Gaming machine
The gaming machine enhances player engagement by varying the execution of special effects based on start memory, addressing the lack of interest in conventional machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-06
- Publication Date
- 2026-03-18
AI Technical Summary
Conventional gaming machines lack sufficient mechanisms to enhance player interest and engagement.
The gaming machine incorporates execution control means that allow for different modes of special effects based on start memory, altering the execution ratio of these effects to increase player anticipation and engagement.
This approach improves the enjoyment of the game by introducing varying levels of expectation and excitement, enhancing player interaction and interest.
Smart Images

Figure 2026049401000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there have been gaming machines capable of executing effects related to games (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, there has been room for improving the interest of the game.
[0005] Therefore, an object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0006] In a typical form of the present invention, in a gaming machine provided with execution control means capable of executing a specific effect suggesting the result of the game based on the start memory when the start memory occurs as the right to execute the game, the modes of the specific effect include a first mode and a second mode having different degrees of expectation that the result of the game will be a special result. When the specific effect is being executed and not being executed in the first mode, at least the execution control of the specific effect in the second mode for the newly generated start memory is different. When the specific effect is being executed and not being executed in the second mode, at least the execution control of the specific effect in the second mode for the newly generated start memory is different. The execution ratio of the special effect executed during the game can be changed according to the presence or absence of the execution of the specific effect for the start memory related to the game. [Effects of the Invention]
[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5A] This figure shows an example of a predictive animation technique. [Figure 5B] This figure shows another example of a predictive animation. [Figure 6] This flowchart illustrates the procedure for setting up pre-announced effects. [Figure 7] This diagram illustrates the lottery and execution methods for pre-read animations based on the pre-read animation setting process. [Figure 8] This flowchart illustrates the procedure for setting up predictive effects related to modified versions. [Figure 9] In the modified example, this is the pre-read animation distribution table AC used in the pre-read lottery process. [Figure 10] This flowchart illustrates some of the steps involved in processing settings related to fluctuations in gameplay. [Figure 11] These are the special effect distribution tables A and B used in the special effect lottery process. [Figure 12] These are the reach animation distribution tables A and B used in the reach animation lottery process. [Figure 13] This diagram illustrates the screen transitions of a display device's screen in chronological order, along with the decorative device (light-emitting device). [Modes for carrying out the invention]
[0009] [Embodiment] Hereinafter, a preferred embodiment of the present� of the present invention will be described based on the drawings. In the description of the gaming machine, front (front side), rear (back side), left, and right are based on the direction seen from the player during the game.
[0010] [Overall view of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of the present embodiment is an enclosed gaming machine (smart pachinko machine), and the game balls as game media circulate inside the gaming machine and are not given game value to dishes such as upper trays. The game value is given as numerical data instead of the game media (game balls). Note that the configuration of the following embodiments is also applicable to gaming machines that are not enclosed.
[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute 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 visual recognition area that allows the game area 32 (see FIG. 2) formed on the game board 30 to be visually recognized. 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, access can be gained to the game area 32 of the game board 30. Also, by opening the front frame 12 while the glass frame 15 is not open, access can be gained to the game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.
[0014] Various frame components are arranged at the edge portion around the cover glass 14 of the glass frame 15.
[0015] Decoration devices 18a, 18b, 18c capable of performing light-emitting effects according to the game state are arranged at the upper part, right side part, and left side part of the glass frame 15. The decoration devices 18a, 18b, 18c house lighting members such as effect LEDs 46 (see FIG. 4) inside, and are effect devices that perform light-emitting effects according to the game state. These decoration devices 18a, 18b, 18c together constitute the frame decoration device 18.
[0016] Upper speakers 19a are respectively arranged at the upper right corner part and upper left corner part of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is arranged at the lower part of the front frame 12. These upper speakers 19a and lower speaker 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The effect operation device is on the operation panel extending horizontally at the lower part of the glass frame 15, and is an operation device including an effect button 25 and a direction key switch 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 can be used, for example, to adjust the light intensity (brightness) of the performance LED 46 by increasing or decreasing (+-) the two switches on the left and right, and to adjust the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) the two switches on the front and back. The directional key switch 450 can also be used to set customization content, for example, by selecting an item from a menu displayed on the display device 41. The directional key switch 450 may have a button switch in the center, in addition to the left, right, front, and back switches. In the directional key switch 450, detection signals indicating the on / off state can be generated from each of the switches such as left, right, front, and back. Furthermore, the gaming machine 10 may have, independently of the directional key switch 450, a light intensity adjustment switch for adjusting the light intensity of the display LED 46 and a switch for adjusting the volume of the speaker 19.
[0019] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.
[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state) in which it is easy to win a prize in the second start prize slot of the normal variable prize winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring is high in the variable display game (probability change state, probability change state). Special game states include the jackpot state and the minor prize game state (minor prize state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input 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 dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game 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 number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a frame control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance 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 card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count 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 the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays 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 displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).
[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, 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 variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (1+Type machine). In this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and a game ball enters a specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines. For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.
[0047] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, or the special variable prize slot 39, the frame control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are provided around the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slot 39.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game, variable game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a number of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation display game is executed based on the determination result of the regular display winning random value (random value for winning determination) extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values (normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values are also extracted to distribute (draw) the winning results, and both the normal variation win random values and normal variation winning symbol random values are stored as start memory.
[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the random value of the normal symbol 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 unit 53 stops at the winning result, and the game enters a winning state (normal symbol winning state). At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be 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 prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.
[0060] When a winning ball is detected to start a special symbol variation display game, various random values are extracted, such as the jackpot random value, the jackpot symbol random value (special symbol random value), and the variation pattern random value. These random values are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and the special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.
[0061] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).
[0062] Special Symbol 1 Variable Display Game (First Special Symbol Variable Display Game, First Symbol Variable Game) and Special Symbol 2 Variable Display Game (Second Special Symbol Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (special symbols, special symbols) in a variable manner on the Special Symbol 1 display 51 and Special Symbol 2 display 52, and then stopping to display a predetermined result pattern. The predetermined result patterns that are stopped to display on the Special Symbol 1 display 51 and Special Symbol 2 display 52 include jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), time-saving symbols (support jackpot stop symbols), and losing symbols (losing stop symbols).
[0063] Furthermore, the display device 41 executes a decorative special feature variation display game that displays multiple types of identification information in a variable manner, corresponding to each special feature variation display game on the special feature 1 display device 51 or the special feature 2 display device 52. The identification information on the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.
[0064] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and variable manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images (picture images), to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented in the display device 41, either in place of or in conjunction with the decorative special symbol variation display game, in which identification information (decorative regular symbols, decorative regular symbols) changes over time in accordance with the regular symbol variation display game (symbol variation game) on the regular symbol display device 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.
[0065] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).
[0066] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).
[0067] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.
[0068] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor 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 minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.
[0069] Here, I will explain the difference between a big win and a small win.
[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in 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 special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game 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] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which 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 of recovery (restoration, recovery) from a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.
[0078] Furthermore, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down 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 game microcontroller 111 and the RAM in the frame control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random values stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the frame control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the diagram, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and no-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.
[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0085] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0086] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and are detected.
[0088] Furthermore, the input unit 120 is connected to various fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud or abnormalities in the gaming machine 10. 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 of the gaming machine 10, a glass frame opening detection switch (door opening / closing sensor) provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch, door opening / closing sensor) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the game microcontroller 111 via the data bus. Data may also be input from the frame control device 200 to the game control device 100 via the input unit 120.
[0090] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.
[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).
[0092] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.
[0093] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.
[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.
[0095] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.
[0096] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.
[0097] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. 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) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.
[0098] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.
[0099] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).
[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. In this way, in the game stop state, the execution of games on the unified display device 50 and the display device 41 is restricted. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.
[0101] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.
[0102] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the value of the counting counter capable of counting (measuring) MY (counter value) has reached a reference value (predetermined value, 95000 in this embodiment), and (2) neither a big win nor a small win is occurring. MY is the increase in the number of game balls from a reference point, based on the point at which the number of game balls was at its lowest (when the player's loss of game balls was at its maximum) when the results of gameplay during the day's operation of the amusement parlor (day's operation of the amusement machine 10) are obtained. The counting counter (which may also be called a reference value counter), which is a counter for counting MY, basically counts the value obtained by subtracting the number of balls dispensed (number of balls out) from the number of safe balls (number of safe balls - number of balls dispensed), but if the counting counter is 0, it does not subtract even if there are balls dispensed (out) (counter value ≥ 0). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the operating conditions may be other. For example, condition (1) could be set to the number of safe balls or a specific number of balls (number of safe balls - number of balls dispensed) reaching a standard value. Also, condition (2) could be set to the special variable prize winning device not being activated, or the large prize winning opening not being open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls that have been decided to be awarded (basically equal to the number of prize balls actually awarded) (number of acquired balls, number of balls dispensed). The number of dispensed balls (number of out balls) is the number of game balls dispensed from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter increases when a prize is awarded by the number of prize balls awarded, and decreases when one game ball is dispensed from the game area 32, as the number of dispensed balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains at 0). The counting counter can be set, for example, by providing a memory area in the RAM 111c of the game control device 100 to store the counter value.
[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used. Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the counter value of the counting counter is decreased by -1 each time a game ball is launched by the ball launcher, and increased by +1 each time a foul ball occurs.
[0105] For example, when the counter value is less than 90000, the safety device (complete function) status becomes inactive (the normal state where complete function activation warning, complete function activation announcement, or complete function activation notification is not executed). When the counter value is between 90000 and 94999, the safety device status becomes a complete function activation warning state, which notifies (warns) of the possibility that the safety device may activate. When the counter value reaches 95000, the status becomes a complete function activation announcement state, which notifies (announces) that the safety device will activate (is scheduled to activate), or a complete function activation notification state (activated state, in-operation state), which means the safety device is currently activated.
[0106] When the counter value reaches 95,000 (the baseline value), the complete function activation notification state is activated if a big win or a small win is occurring, and the complete function activation notification state is activated if neither a big win nor a small win is occurring. Therefore, if the safety device activates the complete function activation notification state (activated state) before a big win or small win occurs, the game will immediately stop (game unavailable state, game prohibited state), and the complete function activation notification state will not occur. Note that in time-saving states or probability-changing states, the safety device is more likely to activate the complete function activation notification state (activated state) before a big win or small win occurs.
[0107] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, in operation state).
[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activating. As a complete function activation warning, the remaining number (difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is displayed as a countdown, and a predetermined text display (for example, "The game will stop soon") is also displayed. In the complete function activation notification state of the safety device during a minor win or a major win, the performance control device 300 displays a complete function activation notification on the display device 41 to notify of the activation of the complete function (for example, the text "The game will stop after the win ends"). For example, the complete function activation warning and the complete function activation notification may be displayed on a part of the display device 41, for example, on the front layer without interrupting other displays or other performances, while obscuring some of other displays or other performances on the back layer.
[0109] When the safety device is activated and the complete function is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays a complete function activation notification (for example, the words "Stopped Playing") on the display device 41 to indicate that the complete function is activated. For example, the complete function activation notification is displayed across the entire screen of the display device 41, and other displays and other effects other than the complete function activation notification may be either terminated or obscured (restricted) by the complete function activation notification on the front layer so that they are not visible on the back layer. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets the safety device activation flag (safety device activation flag) to ON to indicate that the safety device is activated. The safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.
[0110] In the stopped game state, special symbol variation display games, normal symbol variation display games, and round games (gameplay during big wins or small wins) cannot be played. To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch is disabled, the prize entry (winning) is disabled, the solenoid stops so that the big prize entry, specific area 86, normal variation prize device 37, etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), and the integrated display device 50 and performance display device 152 turn off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started. Note that a configuration is also possible in which the launch of game balls is not stopped in the stopped game state. In the stopped game state, all light-emitting parts (LEDs) of the integrated display device 50 and performance display device 152 turn off (all off). However, this is not limited to the above, and in the game stopped state, some of the light-emitting parts (LEDs) of the integrated display device 50 and the performance display device 152 may be lit (partially lit) or all of them may be lit (all lit). Furthermore, in the game stopped state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stopped state may be output to the test firing device (a configuration in which no test firing signal is output is also possible). In the game stopped state, the performance control device 300 may turn off all of the performance LEDs 46 (all off), or turn on some or all of them. However, during an error, some or all of the performance LEDs 46 may be lit in red. Also, in the game stopped state, the performance control device 300 may stop the audio output from the speaker 19 and make it silent (a configuration that does not make it silent is also possible).
[0111] [Transition state upon power-on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).
[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) capable of emitting light in various colors.
[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.
[0117] The control microcontroller 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, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.
[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character image data and video data (including video and movie data), and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM in which sound data, including speech, is stored, and an amplifier circuit for amplifying the speech data.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).
[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.
[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores the normal diagram start memory based on the input of the game ball detection signal from the gate switch 34a provided in the normal diagram start gate 34. Based on the normal diagram start memory, it extracts a random value for determining the normal diagram win (normal diagram win random value) and compares it with the determination value stored in the ROM 111b to determine whether the normal diagram variation display game is a win or a loss. This determination may be performed at the start of the normal diagram variation display game (at the start or immediately before the start).
[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.
[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss. This determination may be performed at the start of the special figure 1 variable display game (at the start or immediately before the start).
[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss. This determination may be performed at the start of the special figure 2 variable display game (at the start or immediately before the start).
[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0130] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal train release time and the number of normal train releases associated with each normal train result may be changed depending on the type of time-saving state (normal train support state). Also, the high probability state (probability change state) and the time-saving state can occur independently of each other, and it is possible to have both occur simultaneously or to have only one of them occur.
[0138] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state, in which the payout rate (base value) is as low as the normal game state because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which no special gameplay is performed (of course, it may also be treated as a time-saving state).
[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0141] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.
[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).
[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.
[0146] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to safety devices (complete function), and counting processing, which updates the counter value of a counting counter capable of counting MY. In safety device-related processing, safety device-related information, such as the safety device's complete function activation notification status (operation status), is sent as a command to the performance control device 300, and a safety device activation flag is set to indicate that the safety device is operating.
[0147] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands to the performance control device 300, indicating that the power has been restored or turned on, and RAM initialization-related commands related to RAM initialization. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.
[0148] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include counter information commands that indicate the counter value of a counting counter that can count MY, operation warning commands corresponding to the safety device complete function operation warning state, operation notification commands corresponding to the safety device complete function operation notification state, and operation in progress commands corresponding to the safety device complete function operation notification state (operation state).
[0150] The game control device 100 can transmit customer waiting commands related to the customer waiting state when 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 losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.
[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.
[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include a pre-read stop symbol command that corresponds to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on the jackpot random value or special symbol random value saved as the first start memory or second start memory, and a pre-read variation pattern command based on the saved variation pattern random value.
[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.
[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41 as an error indication, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the content of the error, the display device 41 may also display the content of the error. For malicious errors such as magnetic errors detected by the magnetic sensor switch, the error indication (text indication, etc.) on the display device 41 may be displayed on the full screen of the display device 41, interrupting other displays and other performances. Alternatively, for malicious errors, the error indication on the display device 41 may be hidden on the back layer to make it invisible, without interrupting other displays and other performances, and displayed on the full screen of the front layer. On the other hand, for errors other than malicious errors, the error indication on the display device 41 may be displayed on a part of the display device 41, for example, on the front layer while partially obscuring other displays and other performances on the back layer, without interrupting other displays and other performances.
[0157] When the performance control device 300 receives a counter information command, it displays information regarding the counter value of the counting counter on the display device 41. As information regarding 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 (95000). However, it is not limited to this, and a count-up display showing the counter value as is may also be used. When the performance control device 300 receives an operation warning command, an operation notification command, or an operation command, it displays text on the display device 41 corresponding to the respective command, such as "Stopping soon," "Stopping after the win ends," or "Stopping." Furthermore, when the performance control device 300 receives an operation warning command, it allows and enables the start of the countdown display regarding the counter value.
[0158] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the display device 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.
[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a decorative stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and decorative stop symbol command to the performance control device 300.
[0160] In the variation-related performance setting process, a lottery is performed using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stopped symbol, etc., to specifically set (select) pre-announcement performances that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation performances such as pseudo-continuous performances and reach performances on the display device 41, and decorative stopped symbols. The variation command may include information on the number of pseudo-continuous performances (number of pseudo-variations) and information on the type of reach performance corresponding to the reach state. A pseudo-continuous performance is a performance in which a predetermined number of pseudo-variations are performed on the display device 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related performance setting process, the lighting pattern of the performance LED 46 and the sound pattern of speakers 19a and 19b can be set according to pre-announcement performances and variation performances.
[0161] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.
[0162] Therefore, for example, if a decorative special feature variation display game displayed on the display device 41 in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.
[0163] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying degrees of expectation (reliability, probability) of producing special outcome modes (jackpot modes and minor win modes). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected probability (reliability) of a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, the state in which a reach state occurs has a higher expected probability (probability) of resulting in a jackpot compared to the state in which a reach state does not occur.
[0164] The expected value (reliability) of a performance (preview) indicates the probability of a jackpot occurring when that performance is selected, and can be calculated based on the selection rate of that performance when a jackpot is achieved and the selection rate of that performance when a jackpot is not achieved (when it is a miss). For example, if the selection rate (distribution rate) of that performance in the lottery (distribution) when a jackpot is achieved is high, the expected value will be high, and if the selection rate (distribution rate) of that performance in the lottery (distribution) when it is a miss is high, the expected value will be low. Jackpots include the aforementioned V-entry jackpots, and the expected value for V-entry jackpots is approximately the same as the expected value for minor wins that result in V-entry. In addition to jackpots, the expected value can also be set for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach).
[0165] Furthermore, the appearance rate (occurrence rate) of an effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) during the lottery for that effect. For example, the appearance rate per spin display game (or per start memory in the case of the pre-announcement effect described later) is the sum of (probability of losing × selection rate when it is a loss) and (probability of winning × selection rate when it is a win). Also, the appearance rate of an effect may be set for each period within a single spin display game (for example, for the first half and the second half) (that is, the selection rate of the effect may be adjusted in accordance with each period and the lottery for the effect may be conducted).
[0166] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.
[0167] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major 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 during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.
[0168] When the performance control device 300 receives a Special Symbol 1 Reserve Count command or a Special Symbol 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the Special Symbol Start Memory (Special Symbol Reserve) on the display device 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may also display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the display device 41 or the like. When the performance control device 300 receives a Pre-read Variation Pattern command and a Pre-read Stop Symbol command as pre-read commands, it draws and sets a pre-read notification performance (pre-read performance, pre-read notification) with a lottery probability corresponding to the pre-read command. Examples of pre-read notification performances include consecutive notification performances, reserve change notifications (reserve change performances), and specific pre-read performances (described later). Examples of consecutive notification performances include chance symbol pre-read performances related to decorative stop symbols. The pending change notification indicates that the display method of the pending display (color, shape, pattern, effect, etc.) changes from the normal one, suggesting that the probability of the variable display game based on the pending display being a win is higher than when the pending display does not change (normal).
[0169] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as hitting instruction notification commands, it can execute a left-hit instruction display and a right-hit instruction display on the display device 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 that celebrates a V-win.
[0170] Furthermore, the performance control device 300 may receive commands necessary for control from the game control device 100 in addition to those mentioned above. In addition, the performance control device 300 may set or control performances related to the regular display game, similar to the performances related to the special display game.
[0171] [Types of pre-announcement presentation] Figures 5A and 5B illustrate the mode of the pre-announcement effect (pre-announcement effect) according to this embodiment. The pre-announcement effect is a specific effect that can suggest the result of a game based on start memory (hold) (i.e., a special symbol variation display game or a regular symbol variation display game) before the game is executed. The effect control device 300 functions as an execution control means capable of executing the pre-announcement effect and controls the execution of the pre-announcement effect. The pre-announcement effect is executed by the effect unit or a part thereof, such as the display device 41, effect button 25, effect LED 46, and speakers 19a, 19b. The effect unit or a part thereof that performs the effect, and / or things used for the effect in the effect unit (e.g., display, vibration, light, sound) are called effect means.
[0172] Depending on the type of pre-announcement effect, the probability of a game resulting in a jackpot (the expected probability of a jackpot) differs depending on the type of effect used. Furthermore, games based on pre-announcement target reserves (start memory) are games for which the pre-announcement effect suggests the game's outcome (games for which the pre-announcement effect suggests the outcome). Jackpots include V-entry jackpots.
[0173] The pre-announcement effect (specific effect) according to this embodiment includes a hold change effect (hold change notification, hold change display) and a specific pre-announcement effect that is different from the hold change effect. The specific pre-announcement effect and the hold change effect are executed independently. Therefore, even if one of the hold change effect and the specific pre-announcement effect is not performed, the other can still be performed. Furthermore, both the specific pre-announcement effect and the hold change effect can be executed simultaneously. In this way, since the hold change effect and the specific pre-announcement effect can be executed independently, the execution patterns of multiple pre-announcement effects can be varied, improving the enjoyment of the game. Note that the specific pre-announcement effect and the hold change effect may be executed non-independently, and a configuration is also possible in which the other can only be executed when one of the hold change effect or the specific pre-announcement effect is performed.
[0174] The specific pre-announcement and hold-change effects can be customized to enhance the enjoyment of the game. Players can adjust the probability of winning a jackpot and the appearance rate according to the menu screen displayed on the display device 41 by operating the effect button 25 and the directional key switch 450. The specific pre-announcement and hold-change effects may be customized independently. In addition, the intensity of the sound effects (volume of speakers 19a and 19b) and the intensity of the light effects (brightness of the effect LED 46) in the specific pre-announcement effects can be customized to enhance the enjoyment of the game.
[0175] The hold change effect displays a hold display that has changed from the default state (〇) as a display effect. In this embodiment, the hold display is displayed as an image on the display device 41 in correspondence with the special feature start memory (special feature hold), but it may also be displayed on other display devices, or it may be displayed in correspondence with the general feature start memory (general feature hold). It is also possible to configure the system so that the hold display corresponds to the light emission of each individual display LED 46, with a maximum number of effect LEDs 46 equal to the maximum number of start memories (maximum number of holds, in this case 4).
[0176] At the bottom of the display screen of the display device 41, a start memory display area is provided, consisting of a hold display area (standby hold display area) and a hold consumption area (currently changing hold display area). In the hold display area, a hold display 741a (start memory display) is displayed as a small circle, corresponding to a standby hold (start memory) that has not yet been executed in the special feature variation display game. The holds corresponding to the first, second, third, and fourth hold displays 741a displayed from one side (the right side in Figure 5) in the hold display area occurred in that order and are called hold 1, hold 2, hold 3, and hold 4, respectively. In the hold consumption area, a current-changing hold display 741b is displayed as a large circle (〇), corresponding to a hold (start memory) related to a variation display game that is currently being executed (consumed).
[0177] In the hold change animation, when a game ball enters the starting prize entry point (starting prize entry point 36 or normal variable prize entry device 37), the appearance (color, shape, pattern, etc.) of the generated hold display 741a changes from the default appearance (basic appearance, normal appearance) and is displayed accordingly. Depending on the appearance of the hold display 741a, the probability of a game based on the pre-read target hold (start memory) resulting in a jackpot differs. In the hold change animation of this embodiment, the color appearance changes in particular. The color appearances of the hold display 741a include white, blue, red (first appearance), and rainbow (second appearance), and the probability of a jackpot increases in the order of white < blue < red < rainbow. White is the default appearance and corresponds to the hold change animation not being executed. The changed color appearance can basically continue from the time the pre-read target hold (hold related to the pre-read animation) is generated until the start or end of the game based on this hold.
[0178] The rainbow colors of the hold display 741a are multicolored (multiple colors), and the image of the hold display 741a may be painted with multiple colors that differ depending on the location. The rainbow colors are configured to include seven colors: red, orange, yellow, green, blue, indigo, and violet, but may also be configured to include fewer than seven colors. To simplify display control, the rainbow colors are displayed statically, and the colors of each location of the hold display 741a do not need to change over time. Because the hold display 741a is small, it is difficult to see even if the colors of each location change over time, and even if it is displayed statically, the impact on the performance is minimal. Alternatively, to make the performance more lively, the rainbow colors may be displayed dynamically by animation (video), and the colors of each location may change over time, repeatedly changing to the color of the adjacent location, so that it is perceived as if the rainbow is moving. In addition, the rainbow colors may have clearly distinguishable areas for each of the seven colors, or the colors may change smoothly and continuously in a gradient relative to the location. If it's a gradient, the seven colors listed above are representative colors, and intermediate colors such as yellow-green and reddish-purple may also be included.
[0179] In this embodiment, the reserve change effect is described as being performed when a game ball enters the game (or at the time of entry), but the reserve change effect may also be performed when the reserve shifts at the start of the special symbol variation display game. Furthermore, the reserve change effect may also be performed on the reserve display 633b during the variation of the reserve consumption section.
[0180] The specific pre-announcement effect includes sound effects such as the output of sound effects and BGM (background music) from the upper speaker 19a, and light effects such as the illumination (indicated by hatching) of multiple LEDs 46 on the decorative devices 18b, 18c and the effect button 25. The specific pre-announcement effect can be triggered when a hold (start memory) occurs (i.e., when a game ball enters the target area), and can continue even after the hold occurs. The light and BGM can continue from the time the pre-announcement target hold occurs, basically until the start or end of the game based on that hold. On the other hand, sound effects are output temporarily when the pre-announcement target hold occurs and do not continue like the BGM.
[0181] The decorative devices 18b, 18c and the performance button 25 function as light-emitting devices (light-emitting mechanisms) responsible for illuminating specific pre-announcement effects using multiple built-in performance LEDs 46 (full-color LED lamps). The light from the multiple built-in performance LEDs 46 of the decorative devices 18b, 18c and the performance button 25 is diffused, making it appear as if the entire device is illuminated. In this way, the specific pre-announcement effect is a more flashy and noticeable effect than the hold change effect. In addition, during the specific pre-announcement effect, sound may be output from the lower speaker 19b instead of or together with the upper speaker 19a. The decorative device 18a, the upper performance unit 40a and the side performance unit 40b of the game board 30 may illuminate using multiple built-in performance LEDs 46 instead of or together with the decorative devices 18b, 18c and the performance button 25.
[0182] The light-emitting devices used in specific pre-announcement effects (i.e., decorative devices 18b, 18c and effect button 25) can emit light in various colors, including white (or colorless), blue, red (first mode), and rainbow (second mode). Regarding the light-emitting color in specific pre-announcement effects, the probability of winning a jackpot increases in the order of white (or colorless) < blue < red < rainbow. White (or colorless) is the default mode where the light-emitting devices are off, and corresponds to the specific pre-announcement effect not being executed.
[0183] The rainbow colors of the light-emitting device are multicolored (multiple colors), and the multiple performance LEDs 46 (full-color LED lamps) built into the light-emitting device can emit multiple colors that differ depending on their location. The rainbow colors are configured to include seven colors: red, orange, yellow, green, blue, indigo, and violet, but they may also be configured to include fewer than seven colors. To simplify the light-emitting control, the rainbow colors are displayed statically, and the colors at each location of the light-emitting device do not need to change over time. Alternatively, to make the performance more lively, the rainbow colors are displayed dynamically, and the colors at each location of the light-emitting device change over time, repeatedly changing to the color of the adjacent location, so that it appears as if the rainbow is moving. Furthermore, the rainbow colors of the light-emitting device, like the hold indicator 741a, may have clearly distinguishable areas for each of the seven colors, or they may be in a gradient. Note that since the light-emitting device is larger than the hold indicator, it is preferable that the rainbow colors of the light-emitting device be displayed dynamically to have a greater impact on the performance.
[0184] For simplicity, the types of color patterns for the light-emitting device and the hold indicator 741a are standardized to white, blue, red, and rainbow, but they may be different. Furthermore, even for the same hold, the color patterns for the light-emitting device related to the specific pre-reading effect and the hold indicator 741a related to the hold change effect are determined independently according to the respective lottery results and may naturally be different.
[0185] Furthermore, the appearance rate and expected value of a jackpot for a specific pre-announcement effect differ from those of a reserve change effect. The appearance rate of a pre-announcement effect for a reserve is the rate (probability of appearance) of the effect from the time a reserve is generated (when a reserve is generated) until that reserve is consumed (until the end of the variable display game related to the reserve). A specific pre-announcement effect can have a lower appearance rate than a reserve change effect (especially a lower appearance rate in the case of a miss), and a higher expected value of a jackpot, thereby strengthening the specialness (premium feeling) of the specific pre-announcement effect. For example, a specific pre-announcement effect can be one in which the expected value of a jackpot is a high value (for example, 25%) or higher.
[0186] Furthermore, the probability of a jackpot occurring with specific pre-announcement effects may differ between normal gameplay (low base state) without regular power support and regular power support state (high base state, time-saving state, probability variation state, RUSH state). This creates differences in the probability of a jackpot occurring with specific pre-announcement effects depending on the gameplay state, adding variety and enhancing the enjoyment of the game. For example, the probability of a jackpot occurring with specific pre-announcement effects can be made higher in normal gameplay and lower in regular power support state, enhancing the enjoyment of the game in normal gameplay where players don't usually have high expectations. Conversely, for example, the probability of a jackpot occurring with specific pre-announcement effects can be made lower in normal gameplay and higher in regular power support state, drawing attention to specific pre-announcement effects in regular power support state, where the variation time of the special symbol variation display game tends to be short and monotonous, thus enhancing the enjoyment of the game.
[0187] In the example shown in Figure 5A, the Special Symbol 1 variation display game is being executed during normal gameplay, and the decorative special symbols (large symbols) are changing (↓↓↓) in the variation display area 710 in the center of the display screen. The left symbol, right symbol, and middle symbol are changing (scrolling in this case) as three decorative special symbols. In addition, the Special Symbol 1 variation display game is also being executed on the Special Symbol 1 display unit 51, and the special symbols are changing.
[0188] In the hold display section, two hold displays 741a corresponding to the first start memory (special figure 1 hold) are displayed as small circles. The two hold displays 741a correspond to hold 1 and hold 2, and in Figure 5A, hold 2 has been generated by the entry of a game ball into the start prize entry 36. In addition, in the hold consumption section, a reserve display 741b indicating a reserve in progress related to the special figure 1 variation display game that is currently being played is displayed. Although not shown in the figure, a special figure 1 hold count display section and a special figure 2 hold count display section are provided in the corner of the display screen of the display device 41 to show the number of special figure 1 holds and the number of special figure 2 holds, respectively. The special figure 1 hold count display section and the special figure 2 hold count display section will display the number "2" indicating the number of special figure 1 holds and the number "0" indicating the number of special figure 2 holds, respectively.
[0189] In this hold change animation, the color of the hold display 741a corresponding to the generated hold 2 is changed from the default white (○) to red (●), which has a higher probability of a big win than white. Also, as a specific pre-announcement animation, when hold 2 is generated (when it enters the starting entry slot 36), the light-emitting device (decorative devices 18b, 18c and the animation button 25) lights up red as indicated by the hatching. The red light-emitting device continues to light up until a predetermined timing.
[0190] In the example in Figure 5B, the Special Feature 1 variable display game is still in progress, continuing from Figure 5A, but reserves 3 and 4 have been generated by the entry of a game ball into the start prize slot 36. In the reserve display section, four small circles representing the reserves 741a corresponding to the first start memory (Special Feature 1 reserves) are displayed. The four reserve displays 741a correspond to reserves 1, 2, 3, and 4, and in Figure 5B, reserve 4 has been generated by the entry of a game ball into the start prize slot 36. In addition, the reserve consumption section displays a variable reserve display 741b indicating the variable reserves related to the Special Feature 1 variable display game that is currently in progress. Although not shown in the diagram, the Special Feature 1 reserve count display section and the Special Feature 2 reserve count display section, located in the corners of the display screen of the display device 41, will display the numbers "4" indicating the number of Special Feature 1 reserves and "0" indicating the number of Special Feature 2 reserves, respectively.
[0191] Here, the reserve change animation was not won for reserve 3, and the reserve display 741a corresponding to reserve 3 is in its default white state. On the other hand, the rainbow-colored reserve change animation was won for reserve 4, but the red-colored reserve change animation is already being performed for the reserve display 741a of reserve 2. Therefore, the color state of the reserve display 741a of reserve 4 is red, blue, or white (indicated by a hatched circle), which are colors with a jackpot expectation level of red or lower. In other words, when the red-colored reserve change animation is being performed, the rainbow-colored reserve change animation is restricted and not performed for the newly generated reserve, reserve 4.
[0192] Similarly, for Reserve 3, the specific pre-announcement effect is not won, and the color mode of the light-emitting device (decorative devices 18b, 18c and effect button 25) remains red, as in Figure 5A. On the other hand, for Reserve 4, the rainbow-colored specific pre-announcement effect is won, but the specific pre-announcement effect is already being executed in the red mode (red color) by the light-emitting device. Therefore, the color mode of the light-emitting device associated with the occurrence of Reserve 4 is red, blue, or white (non-illuminated), which have a lower probability of winning than red. In other words, when a Reserve change effect in the red mode is being executed, the specific pre-announcement effect in the rainbow mode, which has a higher probability of winning than the red mode, is restricted and not executed for Reserve 4, which is a newly generated Reserve.
[0193] Furthermore, if the high-probability rainbow pattern reserve change animation or specific pre-announcement animation that resulted in a win for Reserve 4 is executed as is, there is a possibility that the player will only focus on Reserve 4, lose interest in the animations related to the game based on Reserve 2, and the enjoyment of the game will decrease. Also, if the result of the game based on Reserve 2 is a minor win, the player may intentionally avoid hitting the V during the minor win, thus avoiding a V-winning jackpot if the number of rounds is small, and advance to the next game to quickly execute the high-probability Reserve 4 game.
[0194] [Pre-read animation setting process] Next, with reference to Figure 6, the pre-read performance setting process performed by the performance control device 300 will be described. Figure 6 is a flowchart illustrating the procedure for the pre-read performance setting process. The pre-read performance setting process is performed when a hold (start memory) occurs due to a game ball entering the start prize slot (start prize slot 36 or normal variable prize slot 37), and the performance control device 300 receives a pre-read command from the game control device 100.
[0195] In this embodiment, the preview effect setting process is executed independently and separately for the hold change effect and the specific preview effect. For example, after the preview effect setting process for the hold change effect is executed, the preview effect setting process for the specific preview effect is executed. Note that the preview effect setting process for other preview effects such as the continuous preview effect may be a process different from that shown in FIG. 6. Note that the flowchart is merely an example, and can be appropriately modified such as by adding steps (S). Also, in the flowchart, "Y" indicates affirmation and "N" indicates negation.
[0196] First, the effect control device 300 determines whether a preview effect in a rainbow mode (rainbow color mode) is being executed (S1001). If the preview effect in the rainbow mode is being executed (the result of S1001 is "Y"), the process ends, and no preview effect is set or executed for the holds newly generated by this winning. Therefore, the player's interest in the preview effect in the already-executing rainbow mode (second mode) can be maintained, improving the interest of the game, and the above-described irregular game when the result of the game based on the hold (start memory) related to the preview effect in the executing rainbow mode is a small win result can be suppressed. On the other hand, if the preview effect in the rainbow mode is not being executed and is not in progress (the result of S1001 is "N"), a preview lottery process for lottery-selecting the preview effect and its mode is executed (S1002). Note that when the preview effect in the rainbow mode is being executed, instead of simply ending the process, for the holds newly generated this time, even if selected by the preview lottery, the preview effect in the rainbow mode (or the rainbow mode and the red mode) is not set and not executed, and a preview effect in a mode with a lower jackpot expectancy than the rainbow mode (such as the blue mode) can be set and executed.
[0197] Next, the effect control device 300 determines whether a preview effect has been selected (won) in the preview lottery process (S1003). If no preview effect has been selected (the result of S1003 is "N"), the process ends, and no preview effect is set or executed for the holds generated by this winning. On the other hand, if a preview effect has been selected (the result of S1003 is "Y"), it is determined whether a preview effect in a red mode (red color mode) is being executed (S1004).
[0198] If a red-type pre-announcement effect is currently running (result of S1004 is "Y"), the effect control device 300 changes the pre-announcement effect pattern (pre-announcement effect pattern) selected in the pre-announcement lottery in S1002 to a predetermined pattern (S1005) if it is a rainbow pattern. The predetermined pattern is, for example, a red pattern, but it may also be a white pattern (white pattern) or a blue pattern (blue pattern). Furthermore, the predetermined pattern may differ between the hold change effect and the specific pre-announcement effect. In this way, when a red-type pre-announcement effect is currently running, the rainbow-type pre-announcement effect, which has a higher probability of winning than the red pattern, is restricted from being executed for newly generated holds. Therefore, the enjoyment of the game can be improved without causing the player to lose interest in the red-type pre-announcement effect that is already running. Note that, not only the rainbow pattern, but also if the pre-announcement effect pattern selected in the lottery is a red pattern, it may be changed to a predetermined pattern such as a blue pattern.
[0199] Next, the performance control device 300 changes (restricts) the red mode of the currently running pre-announcement performance to another predetermined mode (S1006). The other predetermined modes are, for example, the white mode or the blue mode. By doing so, the red mode of the pre-announcement performance that is currently running is changed to another predetermined mode that is less conspicuous, surprising the player and maintaining their interest in the currently running pre-announcement performance, while also making them interested in the pre-announcement performance for the newly generated hold, thereby improving the enjoyment of the game. Note that the process in S1006 is optional and may be omitted.
[0200] Next, the performance control device 300 sets the display, illumination, and sound corresponding to the pre-read performance selected in the pre-read lottery in S1002, or the pre-read performance modified in S1005 and S1006 (S1007). In other words, the content of the display performance, illumination performance, and sound performance can be appropriately adjusted as the pre-read performance. After that, the pre-read performance setting process ends.
[0201] On the other hand, if the red type pre-read animation is not being executed and is not currently running (the result of S1004 is "N"), the process of S1005 and S1006 is not executed, and the display, illumination, and sound corresponding to the type of pre-read animation selected in the pre-read lottery in S1002 are set (S1007). After that, the pre-read animation setting process ends.
[0202] As described above, in the pre-read animation setting process, the execution control regarding the execution of the pre-read animation by the rainbow pattern (second pattern) for newly generated reserves (start memory) differs depending on whether the pre-read animation by the red pattern (first pattern) is currently being executed (result of S1004 is "Y") or not (result of S1004 is "N"). Therefore, the enjoyment of the game can be improved by using different execution controls for the pre-read animation for newly generated reserves. In Figure 6, in each of the above cases, the content of the execution control is either a restriction as a change in the rainbow pattern or no restriction as not changing the rainbow pattern. Specifically, when the pre-read animation by the red pattern is being executed, the pre-read animation by the rainbow pattern is restricted for newly generated reserves, and when the pre-read animation by the red pattern is not being executed, the pre-read animation by the rainbow pattern is not restricted for newly generated reserves. Therefore, the enjoyment of the game can be improved by keeping the player interested in the red pattern pre-read animation that is already being executed. Furthermore, if the result of the game based on the hold related to the red pattern pre-announcement effect that is currently running is a minor win result, it is possible to suppress players from engaging in irregular gameplay in the game related to the minor win result (round game, etc.) in anticipation of the newly generated rainbow pattern related to the hold.
[0203] Furthermore, the execution control for the newly generated hold (start memory) differs depending on whether the pre-reading animation using the rainbow pattern (second pattern) is currently running (result of S1001 is "Y") or not running (result of S1001 is "N"). Therefore, the enjoyment of the game can be enhanced by using different execution controls for the pre-reading animation for newly generated holds. In Figure 6, in each of the above cases, the content of the execution control is either a restriction by not running the rainbow pattern or an unrestricted restriction by allowing the rainbow pattern to run. Specifically, when the pre-reading animation using the rainbow pattern is running, the pre-reading animation using the rainbow pattern is restricted to newly generated holds, and when the pre-reading animation using the rainbow pattern is not running, the pre-reading animation using the rainbow pattern is not restricted to newly generated holds. This allows the player to maintain interest in the pre-reading animation using the rainbow pattern that is already running, thereby enhancing the enjoyment of the game. Furthermore, if the result of the game based on the pending symbols related to the pre-announcement of the rainbow pattern during execution is a minor win, it is possible to suppress players from engaging in unconventional gameplay in the game related to the minor win (round game, etc.) in anticipation of the newly generated rainbow pattern related to the pending symbols.
[0204] Furthermore, if a new hold occurs while a pre-read animation in the red mode (first mode) is being executed, the execution of the currently running pre-read animation can be restricted (S1006), and the performance means used for the pre-read animation (such as the performance LED 46 in the light-emitting device or the hold display on the display device 41) will be changed to a predetermined mode. This allows the player to be surprised and intrigued by changing the currently running red mode pre-read animation to another predetermined mode with a weaker effect (such as the white mode or blue mode), and also to be intrigued by the pre-read animation for the newly generated hold, thereby improving the enjoyment of the game. Similarly, if a new hold occurs while a pre-read animation in the rainbow mode (second mode) is being executed, it is also possible to restrict the execution of the currently running pre-read animation and change the performance means used for the pre-read animation to a predetermined mode (such as the blue mode or red mode). This allows the pre-announcement animation of the currently running rainbow pattern to be changed to another predetermined pattern with a weaker effect (such as the blue pattern or red pattern), surprising and engaging the player. It also makes the newly generated pre-announcement animation for reserved balls more interesting, thereby enhancing the enjoyment of the game.
[0205] Furthermore, with respect to the performance LED 46 in the light-emitting device, if a new hold occurs while a pre-read performance is being executed in red mode (first mode) or rainbow mode (second mode), the performance means used for the pre-read performance becoming a predetermined mode includes the pre-read performance mode for the newly occurred hold becoming a predetermined mode. Also, with respect to the performance LED 46 in the light-emitting device, if a new hold occurs while a pre-read performance is being executed in red mode (first mode) or rainbow mode (second mode), restricting the execution of the ongoing pre-read performance includes turning off the performance LED 46 or changing the color mode of the performance LED 46 from the ongoing pre-read performance.
[0206] [Pre-announcement effect lottery method and execution method] Figure 7 is a table showing the lottery and execution modes of the pre-read animation based on the pre-read animation setting process in Figure 6. The lottery mode is the mode that is drawn in S1002. The execution mode is the mode that is ultimately set and executed.
[0207] In (A), as case i of the specific pre-announcement effect mode for the light-emitting device (LED lamp), if the red specific pre-announcement effect mode is being executed for the earlier-occurring pre-reserve (reserve 2) (result of S1004 is "Y"), then the rainbow specific pre-announcement effect mode is selected by lottery for the later-occurring pre-reserve (reserve 4) (results of S1002 and S1003 are "Y"). In this case, the rainbow specific pre-announcement effect mode selected by lottery is changed to the red mode mode and executed (S1005, S1007). Note that the red mode mode may be changed to the white mode mode or the blue mode mode.
[0208] Furthermore, for Reserve 1, the specific pre-announcement effect was not successful (the result of S1003 is "N"), and the light-up device is in white mode. For Reserve 3, the specific pre-announcement effect was also not successful (the result of S1003 is "N"), but since no new processing is performed, the light-up device maintains the red mode related to Reserve 2.
[0209] In (B), as case ii of the specific pre-announcement effect mode for the light-emitting device (LED lamp), if the rainbow-patterned specific pre-announcement effect is being executed for the earlier-occurring pre-reserve (reserve 2) (result of S1001 is "Y"), the specific pre-announcement effect is not drawn for the later-occurring pre-reserves (reserves 3 and 4), and no drawing takes place. In this case, since no new processing is performed, the light-emitting device maintains the rainbow pattern from reserve 2. Note that for reserve 1, the specific pre-announcement effect is not won (result of S1003 is "N"), and the light-emitting device is in the default white pattern.
[0210] In (C), as case i of the hold change animation mode on the display screen of the display device 41, if a red hold change animation mode (●) is being executed for the earlier-occurring first hold (hold 2) (result of S1004 is "Y"), then a rainbow-type (vertical striped circle) hold change animation mode is selected by lottery for the later-occurring second hold (hold 4) (results of S1002 and S1003 are "Y"). In this case, the rainbow-type hold change animation mode selected by lottery is changed to a predetermined mode and executed (S1005, S1007). Note that for holds 1 and 3, the hold change animation mode is not selected (result of S1003 is "N"), and the hold display is the default white mode.
[0211] The predetermined mode is red in Example 1 and white in Example 2, but it may also be blue. In Example 3, in addition to Example 1, the red mode hold change animation currently being performed for the initial hold (hold 2) is changed to white mode (or blue mode) as another predetermined mode (S1006).
[0212] In (D), as case ii of the hold change animation mode on the display screen of the display device 41, if the rainbow-patterned (vertical striped circle) hold change animation is being performed for the earlier-occurring hold (hold 2) (result of S1001 is "Y"), the hold change animation is not performed for the later-occurring hold (hold 3, 4), no drawing takes place, and the hold display is the default white pattern. In addition, for hold 1, the hold change animation is not successful (result of S1003 is "N"), and the hold display is the default white pattern.
[0213] [Variations in the pre-read effect setting process] Next, with reference to Figure 8, a modified example of the pre-read animation setting process performed by the animation control device 300 will be described. Figure 8 is a flowchart showing the procedure for the pre-read animation setting process according to the modified example. The following explanation will mainly focus on the differences from Figure 6.
[0214] The performance control device 300 first determines whether a red or rainbow-pattern pre-read performance is currently in progress (S1201). If a red or rainbow-pattern pre-read performance is in progress (the result of S1201 is "Y"), it determines whether a red-pattern pre-read performance is currently in progress (S1202).
[0215] The performance control device 300 sets the normally used pre-read performance distribution table A if the pre-read performance is not being executed in either the red or rainbow mode (result of S1201 is "N") (S1203). The performance control device 300 sets the pre-read performance distribution table B if the red mode pre-read performance is being executed (result of S1202 is "Y") (S1204). The performance control device 300 sets the pre-read performance distribution table C if the rainbow mode pre-read performance is being executed (result of S1202 is "N") (S1205).
[0216] Then, the performance control device 300 executes a pre-read lottery process to select a pre-read performance based on one of the pre-read performance distribution tables AC set in one of S1203-S1205 (S1206). Next, it determines whether or not a pre-read performance was selected (won or lost) in the pre-read lottery process (S1207).
[0217] If no pre-read animation is selected (result of S1007 is "N"), the performance control device 300 terminates processing, and no pre-read animation is set or executed for the hold generated by the current win. If a pre-read animation is selected (result of S1007 is "Y"), the execution of the pre-read animation is changed (restricted) (S1208), similar to S1006. Note that the processing in S1208 is optional and may be omitted. Then, the display, illumination, and sound corresponding to the pre-read animation selected in S1206 are set (S1209). After that, the pre-read animation setting process is terminated.
[0218] [Pre-announcement effect distribution table] Figure 9 illustrates the pre-read animation distribution table AC used in the pre-read animation lottery process (S1206) for distributing pre-read animations in a modified version of the pre-read animation setting process described above. (A)-(C) correspond to the pre-read animation distribution table AC, respectively. Note that the values in the pre-read animation distribution table AC are examples and may be replaced with other values. Also, in this embodiment, for convenience, the same pre-read animation distribution table AC is used for specific pre-read animations and hold change animations, but of course, different tables may be used.
[0219] Pre-announcement effect distribution table A is normally used in the lottery to distribute pre-announcement effects, and is set in S1203 when neither the red nor the rainbow type of pre-announcement effect is currently being executed for the previously occurring pre-slot. Pre-announcement effect distribution table B is set and used in S1204 when the red type of pre-announcement effect is currently being executed for the previously occurring pre-slot. Pre-announcement effect distribution table C is set and used in S1205 when the rainbow type of pre-announcement effect is currently being executed for the previously occurring pre-slot.
[0220] In the pre-read effect distribution table A, if the game based on the pre-read target hold (hold related to the pre-read effect) is a miss, the selection rates (distribution rates) are set to 98.7% for no pre-read effect (default mode: white mode), 1.0% for red mode, and 0.3% for rainbow mode. If it is a jackpot, the selection rates are set to 5.0% for no pre-read effect, 40.0% for red mode, and 55.0% for rainbow mode. The probability of a jackpot increases as the selection rate for a jackpot increases, and decreases as the selection rate for a miss increases. Therefore, as explained in relation to Figure 5, the probability of a jackpot increases in the order of no pre-read effect (white mode) < red mode < rainbow mode. For simplicity, the blue mode is omitted in Figure 9, but the selection rate for the blue mode may be set so that the probability of a jackpot is greater than that of the white mode and less than that of the red mode.
[0221] In the pre-reading effect distribution table B, when the game based on the hold of the pre-reading target fails, the selection rate (distribution rate) is set to 98.7% for no pre-reading effect (default mode: white mode), 1.3% for red mode, and 0.0% for rainbow mode. When there is a big win, the selection rate is set to 5.0% for no pre-reading effect, 95.0% for red mode, and 0.0% for rainbow mode. The big win expectation increases in the order of no pre-reading effect (white mode) < red mode.
[0222] The selection rate of the rainbow mode is 0.0% in both the case of failure and the case of a big win. The pre-reading effect of the rainbow mode is drawn but not selected (not winning), and the appearance rate (execution probability) is also 0.0%. Therefore, similar to the pre-reading effect setting process in FIG. 6, when the pre-reading effect of the red mode is being executed, the pre-reading effect by the rainbow mode is restricted and not executed for the newly generated hold this time. Thus, the interest of the game can be improved without causing the player to lose interest in the pre-reading effect of the red mode that is already being executed. Note that the selection rate of the rainbow mode may be set to 0.1% only in the case of a big win, etc., so that the pre-reading effect by the rainbow mode is executed with a low probability even if it is restricted.
[0223] [[ID=B]] In the pre-reading effect distribution table B, the execution probability (appearance rate) of the pre-reading effect by the rainbow mode has decreased compared to the pre-reading effect distribution table A, and the execution probability of the pre-reading effect by the red mode has increased accordingly. Therefore, when a new hold (start memory) occurs during the execution of the pre-reading effect by the red mode (first mode), the execution probability of the pre-reading effect by the red mode for the new hold is higher than when the pre-reading effect by the red mode was not being executed. This makes it easier for the pre-reading effect by the red mode to occur continuously, surprising the player and improving the interest of the game.
[0224] In the pre-reading effect distribution table C, when the game based on the hold of the pre-reading target fails, the selection rate is set to 100.0% for no pre-reading effect (default mode: white mode), 0.0% for red mode, and 0.0% for rainbow mode. When there is a big win, the selection rate is set to 100.0% for no pre-reading effect, 0.0% for red mode, and 0.0% for rainbow mode.
[0225] The selection rate for the red and rainbow patterns is 0.0% in both the case of a miss and a jackpot. The pre-announcement animations for the red and rainbow patterns are drawn but never selected (not won), and their appearance rate (execution probability) is also 0.0%. Therefore, similar to the pre-announcement animation setting process in Figure 6, if the rainbow pattern pre-announcement animation is currently running, the pre-announcement animation for newly generated reserves is restricted and not executed. Thus, the enjoyment of the game can be enhanced without causing players to lose interest in the already running rainbow pattern pre-announcement animation. Alternatively, the selection rate for the red and rainbow patterns could be set to 0.1% only in the case of a jackpot, so that the pre-announcement animations for the red and rainbow patterns are executed at a low probability, even if restricted.
[0226] As described above, in the modified version of the pre-read animation setting process, the execution control of the pre-read animation by the rainbow pattern (second pattern) (probability of execution of the rainbow pattern, win / non-win) for newly generated reserves (start memory) differs depending on whether the pre-read animation by the red pattern (first pattern) is being executed (result of S1202 is "Y") or not (result of S1201 is "N"). Therefore, the enjoyment of the game can be improved by using different execution controls for the pre-read animation for newly generated reserves. In Figures 8 and 9, in each of the above cases, the content of the execution control is either a restriction on the rainbow pattern as a non-win or low execution probability, or no restriction on the rainbow pattern as a winnable or not low execution probability. Specifically, when the pre-read animation by the red pattern is being executed, the pre-read animation by the rainbow pattern is restricted to a non-win or low execution probability for newly generated reserves, and when the pre-read animation by the red pattern is not being executed, the pre-read animation by the rainbow pattern is not restricted to a winnable or not low execution probability for newly generated reserves. Therefore, it is possible to maintain players' interest in the pre-announcement red pattern that is already in progress, thereby improving the enjoyment of the game. In addition, if the result of the game based on the hold related to the pre-announcement red pattern that is currently in progress is a minor win result, it is possible to prevent players from engaging in irregular gameplay in the game related to the minor win result (round game, etc.) in anticipation of the newly generated rainbow pattern related to the hold.
[0227] Furthermore, the execution control of the pre-reading animation by the rainbow pattern (second pattern) (probability of execution of the rainbow pattern, win / non-win) for newly generated reserves (start memory) differs depending on whether the pre-reading animation by the rainbow pattern (second pattern) is being executed (result of S1202 is "N") or not (result of S1201 is "N"). Therefore, the enjoyment of the game can be improved by using different execution controls for the pre-reading animation for newly generated reserves. In Figures 8 and 9, in each of the above cases, the content of the execution control is either a restriction on the rainbow pattern as a non-win or low execution probability, or an unrestricted rainbow pattern as a winnable or not low execution probability. Specifically, when the pre-reading animation by the rainbow pattern is being executed, the pre-reading animation by the rainbow pattern is restricted to a non-win or low execution probability for newly generated reserves, and when the pre-reading animation by the rainbow pattern is not being executed, the pre-reading animation by the rainbow pattern is not restricted to a winnable or not low execution probability for newly generated reserves. Therefore, it is possible to maintain players' interest in the pre-announcement of the rainbow pattern that is already in progress, thereby improving the enjoyment of the game. In addition, if the result of the game based on the hold related to the pre-announcement of the rainbow pattern that is currently in progress is a minor win result, it is possible to suppress players from engaging in irregular gameplay in the game related to the minor win result (round game, etc.) in anticipation of the newly generated rainbow pattern related to the hold.
[0228] [Fluctuating Effects Setting Process] Next, with reference to Figure 10, the variation-related performance setting process executed by the performance control device 300 will be described. Figure 10 is a flowchart showing part of the procedure (S1401 to S1407) of the variation-related performance setting process. The variation-related performance setting process is executed when a game based on a hold (start memory) starts (at the start or immediately before the start) and sets the performance related to the game (i.e., the special figure variation display game or the normal figure variation display game). Note that the flowchart is just an example and can be modified as appropriate, such as by adding steps (S).
[0229] The performance control device 300 determines whether a specific pre-announcement performance has been executed for the pending game that is about to start (S1401). If the specific pre-announcement performance has not been executed (result of S1401 is "N"), the special performance distribution table A is set (S1402) and the reach performance distribution table A is set (S1403). If the specific pre-announcement performance has been executed (result of S1401 is "Y"), the special performance distribution table B is set (S1404) and the reach performance distribution table B is set (S1405).
[0230] The performance control device 300 executes a special performance lottery process to select a special performance related to the game based on either of the special performance distribution tables A or B set in either of S1402 or S1404 (S1406). Next, it executes a reach performance lottery process to select a reach performance during the game based on either of the reach performance distribution tables A or B set in either of S1403 or S1405 (S1407).
[0231] [Special Effects Distribution Table] Figure 11 illustrates special effect distribution tables A and B, which are used in the special effect lottery process (S1406) to determine whether or not a special effect is present in the aforementioned variable effect setting process (Figure 10). (A)-(C) correspond to special effect distribution table A, example 1 of special effect distribution table B, and example 2 of special effect distribution table B, respectively. Note that the values in special effect distribution tables A and B are examples and may be replaced with other values.
[0232] For example, a special effect (premium effect) is an effect that has a higher probability of winning a jackpot than a predetermined value (for example, 15%), and is a characteristic effect of the gaming machine 10, such as the main character appearing on the display screen and performing a specific action, or the effect movable part 44 (movable mechanism) moving dramatically. A special effect may also be an effect that definitively notifies that a jackpot has been won (a so-called guaranteed effect). In addition, for example, a special effect may indicate the probability of winning a jackpot when the player performs a hidden button operation (special operation of the effect button 25 or the directional key switch 450).
[0233] Special effect distribution table A is normally used in the lottery to distribute special effects, and is set in S1402 when no specific pre-announcement effect is performed for the pending balls related to the current game. Special effect distribution table B is set and used in S1404 when a specific pre-announcement effect is performed for the pending balls related to the current game.
[0234] In the special effect distribution table A, if the current game is a loss, the selection rate (distribution rate) is set to 98.0% for no special effect (case without a special effect) and 2.0% for a special effect (case with a special effect). If it is a jackpot, the selection rate is set to 60.0% for no special effect and 40.0% for a special effect. For example, if the probability of a jackpot is 1 / 100, the appearance rate (execution rate, execution probability) of a special effect in one game will be approximately 2.4%.
[0235] In Example 1 of the Special Effects Distribution Table B, if the current game is a loss, the selection rate is set to 96.0% for no special effects and 4.0% for special effects. If it is a win, the selection rate is set to 20.0% for no special effects and 80.0% for special effects. For example, if the probability of a win is 1 / 100, the appearance rate of special effects in one game will be approximately 4.8%. As in Example 1, when a specific pre-announcement effect is performed for a hold related to the game, the Special Effects Distribution Table B is used to increase the appearance rate of special effects in one game compared to when the specific pre-announcement effect is not performed. Therefore, the effects can be progressively heightened from the time the hold is generated to during the game based on the hold, improving the enjoyment of the game.
[0236] In Example 2 of Special Effects Distribution Table B, if the current game is a loss, the selection rate is set to 99.0% for no special effects and 1.0% for special effects. If it is a win, the selection rate is set to 80.0% for no special effects and 20.0% for special effects. For example, if the probability of a win is 1 / 100, the appearance rate of special effects in one game will be approximately 1.2%. As in Example 2, when a specific pre-announcement effect is performed for a hold related to the game, Special Effects Distribution Table B is used to make the appearance rate of special effects in one game lower than when the specific pre-announcement effect is not performed. Therefore, the effects can be varied from the time the hold is generated until during the game based on the hold, improving the enjoyment of the game.
[0237] Thus, the appearance rate (execution rate, execution probability) of special effects during a single game differs depending on whether special effect distribution table A or special effect distribution table B is set. In other words, the appearance rate (execution rate, execution probability) of special effects during a single game can be changed depending on whether or not a specific pre-announcement effect is executed for the pending symbols in the game. Therefore, the enjoyment of the game can be enhanced by gradually increasing the excitement and contrast of the effects from the time a pending symbol is generated until the game is played based on that symbol.
[0238] The probability of winning a jackpot is determined by the ratio of the selection rate for losing to the selection rate for winning. Therefore, the probability of winning a jackpot with special effects is common to Special Effects Distribution Table A, Example 1 of Special Effects Distribution Table B, and Example 2 of Special Effects Distribution Table B. The probability of winning a jackpot can be determined by a known method (see, for example, Japanese Patent Publication No. 2012-205952). For example, if the probability of a jackpot occurring is 1 / 100, the probability of winning a jackpot with special effects is 16.8%, which is a high value, and is common to Special Effects Distribution Table A, Example 1 of Special Effects Distribution Table B, and Example 2 of Special Effects Distribution Table B.
[0239] Furthermore, the probability of a big win with special effects may differ between special effect distribution table A and special effect distribution table B. Additionally, the probability of a big win with special effects during gameplay may differ depending on whether or not a specific pre-announcement effect is performed for a reserved ball in the game. This approach allows for a gradual increase in the excitement and dynamism of the effects from the time a reserved ball is generated to during the game, thereby enhancing the enjoyment of the game.
[0240] [Reach animation distribution table] Figure 12 illustrates the reach animation distribution tables A and B used to determine the type of reach animation in the reach animation lottery process (S1407) in the aforementioned variable animation setting process (Figure 10). (A) and (B) correspond to reach animation distribution table A and reach animation distribution table B, respectively. Note that the values in reach animation distribution tables A and B are examples and may be replaced with other values.
[0241] Reach animation distribution table A is normally used in the lottery to distribute reach animations, and is set in S1403 when no specific pre-announcement animation is performed for the hold related to the current game. Reach animation distribution table B is set and used in S1405 when a specific pre-announcement animation is performed for the hold related to the current game.
[0242] In the reach animation distribution table A, if the current game is a loss, the selection rates are set to: no reach animation 89.0%, N reach 10.9%, SP1 reach 0.04%, SP2 reach 0.03%, SP3 reach 0.02%, and premium reach 0.01%. In the reach animation distribution table A, if the current game is a jackpot, the selection rates are set to: no reach animation 15.0%, N reach 15.0%, SP1 reach 15.0%, SP2 reach 17.0%, SP3 reach 18.0%, and premium reach 20.0%.
[0243] In the reach effect distribution table A, the appearance rate of a predetermined reach effect (any one of SP1 reach, SP2 reach, SP3 reach, and premium reach) having a jackpot expectation level equal to or higher than the SP reach is extremely low. Therefore, when the specific forward reading effect is not executed for the hold related to the game, the predetermined reach effect rarely appears. For example, assuming the probability of hitting the jackpot is 1 / 100, the appearance rate of the predetermined reach effect in the reach effect distribution table A is approximately 0.8% = {0.99×(0.04 + 0.03 + 0.02 + 0.01)%} + {0.01×(15.0 + 17.0 + 18.0 + 20.0)%}. Note that the predetermined reach effect may appear by developing from the N reach to the predetermined reach effect or may directly appear without passing through the N reach.
[0244] Note that in the reach effect distribution table A, for the predetermined reach effect, the selection rate in the case of a miss is extremely small. Therefore, the jackpot expectation level of the predetermined reach effect is extremely high when the specific forward reading effect is not executed for the hold related to the game, and it is certain that a jackpot is highly likely when the predetermined reach effect occurs.
[0245] In the reach effect distribution table B, when the current game is a miss, the selection rates are set as follows: no reach effect is 80.0%, N reach is 10.0%, SP1 reach is 4.0%, SP2 reach is 3.0%, SP3 reach is 2.0%, and premium reach is 1.0%. In the reach effect distribution table B, the selection rate when the current game is a jackpot is the same as that in the reach effect distribution table A.
[0246] In the reach animation distribution table B, the appearance rate of a predetermined reach animation (SP1 reach, SP2 reach, SP3 reach, or premium reach) that has a jackpot expectation of SP reach or higher is higher than in the reach animation distribution table A. Therefore, when a specific pre-read animation is performed regarding the reserves related to the game, the predetermined reach animation is more likely to appear than when it is not performed. For example, if the probability of a jackpot occurring is 1 / 100, the appearance rate of the predetermined reach animation in reach animation distribution table B is approximately 10.6% = {0.99 × (4.0 + 3.0 + 2.0 + 1.0)%} + {0.01 × (15.0 + 17.0 + 18.0 + 20.0)%}.
[0247] Regarding the predetermined reach animation, in reach animation distribution table B, the selection rate for a miss is higher than in reach animation distribution table A. Therefore, the probability of a jackpot with the predetermined reach animation is lower in reach animation distribution table B than in reach animation distribution table A, and the occurrence of the predetermined reach animation does not make a jackpot highly likely or guaranteed. In other words, when a specific pre-announcement animation is performed regarding the reserves in the game, the probability of the predetermined reach animation is lower than when it is not performed.
[0248] Thus, the probability of winning a jackpot with a predetermined reach animation (predetermined animation) performed during the game differs depending on whether or not a specific pre-announcement animation is performed for the reserved balls (start memory) related to that game. Therefore, even if the same predetermined reach animation appears during the game, the probability of winning a jackpot differs depending on whether or not the specific pre-announcement animation is performed. This encourages players to focus on the continuity (continuous occurrence) of the pre-announcement animation and the predetermined reach animation, thereby improving the enjoyment of the game. Conversely, if a specific pre-announcement animation is performed for the reserved balls related to the game, the probability of winning a jackpot with the predetermined reach animation can be increased compared to when it is not performed, which also improves the enjoyment of the game.
[0249] The variable-related performance setting process and the tables used (referenced) therein have been explained in Figures 10 to 12 above. However, the specific pre-read performance in S1401 of Figure 10 may be replaced with a hold change performance. In this case, the probability of a jackpot for a predetermined reach performance executed during the game will differ depending on whether or not a hold change performance is executed for the hold (start memory) related to that game. On the other hand, conversely, it is also possible to configure the game so that the probability of a jackpot for a predetermined reach performance (predetermined performance) executed during the game is the same regardless of whether or not a hold change performance is executed for the hold related to that game. In this configuration, only the special performance distribution table A and the reach performance distribution table A are used, and the special performance distribution table B and the reach performance distribution table B do not need to be used.
[0250] Furthermore, in Figures 10 to 12, the reach animation may be replaced with a pseudo-continuous animation. In this case, the expected probability of a jackpot for a predetermined pseudo-continuous animation (predetermined animation) performed during the game will differ depending on whether or not a specific pre-read animation is performed for the held (start memory) of the game. The predetermined pseudo-continuous animation is, for example, one in which the number of pseudo-consecutive sequences is predetermined (e.g., 3 times) or more.
[0251] [Example of screen transitions] Figure 13 illustrates the screen transitions of the display screen of the display device 41 in chronological order, along with the decorative devices 18b and 18c (light-emitting devices). As a pre-read effect, the display device 41, which can display images, can execute a hold change effect, and the decorative devices 18b and 18c, which can emit light, can execute a specific pre-read effect. Note that anything displayed on the display screen, such as displays and images, may be displayed decoratively and as part of the effect, even if it has the purpose of conveying information.
[0252] In (a), during normal gameplay, the Special Feature 1 variation display game is being executed on the display screen of the display device 41. The Special Feature 1 variation display game is also being executed in parallel on the Special Feature 1 display unit 51. Here, the pre-reading effect has not yet been executed. In the hold display unit 745, one hold display 741a corresponding to the first start memory is generated as hold 1. In the hold consumption unit 740, the hold display 741b during variation is displayed. The decorative devices 18b and 18c are off and are in their default white (or colorless) state. The Special Feature 1 hold count display unit and the Special Feature 2 hold count display unit (not shown) display the number "1" indicating the number of Special Feature 1 holds and the number "0" indicating the number of Special Feature 2 holds, respectively.
[0253] The display screen also shows a directional key switch image 717 that indicates that the directional key switch 450 can be operated, and an in-game setting item display 730 that shows the in-game setting item selected during gameplay within an oval frame. Note that the directional key switch image 717 is an image that mimics the directional key switch 450, and the front and back of the directional key switch 450 (Figure 1) correspond to up and down in the directional key switch image 717. Before the directional key switch 450 is operated, the in-game setting item display 730 shows the word "Custom" (or "Customize") within an oval frame to indicate that the effects can be customized.
[0254] The in-game setting items displayed on the in-game setting item display 730 are switched and selected each time one of the two switches (front and back) of the directional key switch 450 is operated. To prompt the operation of the two switches, the upper and lower parts of the directional key switch image 717 (corresponding to the front and back switches) are displayed in a different manner from the left and right parts (corresponding to the left and right switches), such as by being given a specific color or pattern.
[0255] Next, in (i), as in Figure 5A, a reserve 2 is generated by a ball entering the starting prize slot 36. As a reserve change effect, the color of the reserve display 741a corresponding to the generated reserve 2 is red (●), which has a higher probability of winning than the default white (○). Also, the decorative devices 18b and 18c light up in red, as shown in black. For the sake of explanation, the color patterns of the reserve display 741a and the decorative devices 18b and 18c (lighting devices) are the same here, but they may of course differ depending on the results of the pre-read lottery, etc.
[0256] In addition, the display screen shows a counter display 770 that warns about the limitations of the pre-read animation (hold change animation and / or specific pre-read animation) in parallel with the pre-read animation. The counter display 770 is displayed to count (count) a number, and when the pre-read animation in (a) starts, the initial value 950 is displayed along with the upper limit value 1000. When a hold occurs and the hold display 741a is added to the display, the value of the counter display 770 increases by a predetermined value (for example, 25). If the pre-read animation starts with hold 1, the initial value of the counter display 770 at the start of the pre-read animation may be a value smaller than 950 (for example, 925). The counter display 770 is displayed while adjusting the value to reach the upper limit value 1000 when the pre-read animation being executed is limited, but if the increase by the predetermined value is insufficient, it may reach the upper limit value 1000 all at once. Also, if the hold display 741a is not added to the display within a certain period of time, the value of the counter display 770 may decrease. The counter display 770 may increase in real time, displaying intermediate values (e.g., 961) as the numerical value increases by a predetermined amount (e.g., 25).
[0257] Next, in (c), a reserve 3 is generated by a ball entering the starting prize slot 36. In the reserve display unit 745, a reserve display 741a corresponding to reserve 3 is added, but the reserve change effect is not won for reserve 3 and it remains in its default white state. There is no particular change in the decorative devices 18b and 18c, and the red illumination is maintained. Due to the generation of reserve 3, the value on the counter display 770 increases by 25 from the initial value of 950 to a predetermined value of 975. The in-game setting items become the chance items by operating the forward and backward switches of the directional key switch 450. Then, in the in-game setting item display 730, "Chance Off" is displayed as the chance item. At this point, the chance item is still set to off, but it will be set to on later. Other in-game setting items include turning the 3D display effect on or off, and the levels of volume and brightness.
[0258] Next, in (E), a reserve 4 is generated by a ball entering the starting prize slot 36. In the reserve display unit 745, a reserve display 741a corresponding to reserve 4 is added. Here, the pre-read lottery for reserve 4 has resulted in a rainbow-patterned pre-read animation, but since a red-patterned pre-read animation is already being performed for reserve 2, the rainbow-patterned pre-read animation is restricted and changed to a red-patterned pre-read animation (S1005). This maintains the player's interest in reserve 2 and preserves the enjoyment of the game. Therefore, the color pattern of the reserve display 741a for reserve 4 is red, and the color patterns of the decorative devices 18b and 18c (lighting devices) are also red.
[0259] Immediately before (e), the Chance item is switched on as an in-game setting item by operating the left and right switches of the directional key switch 450, and the in-game setting item display 730 displays "Chance On". To prompt the operation of these two switches, the left and right portions of the directional key switch image 717 are displayed in a different manner from the top and bottom portions, such as by being given a specific color or pattern. In this embodiment, the contents of the in-game setting item display 730, such as on / off, are confirmed without confirmation operation when on / off is switched, but they may also be confirmed by confirmation operation (press operation) of the performance button 25 or the button switch located in the center of the directional key switch 450.
[0260] When the "Chance" option is set to "On," the performance control device 300 may change (increase) the probability (appearance rate) of executing a pre-read performance for newly generated holds. Alternatively, in this case, the performance control device 300 may change the execution pattern of the pre-read performance. Here, changes in the execution pattern of the pre-read performance include increasing the number of color patterns, adding changes in the shape of the hold display 741a in the hold change performance, and increasing the probability of a big win.
[0261] Furthermore, if the "Chance" option is set to "On," and the performance control device 300 is set to increase the probability of executing a pre-read performance for newly generated reserved balls, then in (E), it becomes easier to win a pre-read performance such as a rainbow or red pattern in the pre-read lottery for reserved ball 4.
[0262] Furthermore, in (e), the red form of the pending change animation already being performed for pending 2 is changed to the blue form (a predetermined form, which may also be a white or green form) as shown by cross-hatching, thereby restricting the performance of the pending change animation in the red form that is currently being performed (S1006). This surprises the player and maintains their interest in pending 2, while also making them interested in the pending change animation for the newly generated pending, thereby improving the enjoyment of the game. Note that the restriction of the pending change animation that is currently being performed is optional, so the red form of the pending change animation already being performed for pending 2 may be maintained.
[0263] Furthermore, in (E), the Chance item may be switched on and set after the occurrence of Reserve 4, rather than immediately before. In this case, the execution probability and execution method of the pre-announcement effect already being performed for Reserve 4 may be changed in real time. That is, in order to improve the enjoyment of the game, it may be possible to customize even pre-announcement effects that have already been performed. For example, for Reserve 4, for which a pre-announcement effect has already been performed, the execution probability may be changed (increased) or the execution method (e.g., the type of color pattern) may be changed, and the pre-announcement lottery may be performed again. If a blue pre-announcement effect has been performed for Reserve 4, then in the re-pre-announcement lottery, it will be easier to win a pre-announcement effect such as a rainbow or red pattern, and a change from blue to red pattern will occur (the rainbow pattern may be restricted as described above).
[0264] Furthermore, the counter display 770 reaches its upper limit of 1000 in response to the restriction on the ongoing hold change animation. The counter display 770 provides a warning about the restriction on the execution of the pre-read animation (hold change animation and / or specific pre-read animation) in parallel with the pre-read animation before the execution of the pre-read animation is restricted. As a result, players will pay close attention to the ongoing pre-read animation that may be changed (restricted) to a predetermined mode such as the blue mode, thereby improving the enjoyment of the game.
[0265] Next, in (O), after the Special Feature 1 Variable Display Game being played in (A) through (E) has finished, the next Special Feature 1 Variable Display Game is played. When this Special Feature 1 Variable Display Game starts, the reserved displays 741a displayed in the reserved display unit 745 move one by one to the right (reserved shift), and the last reserved display 741a on the right end of the reserved display unit 745 moves to the reserved consumption unit 740, where it is displayed as a variable reserved display 741b. The color patterns of the decorative devices 18b and 18c remain unchanged and are maintained in red because no new reserved displays have been generated.
[0266] Furthermore, in (O), the in-game setting item becomes the "Premium Up" item, which increases the appearance rate of special effects by operating the forward and backward switches of the directional key switch 450. When the Premium Up item is set to "On", the in-game setting item display 730 will show "Premium On".
[0267] When the "Premium Up" option is turned on, the performance control device 300 may change (increase) the probability of executing a special performance (premium performance) related to the game based on the pre-read target hold. Alternatively, in this case, the performance control device 300 may change the execution method of the special performance. Here, changes in the execution method of the special performance include changes in the display method on the display screen, changes in the illumination method of the light-emitting device, changes in the sound method of the speaker, and an increase in the expectation of a big win.
[0268] Next, in (k), the following Special Feature 1 Variable Display Game is being executed. When this Special Feature 1 Variable Display Game starts, the reserve shift causes the blue-patterned reserve change effect to be executed, and the reserve display 741a moves to the reserve consumption unit 740 and is displayed larger as the variable reserve display 741b. In (o), the premium up item is set to ON, so in the Special Feature 1 Variable Display Game (the game in (k)) based on the reserves that are the target of the blue-patterned reserve change effect (pre-read target), the probability of a special effect being executed increases, making it easier for a special effect to occur. Also, the chance item is switched to OFF as an in-game setting item, and the in-game setting item display 730 displays "Chance Off". The color patterns of the decorative devices 18b and 18c remain unchanged and are maintained in red because no new reserves have been generated. When the chance item is set from ON to OFF, the effect control device 300 may set the probability of a pre-read effect being executed (appearance rate) for newly generated reserves to change (decrease).
[0269] Furthermore, the performance control device 300 may terminate the pre-read performance immediately before (k) (immediately before the hold shift) and return the color patterns of the hold display 741b during variation and the decorative devices 18b, 18c to their default patterns. Then, based on the settings of the variation-related performance setting process for the special figure 1 variation display game in this case, the performance in (k) may be executed.
[0270] Next, in (K), the Special Feature 1 variation display game based on the blue-patterned hold change effect ends, and the next Special Feature 1 variation display game is executed. Since the blue-patterned hold change effect for the hold that occurred and was consumed earlier (first hold) has ended, the restriction on the pre-read effect for the hold that occurred later (later hold) is lifted. Then, the pre-read effect that was changed to the red pattern for the hold that occurred in (E) is changed to the rainbow pattern, which is the original winning result in the pre-read lottery. As a result, the color pattern of the hold change effect in the hold display 741a, and the color pattern of the specific pre-read effect in the decorative devices 18b and 18c are changed from the red pattern to the rainbow pattern (shown by vertical stripes).
[0271] Additionally, the "Chance" setting item is switched to "On" in the game settings menu, and the game settings menu display 730 shows "Chance On." This may increase the probability (appearance rate) of pre-announcement effects being performed for subsequent new reserved balls, as well as the expectation of a big win. Alternatively, if the "Premium Up" setting item is currently "Off," it may be switched to "On," and the game settings menu display 730 may show "Premium On."
[0272] Next, in (Ku), a special feature 1 variation display game is executed based on the hold that is the target of the rainbow pattern pre-reading effect. Due to the hold shift when this special feature 1 variation display game starts, a rainbow pattern hold change effect is executed in the variation hold display 741b. The color patterns of the decorative devices 18b and 18c do not change and remain rainbow-colored because no new hold has been generated. The in-game setting item display 730 that was displayed in (Ki) returns from "Chance On" to "Custom" after being displayed for a predetermined time (several seconds).
[0273] Next, (Ke) is the display screen of the display device 41 when the special figure 1 variable display game results in a win. Here, in the special figure 1 display device 51, the jackpot symbol (or minor win symbol) is stopped and displayed as a stop symbol by the game control device 100. Then, in the variable display area 710 of the display screen, the decorative stop symbol (the symbol in the image) corresponding to the jackpot symbol is stopped and displayed by the performance control device 300. Here, the decorative stop symbol is a configuration in which three decorative special symbols are aligned to be the same symbol (or symbols with the same number), for example, "777" is displayed. The decorative stop symbol may be determined by lottery to be one of the symbols from 1 to 9. Also, the variable hold display 741b is not displayed.
[0274] As explained above regarding Figure 13, after the start of the pre-read animation, the animation related to the game that the pre-read animation suggests the game result of (the target of the pre-read animation's result suggestion), or the probability or manner of execution of the pre-read animation for newly generated reserves (start memories), can be changed through animation customization. Therefore, after the start of the pre-read animation, players who become interested in the game that the pre-read animation's result suggestion targets can customize the animation related to that game, thereby improving the enjoyment of the game. Furthermore, players who do not find the pre-read animation interesting can improve the enjoyment of the game by customizing the animation to make it less likely for the pre-read animation to occur for newly generated reserves (by lowering the probability of execution of the pre-read animation through chance off), or by changing the manner of execution of the pre-read animation. In addition, players who find the pre-read animation interesting can improve the enjoyment of the game by customizing the animation to make it more likely for the pre-read animation to occur for newly generated reserves (by increasing the probability of execution of the pre-read animation through chance on).
[0275] Furthermore, after the pre-announcement sequence ends (after the reserved balls are consumed), the execution probability or execution method of the pre-announcement sequence can be changed through sequence customization, which affects sequences related to the game that the pre-announcement sequence suggests the game result of (result suggestion target) or to newly generated reserved balls (start memory). This allows for sequence customization and control of its settings without confusion after the pre-announcement sequence has ended, thereby enhancing the enjoyment of the game.
[0276] 〔Modified Example〕 Modified examples not described in the above description are summarized and described below. The amusement of the game can also be improved by the following modified examples.
[0277] Instead of or in addition to the jackpot expectation level, other expectation levels may vary according to the aspect of the advance reading effect (especially the color aspect). Other expectation levels include the expectation level (expected value) regarding the number of balls obtained during a jackpot, the expectation level of a specific game state (probability variation state or time shortening state) occurring after a jackpot, the expectation level (expected value) regarding the number of times of a specific game state after a jackpot (such as the number of times of time shortening), and the like.
[0278] As a specific advance reading effect, instead of or in addition to the light emission effect or sound effect, an operation effect (effect by rotation or movement) of the effect movable body 44 may be performed, and the expectation levels such as the jackpot expectation level may vary according to the aspect of the operation effect of the effect movable body 44.
[0279] The content of the advance reading effect setting process (execution control of the advance reading effect) may be made different between the general power support state (high base state, time shortening state, probability variation state, RUSH state) and the normal game state (low base state). For example, in the general power support state, the advance reading effect aspect (rainbow aspect, etc.) selected by the advance reading lottery may not be restricted.
[0280] s The color aspect of the display effect and light emission effect as the advance reading effect may be replaced with the sound aspect of the sound effect, and the above-described embodiment may be applied. For example, regarding the types of BGM (sound aspect) output as the advance reading effect, there are BGM1 (default aspect) corresponding to white, BGM2 corresponding to blue, BGM3 (first aspect) corresponding to red, BGM4 (second aspect) corresponding to rainbow color, etc., and the jackpot expectation level becomes higher (larger) in the order of BGM1 < BGM2 < BGM3 < BGM4. Then, in FIGS. 5 - FIGS. 13, the color aspects of white, blue, red, and rainbow color are replaced with BGM1, BGM2, BGM3, and BGM4, respectively. For example, in S1005 of FIG. 6, when the sound aspect of the advance reading effect selected by the advance reading lottery is BGM4, this sound aspect is changed to BGM3 as a predetermined aspect.
[0281] As mentioned above, as a pre-announcement effect, display effects (such as hold change effects) performed by display on the display device 41 (display means) and light emission effects performed by light emission on the LEDs (light emission means) of the decorative devices 18b and 18c can be executed. The display effects and light emission effects can be executed in the same red pattern (first pattern) or the same rainbow pattern (second pattern), but under predetermined conditions, the execution of one of the display effects or light emission effects may be restricted while the other is not restricted. For example, the hold change effect in the red pattern or rainbow pattern may be canceled and hidden on the display screen of the display device 41 while other important displays or effects are being executed, in order to make other important displays more prominent. Other important displays and effects include cut-in effects, SP reach effects, and error displays. In addition, the hold change effect in the red pattern or rainbow pattern on the back layer may be obscured and restricted so that it is not visible to the player by the display of other important displays or effects on the front layer (the control itself for setting and executing the hold change effect in the red pattern or rainbow pattern continues). Furthermore, for example, specific pre-announcement effects in red or rainbow patterns may be suspended while other important effects are being performed on the LEDs of the decorative devices 18b and 18c, in order to avoid interfering with or making them more prominent than other important effects.
[0282] As described above, the execution control (or the content and manner of execution control) of the pre-reading effect (specific effect) using a predetermined color pattern (red pattern (first pattern) or rainbow pattern (second pattern)) differs depending on whether the effect is being executed or not, for newly generated holds (start memories), at least the execution control of the pre-reading effect using the rainbow pattern differs. However, exceptionally, if a predetermined condition is met, the execution control of the pre-reading effect (new pre-reading effect) for newly generated holds may be the same, even if the execution control differed before the condition was met. Here, the predetermined condition is that the gaming machine 10 has recovered from a power outage (power failure) or that a command transmission error occurred from the gaming control device 100 to the effect control device 300. For example, after the gaming machine 10 recovers from a power outage, even if the execution control of the pre-reading effect differed before the power outage (before the predetermined condition was met), the same control may be executed to restrict or prohibit new pre-reading effects for a predetermined period after the power outage. Furthermore, for example, after a command transmission error occurs, even if the execution control of the pre-read animation was different before the transmission error occurred (before the predetermined conditions were met), the same control may be executed to restrict or prohibit new pre-read animations for a predetermined period after the transmission error (or until the transmission error is resolved).
[0283] [Effects of the embodiment or its modified form] In this embodiment or a modified version thereof, the gaming machine 10 includes an execution control means (e.g., performance control device 300) capable of executing a specific performance (pre-read performance, pre-read notification performance) that suggests the result of the game based on the start memory when a start memory (hold) is generated as the right to execute a game (special symbol variation display game or normal symbol variation display game). The forms of the specific performance include a first form (e.g., red form) and a second form (e.g., rainbow form), which differ in the degree to which the game result will be a special result (e.g., a big win or a small win). The execution control of the specific performance by the second form (e.g., rainbow form) differs for newly generated start memories depending on whether the specific performance by the first form (e.g., red form) is being executed or not. The execution control of the specific performance by the second form (e.g., rainbow form) differs for newly generated start memories depending on whether the specific performance by the second form (e.g., rainbow form) is being executed or not.
[0284] Therefore, the enjoyment of the game can be enhanced by using different execution controls (controls related to execution) for newly generated start memories depending on whether a specific performance (pre-announcement performance) in the first mode (e.g., red mode) is being performed or not. For example, when a specific performance in the first mode (e.g., red mode) is being performed, at least a specific performance in the second mode (e.g., rainbow mode) is restricted for newly generated start memories, and when a specific performance in the first mode (e.g., red mode) is not being performed, at least a specific performance in the second mode (e.g., rainbow mode) is not restricted for newly generated start memories. In this way, the enjoyment of the game can be enhanced by keeping the player interested in the specific performance (pre-announcement performance) in the first mode (e.g., red mode) that is already being performed. Furthermore, if the result of the game based on the start memory related to a specific performance (pre-announcement performance) in the first mode (e.g., red mode) that is currently being executed is a special result (especially a minor win result), it is possible to suppress players who are expecting a newly generated second mode (e.g., rainbow mode) related to the start memory in the game related to the special result (a winning game such as a round game) from playing in an irregular manner.
[0285] Furthermore, the enjoyment of the game can be enhanced by using different execution controls (controls related to execution) for newly generated start memories depending on whether a specific performance (pre-announcement performance) in the second mode (e.g., rainbow mode) is being performed or not. For example, when a specific performance in the second mode (e.g., rainbow mode) is being performed, at least the specific performance in the second mode (e.g., rainbow mode) is restricted for newly generated start memories, and when a specific performance in the second mode (e.g., rainbow mode) is not being performed, at least the specific performance in the second mode (e.g., rainbow mode) is not restricted for newly generated start memories. In this way, the enjoyment of the game can be enhanced by maintaining the player's interest in the specific performance (pre-announcement performance) in the second mode (e.g., rainbow mode) that is already being performed. Furthermore, if the result of the game based on the start memory related to a specific performance (pre-announcement performance) of the second mode (e.g., rainbow mode) that is currently being executed is a special result (especially a minor win result), it is possible to suppress players who are expecting a newly generated second mode (e.g., rainbow mode) related to the special result from playing the game (winning game such as a round game) in an irregular manner.
[0286] In this embodiment or its modified form, the gaming machine 10 can restrict the execution of a specific performance (pre-announcement performance) in a first mode (e.g., red mode) or a second mode (e.g., rainbow mode) if a new start memory is generated during the execution of that specific performance, and the performance means used for the specific performance (such as the performance LED 46 in the light-emitting device or the hold display on the display device 41) will change to a predetermined mode (e.g., white mode, blue mode, or red mode). Therefore, by restricting (changing or stopping, etc.) the specific performance (pre-announcement performance) in the first mode (e.g., red mode) or the second mode (e.g., rainbow mode) that is currently being executed, the player can be surprised and made interested, and at the same time, they can be made interested in the specific performance for the newly generated hold, thereby improving the enjoyment of the game.
[0287] In this embodiment or a modified version thereof, the gaming machine 10 can issue a warning about a restriction in parallel with the execution of a specific performance (pre-announcement performance) before the execution of the specific performance is restricted. Therefore, players will pay close attention to the specific performance that is currently being performed, which may be restricted (for example, changed to a predetermined form such as a blue form), thereby improving the enjoyment of the game.
[0288] In this embodiment or its modified form, the gaming machine 10 allows for the alteration of the performance related to the game that the specific performance is intended to indicate the result of, or the probability or manner of execution of the specific performance for newly generated start memories, after the start or end of a specific performance (pre-announcement performance), through performance customization. Therefore, after the start or end of a specific performance (pre-announcement performance), a player who focuses on the game that the specific performance is intended to indicate the result of (the game that the specific performance is intended to indicate the result of) can customize the performance related to that game, thereby improving the enjoyment of the game. Furthermore, after the start or end of a specific performance (pre-announcement performance), a player who did not find the specific performance interesting can improve the enjoyment of the game by customizing the performance to make it less likely for the specific performance to occur for newly generated reserves (by lowering the probability of execution of the pre-announcement performance) or by changing the manner of execution of the specific performance. Moreover, after the start or end of a specific performance (pre-announcement performance), a player who found the specific performance interesting can improve the enjoyment of the game by customizing the performance to make it easier for the specific performance to occur for newly generated reserves (by increasing the probability of execution of the pre-announcement performance). Furthermore, after a specific animation (pre-announcement animation) has finished (after the held symbols have been used up), the animation can be customized without confusion, enhancing the enjoyment of the game.
[0289] In this embodiment or its modified form, the gaming machine 10 can change the execution rate (appearance rate) of special effects (for example, effects with a higher probability of winning than a predetermined value) performed during a game (special symbol variation display game or normal symbol variation display game) depending on whether or not a specific effect (pre-read effect) is performed for the start memory related to the game. Therefore, the enjoyment of the game can be improved by gradually increasing the excitement and contrast of the effects from the occurrence of the start memory (hold) to the game based on this start memory. For example, if a specific effect (pre-read effect) is performed for the start memory related to the game, the execution rate of special effects in one game can be lower than when no specific effect (pre-read effect) is performed. In this case, the enjoyment of the game can be improved by adding contrast to the effects from the occurrence of the start memory to the game based on the start memory. For example, if a specific effect (pre-read effect) is performed for the start memory related to the game, the execution rate of special effects in one game can be increased compared to when no specific effect (pre-read effect) is performed. In this case, the excitement of the game can be gradually increased from the generation of the initial memory to the gameplay based on that memory, thereby improving the enjoyment of the game.
[0290] In this embodiment or its modified form, the gaming machine 10 has different expectations (e.g., high probability of a big win) for predetermined effects (e.g., predetermined reach effects) performed during the game, depending on whether or not a specific effect (pre-announcement effect) is performed for the start memory related to the game. Therefore, even if the same predetermined effect appears during the game, the expectations will differ depending on whether or not the specific effect (pre-announcement effect) is performed, causing players to focus on the continuity between the specific effect (pre-announcement effect) and the predetermined effect (e.g., predetermined reach effects), thereby improving the enjoyment of the game.
[0291] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.
[0292] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In the case of sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data. [Explanation of symbols]
[0293] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General Start Gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board) 717 Directional key switch image 730 In-game settings display 741a Pending display 745 Hold display section 770 Counter Display
Claims
1. In a gaming machine equipped with execution control means capable of executing a specific performance that suggests the result of the game based on the start memory when a start memory is generated as a right to execute the game, The aforementioned specific performance modes include a first mode and a second mode, each having a different expectation level that the game result will be a special outcome. In the case where the specific performance described in the first embodiment is being performed and when it is not being performed, the execution control of the specific performance described in the second embodiment differs for newly generated start memory, In the case where the specific performance according to the second embodiment is being performed and when it is not being performed, the execution control of the specific performance according to the second embodiment differs for newly generated start memory, A gaming machine characterized in that the execution rate of special effects performed during the game can be changed depending on whether or not the specific effects are performed in relation to the start memory for the game.
2. The gaming machine according to claim 1, characterized in that the expected value of a predetermined performance to be performed during the game differs depending on whether or not the specific performance is performed in relation to the start memory for the game.
Citation Information
Patent Citations
Game machine
JP2015221239A