (expected probability of winning the jackpot) can be set to a predetermined first expected probability (jackpot confirmed). In addition, the pre-reading performance and the first long fluctuation pattern P LI When is selected, it is possible to make the above expectation lower than the first expectation (winning of the jackpot is not confirmed). Furthermore, if the pre-reading effect is not selected and the first long fluctuation pattern P LI4 When is selected, it is possible to set the expectation to a predetermined second expectation (a guaranteed big win). Furthermore, during RUSH, when the pre-reading performance is selected, the second short fluctuation pattern P SII and the second long-term fluctuation pattern P LII When either of the above is selected, the above expectation can be set to a predetermined third expectation (a guaranteed big win).

[0297] The present invention is not limited to the above-described embodiments. Various modifications and variations are possible within the scope of its technical concept, and it is clear that these also fall within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability variable state. For example, the presentation control device can execute part of the processing executed by the game control device, or conversely, the game control device can execute part of the processing executed by the presentation control device. For example, multiple embodiments and multiple modified examples can be combined in various ways. Furthermore, while the above-described embodiment describes an example in which the gaming machine 10 is configured as a sealed-in pachinko machine (smart pachinko machine), the above-described embodiment may also be applied to a regular pachinko machine that is not a sealed-in pachinko machine. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is defined by the claims, and all modifications within the scope of meaning and content equivalent to the claims are intended to be included.

[0298] For example, when the above-described embodiment is applied to a slot machine, the gaming media used in the game are medals (coins) instead of gaming balls, and the number of prize balls is replaced by the number of medals paid out (number of awarded medals). The control of the launch of gaming balls in a pachinko machine corresponds to the control of the insertion of medals (gaming media) in a slot machine. The number of gaming media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out through various bonuses to the number of medals paid out in a specified period. [Explanation of symbols]

[0299] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General map starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second starting port, second starting winning area) 39 Special variable prize winning device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Prize Entrance) 100 Game control device (main board) 300 Performance control device (sub-board)

Claims

1. A gaming machine in which a pre-reading performance and a variation pattern can be selected upon winning a predetermined start winning means, and when a specific result is derived by a win / loss judgment, a benefit can be generated after the end of a variation game in which the variation pattern is executed, A first gaming state and a second gaming state that is more advantageous than the first gaming state can be executed; The fluctuation pattern is One or more first short fluctuation patterns selectable in the first gaming state; One or more first long variation patterns selectable in the first gaming state; One or more second short fluctuation patterns selectable in the second game state; One or more second long-term fluctuation patterns selectable in the second game state; The fluctuation time of the first short fluctuation pattern is shorter than a predetermined first reference time, and the fluctuation time of the first long fluctuation pattern is longer than the first reference time, The fluctuation time of the second short fluctuation pattern is shorter than a predetermined second reference time, and the fluctuation time of the second long fluctuation pattern is longer than the second reference time, In the first gaming state, When the foreseeing effect and the first short fluctuation pattern are selected, the expectation of generating the benefit can be set to a predetermined first expectation, and when the foreseeing effect and the first long fluctuation pattern are selected, the expectation can be set to a value lower than the first expectation, and / or When the first long-variation pattern is selected without selecting the pre-reading performance, the expectation degree can be set to a predetermined second expectation degree, In the second gaming state, When the pre-reading performance is selected, the expectation degree can be set to a predetermined third expectation degree regardless of whether the second short-term fluctuation pattern or the second long-term fluctuation pattern is selected. Gaming machine.

2. When the expectation level becomes the first expectation level or the second expectation level in the first gaming state, and / or when the expectation level becomes the third expectation level in the second gaming state, if a predetermined condition including a winning game ball is satisfied, it is possible not to grant the benefit even if the specific result is derived by the hit / miss determination. The gaming machine according to claim 1.

3. The predetermined condition includes a win on a first start winning means, which is at least one of the plurality of start winning means. The gaming machine according to claim 2.

4. When a prize is won on a second starting prize winning means different from the first starting prize winning means, the bonus can be executed. The gaming machine according to claim 3.

Citation Information

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