Gaming machine
By introducing a ball flow path with direction-changing mechanisms and transparent viewing, the gaming machine enhances player engagement and interest through dynamic ball flow visualization.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2024-10-02
- Publication Date
- 2026-04-14
AI Technical Summary
Existing gaming machines lack features that enhance player interest and engagement.
Incorporation of a flow path for a game ball with a displacement mechanism to change its direction, a transparent plate to view the ball flow externally, and a mechanism to send the ball to a predetermined portion, enhancing game visibility and interaction.
Improves game interest and engagement by providing dynamic ball flow visualization and interactive elements.
Smart Images

Figure 2026064260000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine capable of executing a lottery based on the establishment of predetermined acquisition conditions (see, 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] In such games, further improvement in the interest of the game is required. The object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0005] To solve the above problems, the invention according to claim 1 is In a gaming machine, a first means having a flow path through which a game ball can flow down, and a displacement means capable of switching the flow-down direction by acting on the game ball flowing down through the flow path; a transparent plate configured to make the game ball flowing down through the flow path visible from outside the gaming machine and disposed at a position that prevents contact from outside the gaming machine with the flow path; and a second means capable of sending the game ball to a predetermined portion.
Effects of the Invention
[0006] According to the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0007] [Figure 1] First embodiment: A front view of a gaming machine. [Figure 2] First embodiment: A perspective view of the gaming machine as seen from the front. [Figure 3] First embodiment: A rear view of a gaming machine. [Figure 4] First embodiment: A perspective view of the inner frame of the gaming machine, seen from the rear side. [Figure 5] First embodiment: A perspective view of the gaming machine from the back side. [Figure 6] First embodiment: A perspective view of the gaming machine as seen from the front. [Figure 7] First embodiment: A perspective view of the gaming machine from the back side. [Figure 8] First embodiment: A front view of the game board. [Figure 9] First Embodiment: Block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 10] First Embodiment: This diagram illustrates the distribution rates for the special-pattern game and the general-pattern game. [Figure 11] First embodiment: This is a diagram illustrating the transitions in the game state. [Figure 12] First embodiment: A flowchart illustrating the main process. [Figure 13] First embodiment: This is a flowchart illustrating timer interrupt processing. [Figure 14] First embodiment: This is a flowchart illustrating the ball entry detection process. [Figure 15] First Embodiment: This is a flowchart illustrating the special drawing and special electrical processing. [Figure 16] First Embodiment: This is a flowchart illustrating the process for generating a special feature hold. [Figure 17] First Embodiment: This is a flowchart illustrating the process for initiating the change in the special feature. [Figure 18] First Embodiment: This is a flowchart illustrating the processing during special feature variation. [Figure 19]First Embodiment: A flowchart for explaining the special drawing determination process. [Figure 20] First Embodiment: A flowchart for explaining the time-saving state counter update process. [Figure 21] First Embodiment: A flowchart for explaining the high-probability counter update process. [Figure 22] First Embodiment: A flowchart for explaining the special power start process. [Figure 23] First Embodiment: A flowchart for explaining the process during special power release. [Figure 24] First Embodiment: A flowchart for explaining the process during special power closure. [Figure 25] First Embodiment: A flowchart for explaining the special power end process. [Figure 26] First Embodiment: A flowchart for explaining the general drawing and general power process. [Figure 27] First Embodiment: A flowchart for explaining the general drawing variation start process. [Figure 28] First Embodiment: A flowchart for explaining the process during general drawing determination. [Figure 29] First Embodiment: A flowchart for explaining the general power control process. [Figure 30] First Embodiment: A flowchart for explaining the main effect process. [Figure 31] First Embodiment: A flowchart for explaining the received command process. [Figure 32] First Embodiment: A diagram for explaining an example of the effect in the display device. [Figure 33] First Embodiment: A diagram for explaining an example of the effect (cancellation notice effect) in the display device. [Figure 34] First Embodiment: A diagram for explaining an example of the effect (chance mode effect) in the display device. [Figure 35] Second Embodiment: A flowchart for explaining the special drawing variation start process. [Figure 36]Second embodiment: This figure illustrates an example of a release condition. [Figure 37] Third embodiment: This figure illustrates an example of the distribution rate for special feature jackpots. [Figure 38] Third Embodiment: This figure illustrates an example of a display device (a display that suggests the likelihood of release). [Figure 39] Fourth embodiment: This figure illustrates an example of a display device (a display that suggests the achievement rate of a condition). [Figure 40] Fifth embodiment: This figure illustrates an example of a visual effect (display effect indicating the release result) in a display device. [Figure 41] Sixth Embodiment: This figure illustrates an example of a visual effect (release prompt effect) in a display device. [Figure 42] Sixth Embodiment: This figure illustrates an example of the winning probability of the release prompt animation lottery. [Figure 43] The sixth embodiment is a diagram illustrating a modified example of the winning probability of the release prompt lottery. [Figure 44] Seventh Embodiment: This figure illustrates an example of a performance (chance mode performance) in a display device. [Figure 45] Eighth embodiment: A front view of a gaming machine. [Figure 46] Eighth embodiment: A perspective view of the gaming machine from the front. [Figure 47] Eighth embodiment: A rear view of the gaming machine. [Figure 48] Eighth embodiment: A perspective view of the inner frame of the gaming machine, seen from the rear side. [Figure 49] Eighth embodiment: A perspective view of the gaming machine from the back side. [Figure 50] Eighth embodiment: A perspective view of the gaming machine from the front. [Figure 51] Eighth embodiment: A perspective view of the gaming machine from the back side. [Figure 52] Eighth embodiment: A front view of the game board. [Figure 53] Eighth Embodiment: This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 54]Eighth embodiment: A diagram illustrating the results of the game. [Figure 55] Eighth embodiment: This is a diagram illustrating the transitions in the game state. [Figure 56] Eighth embodiment: This diagram illustrates the transition of game states and special feature games related to winning via the special electric start port. [Figure 57] Eighth embodiment: This diagram illustrates the transition of game states and special feature games related to winning via the special electric start port. [Figure 58] Eighth embodiment: This figure illustrates the transition of game states related to winning via the special electric start port and a modified example of the special symbol game. [Figure 59] Eighth embodiment: A flowchart illustrating the main process. [Figure 60] Eighth embodiment: This is a flowchart illustrating timer interrupt processing. [Figure 61] Eighth embodiment: This is a flowchart illustrating the ball entry detection process. [Figure 62] Eighth embodiment: A flowchart illustrating the general power processing. [Figure 63] Eighth embodiment: This is a flowchart illustrating the normal power setting process. [Figure 64] Eighth embodiment: This is a flowchart illustrating the general power control process. [Figure 65] Eighth embodiment: This is a flowchart illustrating the special drawing and special electrical processing. [Figure 66] Eighth embodiment: This is a flowchart illustrating the process for generating a special feature hold. [Figure 67] Eighth embodiment: This is a flowchart illustrating the V-winning area switch monitoring process. [Figure 68] Eighth embodiment: This is a flowchart illustrating the process for initiating the special figure variation. [Figure 69] Eighth embodiment: This is a flowchart illustrating the processing during special figure variation. [Figure 70] Eighth embodiment: This is a flowchart illustrating the process during the finalization of the special designation. [Figure 71]Eighth embodiment: This is a flowchart illustrating the time-saving state counter update process. [Figure 72] Eighth embodiment: This is a flowchart illustrating the special power start process. [Figure 73] Eighth embodiment: This is a flowchart illustrating the special electrical discharge process. [Figure 74] Eighth embodiment: This is a flowchart illustrating the special electrical closure process. [Figure 75] Eighth embodiment: This is a flowchart illustrating the special power termination process. [Figure 76] Eighth embodiment: This is a flowchart illustrating the V-attacker startup process. [Figure 77] Eighth embodiment: This is a flowchart illustrating the V-attacker open process. [Figure 78] Eighth embodiment: This is a flowchart illustrating the V-attacker termination process. [Figure 79] Eighth embodiment: This is a flowchart illustrating the main processing for the performance. [Figure 80] Eighth embodiment: This is a flowchart illustrating the processing of received commands. [Figure 81] Eighth embodiment: This figure illustrates an example of a display device. [Figure 82] Eighth embodiment: This figure illustrates an example of a display device (a display indicating a high probability of a big win). [Figure 83] Eighth embodiment: This figure illustrates an example of a display device (a display indicating a high probability of a big win). [Figure 84] The ninth embodiment is a flowchart illustrating the processing during special figure variation. [Figure 85] The ninth embodiment is a flowchart illustrating the process during the finalization of the special designation. [Figure 86] The 10th embodiment is a flowchart illustrating the general power control process. [Figure 87] This is a flowchart illustrating the V-winning area switch monitoring process in the 10th embodiment. [Figure 88]The 10th embodiment is a flowchart illustrating the special power termination process. [Figure 89] Eleventh embodiment: A diagram illustrating the result of the game. [Figure 90] The 11th embodiment is a flowchart illustrating the special power termination process. [Figure 91] The 11th embodiment is a flowchart illustrating the process during the finalization of the special designation. [Figure 92] The 11th embodiment is a diagram illustrating an example of a visual effect (game result suggestion effect) in a display device. [Figure 93] The 11th embodiment is a diagram illustrating an example of a visual effect (game result suggestion effect) in a display device. [Figure 94] The 11th embodiment is a diagram illustrating an example of a visual effect (game result suggestion effect) in a display device. [Figure 95] Twelfth embodiment: A front view of the game board. [Figure 96] The twelfth embodiment is a diagram illustrating an example of a visual effect (battle effect) in a display device. [Figure 97] The twelfth embodiment is a diagram illustrating an example of a visual effect (battle effect) in a display device. [Figure 98] The 13th embodiment is a flowchart illustrating the process for initiating the special feature variation. [Figure 99] The 13th embodiment is a flowchart illustrating the process during the finalization of the special designation. [Figure 100] The 13th embodiment is a flowchart illustrating the special power termination process. [Figure 101] The 13th embodiment is a flowchart illustrating the V-attacker termination process. [Figure 102] The 13th embodiment is a flowchart illustrating the normal power setting process. [Figure 103] The 13th embodiment is a flowchart illustrating the general power control process. [Figure 104] The 13th embodiment is a flowchart illustrating the special power termination process. [Figure 105]13th Embodiment: A front view of the game board. [Figure 106] 14th Embodiment: A front view of a gaming machine. [Figure 107] 14th Embodiment: A perspective view of the gaming machine as seen from the front. [Figure 108] 14th Embodiment: A rear view of a gaming machine. [Figure 109] 14th Embodiment: A perspective view of the inner frame of the gaming machine, seen from the rear side. [Figure 110] 14th Embodiment: A perspective view of the gaming machine from the back side. [Figure 111] 14th Embodiment: A perspective view of the gaming machine as seen from the front. [Figure 112] 14th Embodiment: A perspective view of the gaming machine from the back side. [Figure 113] 14th Embodiment: A front view of the game board. [Figure 114] This is a block diagram showing the 14th embodiment: an example of the configuration of a control system for a gaming machine. [Figure 115] This diagram illustrates the 14th embodiment: a special-design game and a general-design game. [Figure 116] 14th Embodiment: This is a diagram illustrating the transitions in the game state. [Figure 117] Embodiment 14: This is a flowchart illustrating the main process. [Figure 118] The 14th embodiment is a flowchart illustrating timer interrupt processing. [Figure 119] The 14th embodiment is a flowchart illustrating the ball entry detection process. [Figure 120] This is a flowchart illustrating the 14th embodiment: special drawing and special electrical processing. [Figure 121] The 14th embodiment is a flowchart illustrating the process of generating a special feature hold. [Figure 122] This is a flowchart illustrating the 14th embodiment: V-winning area switch monitoring process. [Figure 123] The 14th embodiment is a flowchart illustrating the process for initiating the special feature variation. [Figure 124] The 14th embodiment is a flowchart illustrating the process of updating the destination flag. [Figure 125] The 14th embodiment is a flowchart illustrating the processing during special figure variation. [Figure 126] Embodiment 14: This is a flowchart illustrating the process during the finalization of the special designation. [Figure 127] This is a flowchart illustrating the 14th embodiment: the time-saving state counter update process. [Figure 128] The 14th embodiment is a flowchart illustrating the special power start process. [Figure 129] This is a flowchart illustrating the 14th embodiment: special electrical discharge processing. [Figure 130] This is a flowchart illustrating the 14th embodiment: special electrical closure process. [Figure 131] The 14th embodiment is a flowchart illustrating the special power termination process. [Figure 132] The 14th embodiment is a flowchart illustrating the process of starting a minor win. [Figure 133] 14th Embodiment: This is a flowchart illustrating the processing during a minor win. [Figure 134] The 14th embodiment is a flowchart illustrating the minor win termination process. [Figure 135] The 14th embodiment is a flowchart illustrating the general power processing. [Figure 136] The 14th embodiment is a flowchart illustrating the process for initiating a general change. [Figure 137] The 14th embodiment is a flowchart illustrating the process of finalizing the diagram. [Figure 138] The 14th embodiment is a flowchart illustrating the general power control process. [Figure 139] Embodiment 14: This is a flowchart illustrating the main processing for the performance. [Figure 140] The 14th embodiment is a flowchart illustrating the processing of received commands. [Figure 141]The 14th embodiment is a diagram illustrating an example of a display device. [Figure 142] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 143] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 144] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 145] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 146] This figure illustrates a modified example of the transition between game states in the 14th embodiment. [Figure 147] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 148] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 149] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 150] 14th Embodiment: A diagram illustrating an example of a performance (game state notification performance) in a display device, illustrating an example in which multiple performance modes are provided. [Figure 151] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 152] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 153] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 154] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 155] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 156] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 157] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 158] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 159] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 160] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 161] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 162] This figure illustrates an example of a display device (game status notification display) in the 14th embodiment. [Figure 163] The 14th embodiment is a diagram illustrating an example of a display device's presentation (a presentation that suggests a transition destination). [Figure 164] The 14th embodiment is a diagram illustrating an example of a display device's presentation (a presentation that suggests a transition destination). [Figure 165] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 166] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 167] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 168] 14th Embodiment: A diagram illustrating an example of a display device (game state notification display and transition destination suggestion display), which illustrates a modified example of the execution rate of the first transition destination suggestion display. [Figure 169] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 170] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 171] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 172] The 14th embodiment is a diagram illustrating an example of a display device (game state notification display and transition destination suggestion display). [Figure 173] 15th Embodiment: This diagram illustrates the transition to the next game state. [Figure 174] 15th Embodiment: This diagram illustrates the transition to the next game state. [Figure 175] Embodiment 16: This is a flowchart illustrating the process during the finalization of the special design. [Figure 176] Embodiment 17: This is a flowchart illustrating the process for initiating the change in the special drawing. [Figure 177] This is a diagram illustrating the 18th embodiment: a special illustration game. [Figure 178] This is a diagram illustrating the 19th embodiment: a special illustration game. [Figure 179] This is a diagram illustrating the 19th embodiment: a special illustration game. [Figure 180] This is a diagram illustrating the 19th embodiment: a special illustration game. [Figure 181] This is a diagram illustrating the 19th embodiment: a special illustration game. [Figure 182] 20th embodiment: A front view of a gaming machine. [Figure 183] 20th embodiment: A perspective view of the gaming machine as seen from the front. [Figure 184] 20th embodiment: A rear view of a gaming machine. [Figure 185] 20th embodiment: A perspective view of the inner frame of the gaming machine, seen from the rear side. [Figure 186] 20th embodiment: A perspective view of the gaming machine from the back side. [Figure 187] 20th embodiment: A perspective view of the gaming machine as seen from the front. [Figure 188] 20th embodiment: A perspective view of the gaming machine from the back side. [Figure 189] 20th embodiment: A front view of the game board. [Figure 190] This is a block diagram showing the 20th embodiment: an example of the configuration of a control system for a gaming machine. [Figure 191] 20th Embodiment: This is a diagram illustrating the specifications of a gaming machine. [Figure 192] 20th Embodiment: This is a diagram illustrating the transitions in the game state. [Figure 193] This is a diagram illustrating the 20th embodiment: the first non-electric component. [Figure 194] This is a diagram illustrating the 20th embodiment: the second non-electric component. [Figure 195] This is a diagram illustrating the 20th embodiment: the third time-saving state. [Figure 196] This is a diagram illustrating the 20th embodiment: the second time-saving state. [Figure 197] 20th Embodiment: This is a flowchart illustrating the main process. [Figure 198] The 20th embodiment is a flowchart illustrating timer interrupt processing. [Figure 199] The 20th embodiment is a flowchart illustrating the ball entry detection process. [Figure 200] The 20th embodiment is a flowchart illustrating the special electrical processing shown in the special drawing. [Figure 201] The 20th embodiment is a flowchart illustrating the process for generating a special feature hold. [Figure 202] This is a flowchart illustrating the 20th embodiment: V-winning area switch monitoring process. [Figure 203] The 20th embodiment is a flowchart illustrating the process for initiating the change in the special drawing. [Figure 204] The 20th embodiment is a flowchart illustrating the processing during special figure variation. [Figure 205] The 20th embodiment is a flowchart illustrating the process during the finalization of the special drawing. [Figure 206]The 20th embodiment is a flowchart illustrating the time-saving state counter update process. [Figure 207] The 20th embodiment is a flowchart illustrating the termination process of the easy-to-enter state at the start opening, as shown in Figure 2. [Figure 208] The 20th embodiment is a flowchart illustrating the special power start process. [Figure 209] This is a flowchart illustrating the 20th embodiment: special electrical discharge processing. [Figure 210] This is a flowchart illustrating the 20th embodiment: special electrical closure process. [Figure 211] The 20th embodiment is a flowchart illustrating the special power termination process. [Figure 212] The 20th embodiment is a flowchart illustrating the process of starting a minor win. [Figure 213] The 20th embodiment is a flowchart illustrating the processing for minor wins. [Figure 214] The 20th embodiment is a flowchart illustrating the minor win termination process. [Figure 215] 20th Embodiment: This is a flowchart illustrating the general power processing. [Figure 216] The 20th embodiment is a flowchart illustrating the process of initiating a general change. [Figure 217] The 20th embodiment is a flowchart illustrating the process during normal diagram variation. [Figure 218] The 20th embodiment is a flowchart illustrating the process of finalizing the diagram. [Figure 219] The 20th embodiment is a diagram illustrating the opening and closing patterns of a standard electric mechanism. [Figure 220] The 20th embodiment is a flowchart illustrating the general power control process. [Figure 221] The 20th embodiment is a flowchart illustrating the main processing for the performance. [Figure 222] The 20th embodiment is a flowchart illustrating the processing of received commands. [Figure 223]The 20th embodiment is a diagram illustrating an example of a display device. [Figure 224] The 20th embodiment is a diagram illustrating an example of a display effect in a display device, specifically a display effect during a jackpot game state. [Figure 225] The 20th embodiment is a diagram illustrating an example of a display device that indicates the number of jackpots won. [Figure 226] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 227] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 228] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 229] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 230] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 231] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 232] The 20th embodiment is a diagram illustrating a modified version of the display that indicates the number of jackpots won. [Figure 233] The 20th embodiment is a diagram illustrating an example of a display that suggests a jackpot lottery result. [Figure 234] The 20th embodiment is a diagram illustrating an example of a display device that shows a time-saving lottery result indication. [Figure 235] The 20th embodiment is a flowchart illustrating the lottery result indication process. [Figure 236] The 20th embodiment is a flowchart illustrating a modified version of the lottery result indication processing. [Figure 237] The 20th embodiment is a flowchart illustrating a modified version of the lottery result indication processing. [Figure 238] The 20th embodiment is a flowchart illustrating a modified version of the lottery result indication processing. [Figure 239] The 20th embodiment is a diagram illustrating an example of a special display that suggests an easy-to-win state, as shown in Figure 2. [Figure 240] The 20th embodiment is a diagram illustrating a modified example of the opening and closing mechanism of a standard electric device in the third time-saving state. [Figure 241] The 20th embodiment is a diagram illustrating a modified example of the opening and closing mode of a standard electric mechanism in the second time-saving state. [Figure 242] The 20th embodiment is a diagram illustrating a modified example of the opening and closing mechanism of a standard electric prize device in the state where the starting opening is easily accessible (as shown in Figure 2). [Figure 243] 20th Embodiment: This figure illustrates a modified example of the presentation that suggests an easy-to-win state in Special Figure 2, and shows an example of the distribution rate of the execution timing. [Figure 244] 21st Embodiment: This is a diagram illustrating the specifications of a gaming machine. [Figure 245] 21st Embodiment: This is a diagram illustrating the transitions in the game state. [Figure 246] The 21st embodiment is a flowchart illustrating the processing during special figure variation. [Figure 247] The 21st embodiment is a flowchart illustrating the process during the finalization of the special designation. [Figure 248] The 21st embodiment is a flowchart illustrating the process for ending the time-saving state. [Figure 249] 22nd Embodiment: This is a diagram illustrating the specifications of a gaming machine. [Figure 250] The 22nd embodiment is a diagram illustrating the transitions in the game state. [Figure 251] 22nd Embodiment: This figure illustrates the transition of the reserved state shown in Figure 2. [Figure 252] 22nd Embodiment: This figure illustrates the transition of the reserved state shown in Figure 2. [Figure 253] 22nd Embodiment: This figure illustrates the transition of the reserved state shown in Figure 2. [Figure 254] 22nd Embodiment: This figure illustrates the transition of the reserved state shown in Figure 2. [Figure 255]The 22nd embodiment is a diagram illustrating an example of a second jackpot number indication effect among the effects in a display device. [Figure 256] 23rd Embodiment: A front view of the game board. [Figure 257] 24th Embodiment: This is a diagram illustrating the specifications of a gaming machine. [Figure 258] This is a diagram illustrating the 24th embodiment: the third time-saving state. [Figure 259] This is a diagram illustrating the 24th embodiment: the second time-saving state. [Figure 260] This is a flowchart illustrating the 25th embodiment: the process for initiating the special figure variation. [Figure 261] The 26th embodiment is a diagram illustrating an example of a display device that shows an indication of the number of jackpots won and an indication of an easy state for winning in Special Feature 2. [Figure 262] The 26th embodiment is a diagram illustrating an example of a display device that shows the number of winnings indicated, the forfeiture of winnings, and the indication of an easy state for winning in Special Feature 2. [Figure 263] 27th Embodiment: A front view of a gaming machine. [Figure 264] 27th Embodiment: A perspective view of the gaming machine as seen from the front. [Figure 265] 27th Embodiment: A rear view of a gaming machine. [Figure 266] 27th Embodiment: A perspective view of the gaming machine from the rear side. [Figure 267] 27th Embodiment: A perspective view of the gaming machine as seen from the front, showing the front and rear components disassembled. [Figure 268] 27th Embodiment: This is an exploded perspective view of the rear component as seen from the front side. [Figure 269] 27th Embodiment: A perspective view of the lower inner frame unit as seen from the front side. [Figure 270] 27th Embodiment: A front view of the lower inner frame unit. [Figure 271] 27th Embodiment: A plan view of the lower inner frame unit. [Figure 272]27th Embodiment: This is a rear view of the lower inner frame unit. [Figure 273] 27th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 274] 27th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 275] 27th Embodiment: A plan view of the lower decorative unit. [Figure 276] 27th Embodiment: A perspective view of the lower decorative unit as seen from the front side. [Figure 277] 27th Embodiment: This figure shows the view when the internal space of the lower decorative unit is viewed through the lower decorative unit. [Figure 278] 27th Embodiment: A front view of the game board. [Figure 279] This is a block diagram showing the 27th embodiment: an example of the configuration of a control system for a gaming machine. [Figure 280] Embodiment 27: This is a diagram illustrating the specifications of a gaming machine. [Figure 281] 27th Embodiment: This is a diagram illustrating the transitions in the game state. [Figure 282] Embodiment 27: This is a flowchart illustrating the main process. [Figure 283] The 27th embodiment is a flowchart illustrating timer interrupt processing. [Figure 284] The 27th embodiment is a flowchart illustrating the ball entry detection process. [Figure 285] Embodiment 27: This is a flowchart illustrating the special electrical processing shown in the special drawing. [Figure 286] Embodiment 27: This is a flowchart illustrating the process for generating a special feature hold. [Figure 287] Embodiment 27: This is a flowchart illustrating the process for initiating the change in the special drawing. [Figure 288] Embodiment 27: This is a flowchart illustrating the processing during the special figure variation. [Figure 289] Embodiment 27: This is a flowchart illustrating the process during the finalization of the special designation. [Figure 290] The 27th embodiment is a flowchart illustrating the time-saving state counter update process. [Figure 291] The 27th embodiment is a flowchart illustrating the high-probability counter update process. [Figure 292] Embodiment 27: This is a flowchart illustrating the special power start process. [Figure 293] This is a flowchart illustrating the 27th embodiment: special electrical discharge processing. [Figure 294] This is a flowchart illustrating the 27th embodiment: special electrical closure process. [Figure 295] Embodiment 27: This is a flowchart illustrating the special power termination process. [Figure 296] Embodiment 27: This is a flowchart illustrating the general power processing. [Figure 297] The 27th embodiment is a flowchart illustrating the process for initiating the change in the general diagram. [Figure 298] The 27th embodiment is a flowchart illustrating the process of finalizing the diagram. [Figure 299] The 27th embodiment is a flowchart illustrating the general power control process. [Figure 300] Embodiment 27: This is a flowchart illustrating the main processing for the performance. [Figure 301] The 27th embodiment is a flowchart illustrating the processing of received commands. [Figure 302] The 27th embodiment is a flowchart illustrating the flow direction switching process. [Figure 303] This figure illustrates an example of a display in the 27th embodiment. [Figure 304] The 27th embodiment is a diagram illustrating an example of a display device's presentation (payout presentation). [Figure 305] This figure illustrates the 27th embodiment: a second modified example of the payout presentation. [Figure 306] This diagram illustrates the 27th embodiment: a third modified example of the payout presentation. [Figure 307]This diagram illustrates the 27th embodiment: a third modified example of the payout presentation. [Figure 308] This figure illustrates the 27th embodiment: a fourth modified example of the payout presentation. [Figure 309] This figure illustrates the 27th embodiment: a fourth modified example of the payout presentation. [Figure 310] This diagram illustrates the 27th embodiment: a fifth modified example of the payout presentation. [Figure 311] This is a flowchart illustrating the 28th embodiment: flow direction switching process. [Figure 312] 29th Embodiment: This figure shows the view when the internal space of the lower decorative unit is viewed through the lower decorative unit. [Figure 313] 30th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 314] 30th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 315] 30th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 316] 30th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 317] 30th Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 318] This diagram illustrates the 30th embodiment: switching in the flow direction. [Figure 319] The 31st embodiment is a flowchart illustrating the launch and throwing control process. [Figure 320] This is a flowchart illustrating the 32nd embodiment: special electrical processing shown in the special diagram. [Figure 321] This is a flowchart illustrating the 32nd embodiment: the special power start process. [Figure 322] The 32nd embodiment is a flowchart illustrating the special power termination process. [Figure 323] This is a flowchart illustrating the 32nd embodiment: flow direction change control process. [Figure 324]This is a flowchart illustrating the 32nd embodiment: the flow direction return control process. [Figure 325] The 32nd embodiment is a flowchart illustrating the flow direction switching process. [Figure 326] 33rd Embodiment: This figure schematically shows the main parts of the lower inner frame unit. [Figure 327] The 33rd embodiment is a flowchart illustrating the flow direction switching process. [Modes for carrying out the invention]
[0008] [First Embodiment] Embodiments of the present invention will be described below with reference to the drawings. In this embodiment, a pachinko game machine will be described as the game machine 1.
[0009] [Structure of a gaming machine] The structure of the gaming machine will be explained using Figures 1 to 7. Figure 1 is a front view of the gaming machine 1, and Figure 2 is a perspective view of the gaming machine 1 from the front. Figure 3 is a rear view of the gaming machine 1, and Figure 4 is a perspective view of the inner frame 20 of the gaming machine 1 from the back. Figures 5 to 7 are perspective views of the gaming machine 1 from the front, showing each part in a rotated state.
[0010] The gaming machine 1 comprises an outer frame 10, an inner frame 20 rotatably attached to the outer frame 10, a front frame 30 rotatably attached to the front side of the inner frame 20, and a rear unit 50 rotatably attached to the rear side of the inner frame 20. The outer frame 10 forms the outer perimeter of the gaming machine 1 and is fixed to the island equipment when the gaming machine 1 is installed in the island equipment of a gaming parlor. As shown in Figure 5, the outer frame 10 is a rectangular frame that penetrates from front to back, and a decorative member 11 is provided at the lower front.
[0011] The inner frame 20 is attached to the outer frame 10 such that its left end, as viewed from the front, can rotate around an axis that runs vertically. As shown in Figure 1, the inner frame 20 can be converted between a closed state that covers the front portion of the outer frame 10 excluding the decorative member 11, and an open state in which it rotates forward relative to the outer frame 10 like a door, as shown in Figure 5. As shown in Figure 6, the inner frame 20 has a housing section 21 that extends from front to back and can accommodate the game board 70. The game board 70 is detachably attached to this housing section 21 so that the game area 73, through which game balls can flow, is at the front. Furthermore, below the housing section 21 on the front of the inner frame 20, there is a launching device 22 capable of launching game balls toward the game area 73 of the game board 70.
[0012] A locking device 23 is provided on the right side of the inner frame 20. This locking device 23 can lock the inner frame 20 in a closed state relative to the outer frame 10, and can also lock the front frame 30 in a closed state relative to the inner frame 20. A cylinder lock 24 of the locking device 23 is provided on the lower right front of the inner frame 20, and as shown in Figure 1, the keyhole is exposed on the front of the front frame 30. By inserting a key into this keyhole and rotating it in one direction, the lock of the inner frame 20 to the outer frame 10 is released, and the inner frame 20 can be opened. Conversely, by rotating it in the opposite direction, the lock of the front frame 30 to the inner frame 20 is released, and the front frame 30 can be opened. The inner frame 20 being open can be detected by the inner frame open detection sensor 20a. Similarly, the front frame 30 being open can be detected by the front frame open detection sensor 30a.
[0013] The front frame 30 is attached to the inner frame 20 such that its left end, as viewed from the front, can rotate around an axis that runs vertically. As shown in Figure 1, the front frame 30 can be converted between a closed state that covers the front portion of the inner frame 20 and an open state in which it rotates forward relative to the inner frame 20 like a door, as shown in Figure 6. The portion of the front frame 30 facing the housing portion 21 of the inner frame 20 has a through portion that penetrates from front to back. A through-hole 31 is formed, and a transparent member 32 made of a transparent material such as glass or resin is provided to cover this through-hole 31. The transparent member 32 covers the front surface of the game area 73 of the game board 70, and allows the game area 73 to be viewed from the front of the game machine 1 through the transparent member 32. As shown in Figure 1, the front surface of the front frame 30, around the through-hole 31, is provided with light-emitting means 33 such as lamps or LEDs, and a speaker 34. A movable decorative device may also be provided.
[0014] An operating unit 35 is provided at the lower part of the through-hole 31 on the front of the front frame 30, allowing the player to perform operations related to the game. As shown in Figures 1 and 2, the upper left part of the operating unit 35 is provided with an upper tray 36, which is an upward-opening recess capable of storing game balls. This upper tray 36 allows game balls dispensed from the dispensing device 55 to flow into it and also supplies game balls to the launching device 22. In addition, a discharge button 37 is provided near the upper tray 36 to allow the game balls in the upper tray 36 to flow down to the lower tray 38. Below the upper tray 36 is a lower tray 38, which is an upward-opening recess capable of storing game balls. Game balls that could not be stored in the upper tray 36 can flow into this lower tray 38. Foul balls that have been launched but returned to the launching device 22 can also flow into this lower tray 38. At the bottom of the lower tray 38 is a discharge lever 39 for discharging the game balls stored in the lower tray 38 downwards.
[0015] A handle 40 for adjusting the launch force of the game balls is provided at the lower right of the control unit 35. This handle 40 is also equipped with a touch sensor 40a capable of detecting human contact, and a launch stop switch 40b for temporarily stopping the launch of game balls based on a press input from the player. An effect button 41 capable of receiving press input from the player is provided at the top center of the operation unit 35. This effect button 41 makes it possible to perform effects and other actions during gameplay that involve the player's operation. The effect button 41 may also be equipped with a vibration means for vibrating the effect button 41, a light-emitting means for illuminating the effect button 41 with a predetermined light color, and an operating means that can change the upper surface of the effect button 41 from its initial position to a protruding state above its initial position.
[0016] To the right of the effect button 41 is a directional pad 42 that can receive input from the player. This directional pad 42 can be used for effects that involve player input during gameplay, as well as for adjusting volume and brightness, and selecting options on the menu screen. To the right of the directional pad 42 are a ball dispensing button 43, which the player operates when receiving balls from an adjacent ball dispensing machine, and a return button 44, which the player operates to eject a card from the card unit of the ball dispensing machine. A balance indicator that displays the remaining balance on the card may also be provided. In addition to the performance buttons 41 and the directional pad 42, the front frame 30 may also be provided with input means for receiving player input. The input method does not have to be a press operation; for example, it may involve operating a lever or rotating a rotating body.
[0017] The back unit 50 is provided so as to cover the back surface of the inner frame 20, as shown in Figure 3. The back unit 50 is attached to the inner frame 20 such that its right end, as viewed from the back side, can rotate about an axis that runs vertically. It can be converted between a closed state, as shown in Figure 5, which covers the back surface of the inner frame 20, and an open state, as shown in Figure 7, which rotates to the rear of the inner frame 20 like a door. As shown in Figure 7, the front side of the back unit 50 is provided with a cover portion 51 which is a recessed portion that opens forward, and in the closed state shown in Figure 3, it covers the back of the game board 70. Furthermore, the cover portion 51 has a through portion 52 that penetrates from front to back in the portion facing the game control device 100 located on the back of the game board 70, so as not to cover the game control device 100. As a result, even when the back unit 50 is closed, the game control device 100 can be seen from the back side of the game machine 1. The lower part of the back side of the back unit 50 is equipped with a power supply device 250 for supplying power to various parts of the gaming machine 1, and a payout control device 200 for controlling the launching device 22 and the payout device 55.
[0018] Furthermore, a storage tank 53 capable of receiving and storing game balls supplied from the island equipment is provided at the top of the back unit 50. The game balls stored in the storage tank 53 are guided through a supply channel 54 that descends to the right when viewed from the back side, as shown in Figure 3, to a payout device 55 located on the right side when viewed from the back side of the back unit 50. The game balls dispensed from the dispensing device 55 are guided downward by the guide channel 56 and then guided to the upper tray 36 through through passages formed in the inner frame 20 and the front frame 30 that penetrate from front to back. Furthermore, the rear unit 50 is equipped with an overflow sensor 57 that detects when the upper tray 36 and lower tray 38 are full and dispensing is stalled, and a ball depletion sensor 58 that detects when there are insufficient game balls to be dispensed.
[0019] [Game board structure] Next, an example of the game board 70 will be described. Figure 8 is a front view of the game board 70 in the game machine 1 of this embodiment. The game board 70 comprises a plate-shaped game board body 71 made of wood or synthetic resin, to which various components are attached. The front of the game board body 71 is provided with a game area 73 surrounded by rails 72 that can guide game balls. Game balls launched from the launching device 22 are guided to the upper part of the game area 73 through a guide section 72a formed by the rails 72, and then flow down the game area 73. The game area 73 is provided with a windmill 74 and obstacle nails 75, which are variable means that can change the direction in which the game balls flow down.
[0020] A variable display unit 80 is provided approximately in the center of the game area 73. A display device 81 capable of displaying information related to the game is provided in the central part of this variable display unit 80. As the display device 81, for example, a device capable of displaying images such as a liquid crystal display, EL display, dot matrix LED, or cathode ray tube can be used. Various types of visual displays, such as videos and still images, can be displayed in the display area of the display device 81. In addition, in response to the special symbol game executed by the game machine 1, which displays multiple identification information in a variable manner and stops to display the result, a decorative special symbol game that displays multiple identification information in a variable manner and stops to display the result can be displayed. As the display device 81 for displaying the decorative special symbol game, a reel with multiple identification information drawn around it can also be used.
[0021] A movable display device 82 is provided on the upper part of the variable display unit 80. This movable display device 82 is rotatable about an axis that runs in the front-to-back direction. An image may also be displayed in the central part. The movable display device 82 can have any structure or mode of operation as long as it is functional. The movable display device 82 may also be provided on other parts of the variable display unit 80 and in various places on the game board 70. Furthermore, the movable display device 82 may also be provided on the front frame 30. In addition, multiple light-emitting means 33, such as lamps and LEDs, are provided in various places on the game board 70, including the variable display unit 80.
[0022] The variable display unit 80 is designed so that game balls cannot enter the interior from the top and sides, but a warp channel 83 is provided on the side that allows game balls to flow into the interior of the variable display unit 80. Game balls that flow into the warp channel 83 are located at the bottom of the variable display unit 80. The player is then guided to Stage 84. Additionally, game balls that bounce off the lower part of the variable display unit 80 can also enter Stage 84. The game balls on stage 84 mainly flow downwards from the center of the stage towards the front, and then down into the game area 73 below. A starting prize device 90 is located at the destination of the flow, and there is a high probability that the balls will flow into the starting prize device 90.
[0023] The starting prize device 90, located below the variable display unit 80, has an inlet 91 at its top into which game balls can flow. Directly below the inlet 91 is a distribution member 92 that alternately distributes the incoming game balls to the lower first starting port 76 and second starting port 77. When a game ball enters the first start port 76, it is detected by the first start port switch 76a, and based on this, the right to start Special Feature 1 of the Special Feature Games is generated, and one prize ball is dispensed. Similarly, when a game ball enters the second start port 77, it is detected by the second start port switch 77a, and based on this, the right to start Special Feature 2 of the Special Feature Games is generated, and one prize ball is dispensed.
[0024] The distribution member 92 is rotatable about an axis along the front-rear direction and includes a left holding portion 92a and a right holding portion 92b that can temporarily hold the game balls that have flowed in from the inlet 91. As shown in Figure 8, the distribution member 92 is rotatable between a state in which the left holding portion 92a faces upward and is capable of receiving game balls, and a state in which it can rotate counterclockwise from this state so that the right holding portion 92b faces upward and is capable of receiving game balls.
[0025] As shown in Figure 8, when the left holding part 92a faces upward and is ready to receive game balls, and game balls flow in from the inlet 91 and are held in the left holding part 92a, the weight of the game balls causes the distribution member 92 to rotate counterclockwise, and the right holding part 92b faces upward and is ready to receive game balls. As a result, the game balls that were held in the left holding part 92a fall toward the first start opening 76 and flow into the first start opening 76. At this point, the distribution member 92 stops with its right holding portion 92b facing upwards, ready to receive game balls. When game balls then flow in from the inlet 91, they are held by the right holding portion 92b. The weight of the game balls causes the distribution member 92 to rotate clockwise, and the left holding portion 92a faces upwards, ready to receive game balls. As a result, the game balls held by the right holding portion 92b fall towards the second start opening 77 and flow into the second start opening 77. By repeating this process, game balls will alternately flow into the first starting port 76 and the second starting port 77.
[0026] A through gate 78 is provided to the right of the variable display unit 80 within the game area 73. Game balls that pass through the through gate 78 are detected by the gate switch 78a, and based on this, the right to start the regular game can be generated. The configuration of the game ball detection unit that generates the right to start the regular game is a through gate 78 that allows the detected game ball to flow down the game area 73 and continue playing, but it may also be a prize entry point where the detected game ball does not flow down the game area 73 and the game ends. In this case, a prize ball may be dispensed upon entry, for example, one prize ball may be dispensed.
[0027] Below the variable display unit 80 and to the right of the start prize-winning device 90, a normal variable prize-winning device 79 is provided. The normal variable prize-winning device 79 is equipped with a movable member 79b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. It is also possible that game balls can be awarded even when the movable member 79b is in the closed state, and that it is more difficult for game balls to be awarded in the closed state than in the open state. The normal variable prize-winning device 79 is normally in the closed state and can be converted to the open state based on the result of the normal game reaching a predetermined result. Game balls that have flowed into the normal variable prize-winning device 79 are detected by the normal switch 79a, and based on this, the right to start the special game 2 of the special game can be generated. At the same time, one prize ball is dispensed.
[0028] In this embodiment, the standard variable prize winning device 79 is provided with an inlet that opens to the right, allowing game balls to flow in. In the closed state shown in Figure 8, the movable member 79b is approximately vertical, closing the inlet. The movable member 79b is converted from this closed state to the open state by rotating to the right around its lower part. In the open state, the inlet is opened, and the movable member 79b guides the game balls into the inlet, allowing game balls to flow in easily.
[0029] A special variable prize winning device 94 is provided in the lower right of the variable display unit 80 within the game area 73. The special variable prize winning device 94 is equipped with a movable member 94b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. The special variable prize winning device 94 is normally in the closed state and can be converted to the open state based on the result of the special game being a predetermined result. The game balls that flow into the special variable prize winning device 94 are detected by the large prize winning slot switch 94a, and based on this, 15 prize balls are dispensed.
[0030] In this embodiment, the special variable prize winning device 94 is provided with an inlet that opens forward, allowing game balls to flow in. In the closed state shown in Figure 8, the plate-shaped movable member 94b is approximately vertical, closing the inlet. The movable member 94b is converted from this closed state to the open state by rotating so as to tilt forward around its lower part. In the open state, the inlet is opened, and the movable member 94b guides the game balls into the inlet, allowing game balls to flow in easily.
[0031] Furthermore, the ordinary variable prize winning device 79 and the special variable prize winning device 94 may have any configuration as long as they can be converted between a first state in which game balls cannot or have difficulty flowing in and a second state in which game balls can flow in more easily than in the first state. For example, an inlet opening upwards may be provided, and in the first state, a movable member may cover the inlet so that game balls pass over the movable member, and in the second state, the movable member may retract from the inlet so that game balls flow into the inlet. Alternatively, an inlet opening to the side or forward may be provided, and in the first state, the movable member may retract from the game ball flow path so that game balls are not guided to the inlet in a non-guided state, and in the second state, the movable member may appear in the game ball flow path so that game balls are guided to the inlet in a guiding state.
[0032] In other words, the movable member 94b of the special variable prize winning device 94 and the movable member 79b of the normal variable prize winning device 79 constitute predetermined operating means that can operate between a first state (closed state or non-inductive state) and a second state (open state or inductive state) which is different from the first state. Furthermore, the second state (open state or inductive state) is more advantageous for the player than the first state (closed state or non-inductive state).
[0033] Multiple general prize slots 96 are provided at the bottom of the game area 73. Game balls that enter the general prize slots 96 are detected by the general prize slot switch 96a, and based on this, one prize ball is dispensed. The number of prize balls awarded for each prize slot described above is merely an example and is not limited to the above values. For example, the number of prize balls awarded for the first start slot 76 and the second start slot 77 could be set to 3, and the number of prize balls awarded for the normal variable prize slot 79 could be set to 2, so that the number of prize balls awarded for the normal variable prize slot 79 is greater than the number of prize balls awarded for the first start slot 76 and the second start slot 77. Of course, the number of prize balls awarded for the normal variable prize slot 79 could also be set to be less than the number of prize balls awarded for the first start slot 76 and the second start slot 77. In addition, the number of prize balls awarded for all of the general prize slots 96 could be set to be the same, but they could also be set to be different.
[0034] Additionally, at the bottom of the game area 73 is an outlet for collecting game balls that did not enter the winning slots. A switch 97 is provided. Out balls that flow out from the out port 97 and safe balls that flow into each prize port are detected by the out ball detection switch 97a. This makes it possible to count the total number of game balls that have been launched into the game area 73 and have finished playing.
[0035] A comprehensive display device 60 is provided outside the game area 73, at the lower left of the game board body 71. The comprehensive display device 60 includes a special feature 1 display unit 61 for displaying special feature 1 games, a special feature 2 display unit 62 for displaying special feature 2 games, and a general feature display unit 63 for displaying general feature games. It also includes a special feature 1 reserve display unit 64 for displaying the number of special feature 1 reserves, which are the rights to execute special feature 1 games, a special feature 2 reserve display unit 65 for displaying the number of special feature 2 reserves, which are the rights to execute special feature 2 games, and a general feature reserve display unit 66 for displaying the number of general feature reserves, which are the rights to execute general feature games. In addition, the comprehensive display device 60 includes a round number display unit 67 for displaying the number of rounds in a special game state, and a game state display unit 68 for displaying the game state. The game state display unit 68 can, for example, display the appropriate way to play, such as right-handed or left-handed play, or indicate that the game is in a time-saving state.
[0036] The special display unit 61, special display unit 62, and general display unit 63 are capable of displaying multiple types of identification information, which are composed of LED lighting patterns. Upon the start of the corresponding game, a variable display is initiated that sequentially displays multiple types of identification information, and after a predetermined time has elapsed, one type of identification information is displayed as the result. The special display unit 61, special display unit 62, and general display unit 63 may be composed of one or more LEDs, or they may be composed of so-called 7-segment LEDs.
[0037] In the game board 70 described above, players can aim to win prizes in the starting prize device 90 or the general prize opening 96 by adjusting the launch force and firing the game ball into the game area 73 on the left side of the variable display unit 80 (so-called left-handed shooting). Alternatively, players can aim to win prizes in the through gate 78, the special variable prize device 94, the normal variable prize device 79, or the general prize opening 96 by firing the game ball into the game area 73 on the right side of the variable display unit 80 (so-called right-handed shooting). Furthermore, a through gate 78 may also be provided in the left-side game area 73, and an inlet and movable member 79b may also be provided to the left of the normal variable prize device 79, so that players can aim to win prizes in the normal variable prize device 79 even when shooting left-handed.
[0038] [Control system configuration] Figure 9 is a block diagram of the control system in the gaming machine 1 of this embodiment. The gaming machine 1 includes a gaming control device 100 equipped with a main board that comprehensively controls the game. The gaming control device 100 includes an MPU 101 (Micro-Processing Unit) that performs calculation processing, etc. The MPU 101 includes a ROM 102 that stores various control programs and fixed value data executed by the MPU 101, and a RAM 103 that can be used as a work area and a storage area for various signals and random values. An input port 105 is connected to the MPU 101 via a bus 104, allowing it to accept input from various devices. Input is performed via the input interface when necessary. In addition, an output port 106 is connected to the MPU 101 via the bus 104, enabling output to various devices. Output is performed via a driver when necessary.
[0039] The game control device 100 is provided with a RAM initialization switch 107 in a position that can be operated with the inner frame 20 open. When the game machine is powered on, the game control device 100 performs a process to forcibly initialize the information stored in the RAM 103 of the game control device 100 and the RAM 203 in the payout control device 200, based on the operation of the RAM initialization switch 107. Furthermore, the game control device 100 is provided with a setting key operation unit, and the operation of the setting key operation unit A setting key switch 108 is provided that can detect when the setting key corresponding to the setting key operation section has been inserted and turned. Based on this detection, it is possible to change or confirm the probability setting value to which the probability value of winning a jackpot in the special feature game has been assigned. For example, six probability setting values from setting 1 to setting 6 are available, each with a different probability of winning a jackpot, and one of them can be selected and set.
[0040] For example, by inserting the setting key into the setting key operation unit and turning it, and then operating (pressing) the RAM initialization switch 107 while turning on the power to the gaming machine, it is possible to enter a probability change mode in which the probability setting value can be changed. Alternatively, by inserting the setting key into the setting key operation unit and turning it, and then turning on the power to the gaming machine without operating the RAM initialization switch 107, it is possible to enter a probability confirmation mode in which the current probability setting value can be checked. The game control device 100 is equipped with a performance display monitor 109. The performance display monitor 109 is a 7-segment display capable of displaying calculated base values and payout ratios. In addition, the probability setting value may be displayed in probability change mode and probability confirmation mode.
[0041] Although not shown in the diagram, the game control device 100 includes a random number generation circuit for generating random numbers such as special symbol winning random numbers used in the lottery for winning special symbol games, and a clock generator that generates a timer interrupt signal for the MPU 101 with a predetermined period (e.g., 4 milliseconds) and a clock that provides the update timing for the random number generation circuit, based on the clock signal from the oscillation circuit. The various random number generation methods involve updating the random number counter by +1 at the update timing and changing the starting value using an initial random number value that is updated as needed each time the values in a predetermined random number range cycle through. However, the method of generating random numbers is not limited to this; it may also be a method that simply updates by +1 or -1, or a method in which all values within the random number range appear randomly without repetition until the values in the predetermined random number range cycle through once. Furthermore, the generation method may differ depending on the type of random number.
[0042] The input port 105 of the game control device 100 is connected to the following switches: a gate switch 78a for detecting game balls that have entered the through gate 78, a general prize entry switch 96a for detecting game balls that have entered the general prize entry 96, a large prize entry switch 94a for detecting game balls that have entered the special variable prize entry device 94, a first start entry switch 76a for detecting game balls that have entered the first start entry 76, a second start entry switch 77a for detecting game balls that have entered the second start entry 77, and a general power switch 79a for detecting game balls that have entered the normal variable prize entry device 79. Signals from these switches are input to the input port 105. Furthermore, the input port 105 of the game control device 100 is connected to an out ball detection switch 97a that detects all game balls (safe balls and out balls) that have been launched into the game area 73 and have finished playing, an inner frame open detection sensor 20a that detects the open state of the inner frame 20, a front frame open detection sensor 30a that detects the open state of the front frame 30, and a fraud detection sensor 98 that can detect the possibility of fraudulent activity, and signals from these are input. Examples of fraud detection sensors 98 include a radio wave sensor that detects radio waves, a vibration sensor that detects vibrations, and a magnetic sensor that detects magnetism. The game control device 100 controls the game based on the input signals from these various sensors and switches. When necessary, input from these switches and sensors is made via an input interface.
[0043] The output port of the game control device 100 is connected to the large prize slot solenoid 94c, which operates the movable member 94b of the special variable prize slot device 94, and the general electric solenoid 79c, which operates the movable member 79b of the regular variable prize slot device 79, allowing control of their operation. In addition, the integrated display device 60, which displays special game information, and the performance display monitor 109 are connected, allowing control of their displays. Furthermore, an external information terminal 99 is connected to output external information signals to external devices such as the hall computer. When necessary, the driver will output force.
[0044] The game control device 100 is connected to a payout control device 200 that controls the launching device 22 and the payout device 55, and a performance control device 300 that controls the performance effects. These control devices are configured to operate based on information from the game control device 100. Furthermore, the performance control device 300 is configured to use one-way communication, preventing it from inputting signals to the game control device 100.
[0045] The dispensing control device 200 includes an MPU 201 for performing calculations and other processing, a ROM 202 for storing various control programs and fixed value data executed by the MPU 201, a RAM 203 that can be used as a work area, and input / output ports 204 for connecting various devices. These are connected via a bus.
[0046] The payout control device 200's input / output port 204 is connected to a payout device 55 that dispenses game balls and a launching device 22 that launches game balls, and is configured to control their operation. When necessary, output to each of these devices is provided via a driver. Furthermore, the input / output port 204 of the payout control device 200 is connected to an overflow sensor 57 that detects when the upper tray 36 and lower tray 38 are full and payouts are stalled, a ball depletion sensor 58 that detects when there are insufficient game balls to be dispensed, a touch sensor 40a that can detect human contact with the handle 40, a launch stop switch 40b that temporarily stops the launch of game balls based on a press input from the player, and a rotation amount detector 40c that detects the amount of rotation of the handle 40. The device controls payouts and launches based on input signals from these sensors and switches. Inputs from these switches and sensors are made via an input interface when necessary.
[0047] The payout control device 200 controls the payout of game balls by driving the payout device 55 based on prize ball information (commands and data) from the game control device 100 and ball rental information from the card unit. Furthermore, the payout control device 200 stops payouts if the overflow sensor 57 detects an abnormality where the upper tray 36 and lower tray 38 are full and payouts are stalled, or if the ball depletion sensor 58 detects an abnormality where there are not enough game balls to pay out. In addition, the payout control device 200 transmits information regarding the occurrence of an abnormality to the game control device 100, enabling the game control device 100 to execute processing to respond to the abnormality. For example, the game control device 100 transmits information that an abnormality has occurred to the performance control device 300, enabling the performance control device 300 to execute processing to notify the occurrence of the abnormality using the display device 81, light-emitting means 33, speaker 34, etc., based on this information. The transmission of information from the game control device 100 to the performance control device 300 regarding the occurrence of an abnormality may be either by transmitting information generated by the game control device 100 based on information from the payout control device 200, or by transmitting the information from the payout control device 200 as is.
[0048] Furthermore, the payout control device 200 controls the launch of game balls by detecting human contact with the touch sensor 40a, and if the launch stop switch 40b is not operated and the rotation amount detector 40c detects rotation of the handle 40, it drives the launching device 22 to launch game balls. It also controls the launching force according to the amount of rotation detected by the rotation amount detector 40c.
[0049] Furthermore, input signals from the overflow sensor 57 and the bulb failure sensor 58 may be input to the game control device 100, and if there is an abnormality, the game control device 100 may stop the payout by not sending a payout instruction to the payout control device 200. In addition, input signals from the touch sensor 40a may be input to the game control device 100, and if the touch sensor 40a does not detect human contact, the game control device 100 may grant permission to fire. The launch may be stopped by not transmitting to the output control device 200.
[0050] The performance control device 300 includes an MPU 301 for performing calculations, a PROM 302 that stores various control programs and fixed value data executed by the MPU 301, a work RAM 303 that can be used as a work area, an RTC (real-time clock) 304 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.), and input / output ports 305 for connecting various devices. The performance control device 300 also includes a VDP (Video Display Processor) 306 as a graphics processor for image processing for displaying video on the display device 81, a VRAM 307 used as a work area for the VDP 306, a character ROM 308 that stores character images and video data, and an audio ROM 309 that stores audio data. These are connected via a bus.
[0051] The input / output ports of the performance control device 300 are connected to the display device 81 provided on the variable display unit 80, the movable performance device 82, the light-emitting means 33 provided at various locations on the gaming machine 1, and the speaker 34, allowing control of their operation. When necessary, output to each of these devices is provided via a driver. Furthermore, the input / output ports of the performance control device 300 are connected to a performance button switch 41a for detecting operation input of the performance button 41, a directional key switch 42a for detecting operation input of the directional key 42, and a movable performance device switch 82a for detecting the operating status of the movable performance device. Based on the input signals from these switches, the device performs control related to the performance. When necessary, input from these switches and sensors is provided via an input interface.
[0052] The performance control device 300 controls the performance based on information from the game control device 100. Examples of performances include the execution of decorative special feature games corresponding to the special feature games executed by the game control device 100, the execution of performances according to the game state, the display of images on the display device 81, the lighting of the light-emitting means 33, the output of sound from the speaker 34, the operation of the movable performance device 82, and performances corresponding to the operation of the performance buttons 41 and the directional pad 42.
[0053] Although the performance control device 300 is described as a single control device, it may be composed of multiple control devices. For example, it may be divided into a display control device that controls the display on the display device 81 and a sound and light emission control device that performs other controls. In this case, the sound and light emission control device may receive information from the game control device 100, and the sound and light emission control device may transmit instructions regarding the display content on the display device 81 to the display control device.
[0054] The power supply unit 250 includes a normal power supply 251, a backup power supply 252, and a power failure detection circuit 253. The standard power supply 251 converts the power supplied from outside the gaming machine 1 into a form suitable for use in the gaming machine 1 and supplies it to each control device, drive source, and light-emitting means. The backup power supply 252 is designed to supply power when power is not supplied from the normal power supply 251. The state in which power is not supplied from the normal power supply 251 occurs when the power switch of the gaming machine 1 is operated to cut off the power, or when a power outage occurs. The backup power supply 252 is designed to supply power to the gaming control device 100 and the payout control device 200, thereby maintaining the contents of the RAM 103 of the gaming control device 100 and the RAM 203 of the payout control device 200 even when the power is cut off.
[0055] The power outage detection circuit 253 monitors the output voltage from the normal power supply 251 and transmits power outage information to the game control device 100 and the payout control device 200 when the voltage falls below a predetermined level. The game control device 100 and the payout control device 200 perform processing in the event of a power outage based on the receipt of the power outage information. The power outage information may also be transmitted to the performance control device 300. In this embodiment of the game machine, the output voltage from the normal power supply 251 is... The system monitors the maximum voltage, which is a stable DC voltage of 24 volts, and transmits power outage information when this voltage falls below 22 volts. The voltage at which a power outage is detected can be set arbitrarily. However, the system must be configured to maintain the drive voltage (e.g., 5V) of the control system at a normal value for a sufficient amount of time from the detection of a power outage until the completion of the processing for the power outage.
[0056] [Game Overview] In the gaming machine 1 of this embodiment, the game is played by launching game balls from the launching device 22 toward the game area 73. The launched game balls flow down the game area 73, changing their direction of flow as they are affected by variable means such as windmills 74 and obstacle nails 75, which are placed at various locations within the game area 73 and capable of changing the direction of flow of the game balls. They then flow into one of the following: the first starting port 76, the second starting port 77, the general prize port 96, the normal variable prize port 79, the special variable prize port 94, or the out port 97, and are discharged from the game area 73.
[0057] The inflow of game balls into the first start port 76, the second start port 77, the general prize port 96, the normal variable prize device 79, or the special variable prize device 94 is detected by the corresponding switch, and a detection signal is input to the game control device 100. Based on the input from the switch, the game control device 100 instructs the payout control device 200 to dispense a number of prize balls corresponding to the prize port. Based on this, the payout control device 200 drives the payout device 55 to dispense the prize balls into the upper tray 36 or the lower tray 38.
[0058] The game control device 100 can store a general pattern reservation, which is the right to execute a general pattern game, based on the input of a detection signal from a gate switch 78a that detects the inflow of game balls into the through gate 78. The general pattern reservation can be stored up to a predetermined upper limit number (for example, 4). If the number of general pattern reservations is less than the upper limit number, one general pattern reservation is stored. The number of general pattern reservations is displayed on the general pattern reservation display section 66 of the integrated display device 60. A random number value extracted based on the input of the detection signal from the gate switch 78a is stored in the general pattern reservation. The random number value includes a random number value per general pattern, which is a random number value for determining the result of the general pattern game.
[0059] When the game control device 100 has a general pattern reservation and is not in a winning state that transitions during the execution of the general pattern game or when the general pattern game wins, it starts the general pattern game based on the oldest general pattern reservation stored in the order of storage among the general pattern reservations. When starting the general pattern game, the result of the general pattern game is determined based on the random number value per general pattern stored in the general pattern reservation. The probability of winning may be different depending on the game state. Also, the variation time of the general pattern game is determined based on the game state when starting the general pattern game.
[0060] Note that there may be multiple types of wins in the general pattern game, and a random number value for general pattern type for determining the win type of the general pattern game may be stored in the general pattern reservation. In this case, the type of result such as the win type is determined based on the random number value for general pattern type. Also, a random number value for general pattern variation time for determining the variation time of the general pattern game may be stored in the general pattern reservation. In this case, the variation time of the general pattern game is determined based on the game state and the random number value for general pattern variation time.
[0061] The game control device 100 displays the general pattern game on the general pattern display section 63 of the integrated display device 60. The general pattern game displayed here performs a variation display that sequentially displays a plurality of types of identification information over the determined variation time, and then displays the identification information corresponding to the result as a result mode. If the result of the regular game is a loss, the regular display unit 63 displays the result corresponding to the loss and ends the regular game. If the result of the regular game is a win, the regular display unit 63 displays the result corresponding to the win and ends the regular game, and the system transitions to the regular win state. In the regular win state, the regular electric solenoid 79c is operated to control the movable member 79b of the regular variable prize winning device 79 to open in a predetermined pattern. In the normal winning state shown in the diagram, the normal variable prize winning device 79 is converted to the closed state based on the fulfillment of one of the following conditions: either the maximum number of winning balls (e.g., 10) are awarded after the normal variable prize winning device 79 is converted to the open state, or the time the normal variable prize winning device 79 has been in the open state reaches the maximum open time (e.g., 0.2 seconds, 0.5 seconds, or 2 seconds).
[0062] In the gaming machine 1 of this embodiment, there are three game states as shown in the diagram: no time reduction state, slight time reduction state, and time reduction state, and the state transitions based on the fulfillment of predetermined conditions. In a situation where a normal symbol hold is always present, the no-time-reduction state has the shortest time per unit time that the normal variable prize winning device 79 is open, the slight time-reduction state has a longer time per unit time that the normal variable prize winning device 79 is open than the no-time-reduction state, and the time-reduction state has a longer time per unit time that the normal variable prize winning device 79 is open than the slight time-reduction state. In other words, the no-time-reduction state is the least likely to allow flow into the normal variable prize winning device 79, the slight time-reduction state is more likely to allow flow into the normal variable prize winning device 79 than the no-time-reduction state, and the time-reduction state is more likely to allow flow into the normal variable prize winning device 79 than the slight time-reduction state.
[0063] The differences in the game states of these regular diagrams are achieved by varying one or all of the following: the probability of winning in the regular diagram game, the variation time of the regular diagram game, the opening time and number of times the regular variation prize device 79 opens in the winning state, and the maximum number of prizes that can be won into the regular variation prize device 79 in the winning state of one regular diagram. Alternatively, the game states of the regular diagrams may be limited to only two states: no time-saving state and time-saving state.
[0064] Based on the input of a detection signal from the first start port switch 76a, which detects the inflow of game balls into the first start port 76, the game control device 100 can store the special feature 1 reserve, which is the right to execute the special feature 1 game, as a special feature reserve, which is the right to execute the special feature game. Furthermore, the game control device 100 can store the right to execute the second special feature game as a special feature hold, which is the right to execute the second special feature game, based on the input of a detection signal from the second start port switch 77a, which detects the inflow of game balls into the second start port 77. Furthermore, based on the input of a detection signal from the general-purpose switch 79a that detects the inflow of game balls into the general-purpose prize-winning device 79, the game control device 100 can store the right to execute the special feature game, which is the special feature 2 reserve, as the right to execute the special feature game. In the following explanation, "special feature game" refers to both Special Feature Game 1 and Special Feature Game 2, and "special feature hold" refers to both Special Feature Hold 1 and Special Feature Hold 2.
[0065] Special Feature Holds can be stored up to a predetermined upper limit (for example, 4) for both Special Feature 1 Holds and Special Feature 2 Holds. If the number of Special Feature Holds to be stored is less than the upper limit, only one of the target Special Feature Holds is stored. The number of Special Feature 1 Holds is displayed on the Special Feature 1 Holds Display Unit 64 of the Integrated Display Device 60, and the number of Special Feature 2 Holds is displayed on the Special Feature 2 Holds Display Unit 65 of the Integrated Display Device 60. The special feature hold stores various random values extracted based on the input of detection signals from the first start switch 76a, the second start switch 77a, or the general power switch 79a. These various random values include the special feature win random value, which determines the result of the special feature game; the special feature type random value, which determines the type of result of the special feature game; and the special feature variation type random value, which determines the variation type of the special feature game.
[0066] The game control device 100, if there is a special symbol hold and it is not in a special game state which is entered when a special symbol game is in progress or when a special symbol game results in a win, starts the special symbol game based on the oldest special symbol hold in the memory order. In this embodiment of the gaming machine, the Special Feature 1 game and the Special Feature 2 game are not executed simultaneously. Also, the Special Feature Reserves are processed in the order they are remembered, regardless of whether they are Special Feature 1 or Special Feature 2. Therefore, the oldest Special Feature Reserve in the order of memory is Special Feature 1. If a special symbol is held in reserve, the special symbol 1 game will be executed based on that special symbol 1 reserve. If the oldest special symbol reserve in the order of memory is the special symbol 2 reserve, the special symbol 2 game will be executed based on that special symbol 2 reserve.
[0067] Furthermore, it is possible to run Special Feature 1 game and Special Feature 2 game simultaneously. Alternatively, one of the Special Feature 1 reserves or Special Feature 2 reserves may be prioritized for consumption, with the other Special Feature reserve being consumed only if the other Special Feature reserve is not available. In this case, Special Feature 1 reserves are consumed in order of the oldest memory order, and Special Feature 2 reserves are consumed in order of the oldest memory order.
[0068] The game control device 100, when starting a special symbol game based on a special symbol hold, determines the content of the special symbol game based on various random values stored in the special symbol hold and executes the special symbol game according to the determined content. In other words, it determines the result of the special symbol game, such as a jackpot, based on the special symbol win random value. There are two probability states for a jackpot: a low probability state and a high probability state which is higher than the low probability state, and one of these probability states is set. Alternatively, it may always be set to a constant probability state. Furthermore, it determines the type of result, such as the type of jackpot, based on the special symbol type random value, and determines the type of variation, such as the variation time of the special symbol game, the presence or absence of a reach, and the type of reach, based on the variation type random value (special symbol variation type random value).
[0069] Special Feature 1 game is displayed on the Special Feature 1 display unit 61 of the integrated display device 60, and Special Feature 2 game is displayed on the Special Feature 2 display unit 62 of the integrated display device 60. The special feature games displayed here perform a variation display that sequentially displays multiple types of identification information over a determined variation time, and then display the determined result and the identification information corresponding to the type of result as the result pattern.
[0070] If the result of the special game is a miss, the miss result is displayed, the special game ends, and the game becomes ready to run the next special game. If the result of the special game is a jackpot, the jackpot result is displayed, the special game ends, and the special variable prize winning device 94 is opened, transitioning to a special game state that allows game balls to flow in. Note that the result of the special game may include results other than misses and jackpots. For example, it may include a time-saving jackpot that transitions to the normal game state without going through the special game state, or a minor jackpot that transitions to a minor jackpot game state that allows the special variable prize winning device 94 to be opened.
[0071] A jackpot is a special result (first special result) that involves the activation of a condition device, while a minor win is a special result (second special result) that does not involve the activation of a condition device. The condition device is activated when a jackpot occurs in the special feature game. When the condition device is activated, it means, for example, that a special game state occurs and a specific flag is set to continuously operate the special variable prize winning device 94, which is a special electric prize device (the prize device continuous operation device is activated). When the condition device is not activated, it means that the aforementioned flag is not set, for example, when a minor win occurs. 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. Furthermore, "condition device" is a term commonly used in the field of pachinko games as a device whose operation is a necessary condition for the continuous operation of the electric prize device, and it is used in this specification with the same meaning.
[0072] In the special game state, a predetermined number of rounds in which the special variable prize winning device 94 is in the open state can be executed with intervals in between. At the start of a round, the special variable prize winning device 94 is converted to the open state, and the round ends when either the maximum number of winning balls (e.g., 10) are won from the time the special variable prize winning device 94 is converted to the open state, or the time the special variable prize winning device 94 has been in the open state reaches the maximum open time (e.g., 29 seconds).
[0073] Furthermore, the game control device 100 transmits information regarding the content of the special feature game, which was determined at the start of the special feature game, to the performance control device 300. Based on the received information, the performance control device 300 determines and executes the execution mode and performance of the decorative special feature game corresponding to the special feature game. The decorative special feature game displays multiple types of identification information (numbers, symbols, character patterns, etc.) sequentially on the display device 81 over the duration of the special feature game's variation, and then displays the identification information corresponding to the result of the special feature game as the result form.
[0074] If "Reach" is selected as the variation type for the special feature game, the performance control device 300 executes a reach performance corresponding to the reach type in the decorative special feature game. A reach animation is, for example, a special display game where identification information is displayed in each of three variable display areas before stopping, and the result is displayed based on the combination of the stopping patterns of the identification information in each variable display area. In such cases, the animation satisfies the condition that the temporarily stopped patterns of the identification information in at least two of the variable display areas correspond to the result of a jackpot. Also included in reach animations are so-called full-rotation reach animations, which perform variable displays in multiple variable display areas while maintaining the state of having a result that corresponds to a jackpot. The game control device 100 can choose to generate a reach regardless of the result of the special symbol game, but it will at least choose to generate a reach if the result of the special symbol game is a jackpot. Therefore, when a reach is selected, the probability of a jackpot is higher than when a reach is not selected, and the execution of the reach animation has the effect of increasing the player's anticipation.
[0075] [Specifications of the gaming machine] Figure 10 shows the specifications of the gaming machine 1 of this embodiment. As shown in Figure 10(a), the probability of a special game resulting in a jackpot is the same for both Special Game 1 and Special Game 2, and there are two states: a low-probability state and a high-probability state where the probability of a jackpot is higher than in the low-probability state. Note that the jackpot probability may vary depending on the probability setting value. In addition, the short-time per play for shifting to the normal game state without going through a special game state can only be derived when it is in the state without short-time and the low-probability state. Therefore, in the state without short-time, either a jackpot or a short-time per play result can be derived.
[0076] As shown in FIG. 10(b), the winning probability of the normal game, the variation time of the normal game, and the opening time of the normal variation winning device 79 in the winning state of the normal diagram vary depending on the game state. The time that the normal variation winning device 79 is in the open state per unit time is the shortest in the state without short-time, longer in the very short-time state than in the state without short-time, and longer in the short-time state than in the very short-time state. That is, the very short-time state and the short-time state are game states with different degrees of advantage.
[0077] As shown in FIG. 10(c), the types of jackpots in the special game include a 10R probability-variable jackpot and a 10R normal jackpot. The 10R probability-variable jackpot has 10 rounds in the special game state, and becomes a high-probability state and a short-time state until the next jackpot occurs after the end of the special game state. The 10R normal jackpot has 10 rounds in the special game state, and becomes a low-probability state and a short-time state after the end of the special game state. The short-time state set here ends by executing 100 special games without a jackpot occurring and shifts to the state without short-time.
[0078] As shown in FIG. 10(d), the types of short-time per play in the special game include 8 types from short-time per play A to H. The short-time per play A shifts to the short-time state, and the short-time state set here ends by executing 100 special games without a jackpot occurring and shifts to the state without short-time. The short-time per play B shifts to the short-time state, and the short-time state set here ends by executing 20 special games without a jackpot occurring and shifts to the state without short-time. Time-saving bonus C transitions to a time-saving state. This time-saving state ends after 50 special game rounds without a big win, and the game returns to a no-time-saving state. Time-saving bonus D transitions to a time-saving state. This time-saving state ends after 1324 special game rounds without a big win occurring, and the game returns to a no-time-saving state. The time-saving bonuses E through H transition to a slightly reduced time state. This slightly reduced time state ends after 1324 special game rounds without a big win, and the game transitions to a no-time-saving state.
[0079] Furthermore, a ceiling function may be included that transitions to a time-saving mode if a certain number of special feature games are played without a jackpot occurring in a low-probability state. Furthermore, the number of games in the shortened time state or slightly shortened time state is not limited to those mentioned above. In addition, although the number of games in the shortened time state or slightly shortened time state is determined solely based on the type of jackpot or shortened time jackpot, it may also be determined by considering the game state at the time the jackpot or shortened time jackpot occurs, in addition to the type of jackpot or shortened time jackpot. In this case, the correspondence between the type of jackpot or shortened time jackpot, the game state at the time the jackpot or shortened time jackpot occurs, and the number of games in the shortened time state or slightly shortened time state should be predetermined. For example, even with the same result, the number of games in the shortened time state or slightly shortened time state may differ depending on the game state at the time it occurs. Examples of game states include whether it is a low probability state or a high probability state, or whether it is a no-shortened time state, a slightly shortened time state, or a shortened time state. Furthermore, the decision of whether to enter a shortened time state or a slightly shortened time state may be made based on the type of big win or shortened time win, and the state of play when the big win or shortened time win occurs. For example, even with the same result, the state of play when it occurs may determine whether the game enters a shortened time state or a slightly shortened time state.
[0080] In this embodiment, each time-saving unit belongs to one of the groups A through D. Specifically, as shown in Figure 10(d), time-saving unit A belongs to group A, time-saving unit B belongs to group B, time-saving unit C belongs to group C, and time-saving units D through H belong to group D. While a time-saving bonus can only be derived in the no-time-saving state, even in the slight time-saving state, the same selection ratio as in the no-time-saving state is used to determine if the special symbol bonus random value matches the time-saving bonus judgment value. If they match, the type of time-saving bonus is determined by the special symbol type random value. However, in the slight time-saving state, even if the special symbol bonus random value matches the time-saving bonus judgment value, the result of the special symbol game is treated as a loss. In the shortened time state, if the result of the special symbol win random value and special symbol type random value determination is a shortened time win, the number of times a shortened time win occurs is accumulated for each group to which the shortened time win belongs. If the accumulated result satisfies the release condition, the game transitions to the shortened time state. In other words, the release condition is the condition for transitioning the game state to a different game state.
[0081] Figure 10(e) shows an example of the conditions for release. The conditions for deactivating the mode vary depending on the type of time-saving feature that triggered the transition to the slightly reduced time state. Specifically, if a slight time-saving state is entered based on the winning of a time-saving bonus E, the release condition will be met if one of the following three conditions is met during that slight time-saving state: one time-saving bonus judgment result belonging to Group A occurs, two time-saving bonus judgment results belonging to Group B occur, or ten time-saving bonus judgment results belonging to Group C occur. Note that the release condition will not be met if a time-saving bonus judgment result belonging to Group D occurs. In this slight time-saving state, a scenario is envisioned in which the release condition is highly likely to be met around 1 to 100 times of special gameplay from the start of the slight time-saving state. For the short-time bonus states resulting from winning bonuses F through H, each has its own set of conditions for release, and scenarios in which these conditions are met are anticipated.
[0082] The time-saving state set when the release condition is met differs depending on the release condition that was met. If the result of the time-saving win belonging to Group A satisfies the release condition, a time-saving state is set that ends after 100 special game spins without a big win, similar to when time-saving win A belonging to Group A is derived. If the result of the time-saving win belonging to Group B satisfies the release condition, a time-saving state is set that ends after 20 special game spins without a big win, similar to when time-saving win B belonging to Group B is derived. If the result of the time-saving win belonging to Group C satisfies the release condition, a time-saving state is set that ends after 50 special game spins without a big win, similar to when time-saving win C belonging to Group C is derived.
[0083] [Game State Transition Diagram] Figure 11 shows a game state transition diagram illustrating the transitions between game states in the gaming machine 1 of this embodiment. There are four game states, from the first to the fourth game states, and a special game state, and the player will remain in one of these game states.
[0084] The first game state, ST1, is a low-probability state with no time-saving feature, and is a game state in which the player is instructed to play by shooting left-handed, aiming for the starting prize entry device 90. In this first game state, ST1, either a big win or a time-saving win will be obtained. If a time-saving win A, B, C, or D is obtained in this first game state, ST1, the player will move to the third game state, ST3. If a time-saving win E, F, G, or H is obtained in the first game state, ST1, the player will move to the second game state, ST2. If a big win is obtained in the first game state, ST1, the player will move to the special game state, ST5.
[0085] The second game state, ST2, is a low-probability state with a slight time reduction, and is a game state in which the player is instructed to play by shooting left-handed, aiming for the starting prize device 90. If a jackpot is achieved in this second game state, ST2, the player will transition to the special game state, ST5. If no jackpot occurs in the second game state, ST2, and 1324 special symbol games are played, the player will transition to the first game state, ST1. Furthermore, if the release conditions are met in the second game state, ST2, the player will transition to the third game state, ST3. In this case, the number of times the player can stay in the third game state, ST3, is set based on the release conditions that were met.
[0086] The third game state, ST3, is a low-probability state and a time-saving state, where the player is instructed to play by shooting to the right, aiming for the normal variable prize winning device 79. If a jackpot is achieved in this third game state, ST3, the game transitions to the special game state, ST5. Also, if a jackpot does not occur in the third game state, ST3, and the specified number of special symbol games are played, the game transitions to the first game state, ST1. The specified number of games varies depending on the type of time-saving jackpot that triggered the transition to the third game state, ST3: 100 games for time-saving jackpot A, 20 games for time-saving jackpot B, 50 games for time-saving jackpot C, 1324 games for time-saving jackpot D, and 100 games for a 10R normal jackpot.
[0087] The fourth game state, ST4, is a high-probability state and a time-saving state, where players are instructed to play by shooting to the right, aiming for the normal variable prize winning device 79. If a jackpot is achieved in this fourth game state, ST4, the game transitions to the special game state, ST5. This fourth game state, ST4, is the state that is entered when the special game state ST5, which is based on a 10R probability variation jackpot, ends, and the player remains in this state until the next jackpot occurs.
[0088] [Processing by the game control device] The control of the gaming machine 1 that performs this type of game will be described below. First, the control performed by the gaming control device 100 will be described. The control processing by the gaming control device 100 is as follows: It mainly consists of the main processing shown in Figure 12 and the timer interrupt processing shown in Figure 13, which is performed at predetermined time intervals (e.g., 4 milliseconds).
[0089] [Main process] The main process begins when the power to the gaming machine 1 is turned on. In this main process, the initial power-on setup process (step S1) is performed first. This process includes granting permission to access RAM 103, setting initial values for the stack pointer, and configuring the serial port used for communication with the payout control device 200 and the performance control device 300. In addition, a predetermined wait time is set to wait for the transition to the next process, providing time to wait for the other control devices such as the payout control device 200 and the performance control device 300 to start up, thereby preventing problems such as command errors.
[0090] Next, the internal function register setting process (step S2) is performed. In this process, the interrupt period for the timer interrupt processing is set to a predetermined period (for example, 4 milliseconds). In addition, the random number generation circuit provided in the MPU101 is started, and the random number range, which is the numerical range of various random number counters, is set. After that, the initial processing flag is set (step S3). During the initial processing that accompanies power-on (steps S1 to S19), the timer interrupt processing described later is generally not performed, but in some cases, interrupts may be allowed. By setting the initial processing flag, during the execution of the initial processing that accompanies power-on (steps S1 to S19), it is possible to prevent the timer interrupt processing from performing any game-related processing other than monitoring for power outages, updating various random number counters, and monitoring for fraud.
[0091] Next, it is determined whether the power outage flag set when the power is cut off is of a normal value (step S4). If it is normal (step S4; Y), a checksum is calculated for a predetermined area of RAM 103 and it is determined whether it matches the checksum calculated and stored when the power was cut off (step S5). If the checksums match (step S5; Y), it is determined whether the probability setting value is normal (step S6).
[0092] The probability setting value can be selected from six levels, from setting 1 to setting 6, and the value corresponding to the currently selected probability setting value is stored in the probability setting value area of RAM 103. Therefore, if the value stored in the probability setting value area corresponds to one of the values from setting 1 to setting 6, the system is in a normal state. If the probability setting value is normal (step S6; Y), it is determined whether there is a setting change flag (step S7).
[0093] Furthermore, if the power outage flag is not normal (step S4;N), the checksum does not match (step S5;N), or the probability setting value is not normal (step S6;N), the game stop flag is set (step S12) because the information stored in RAM103 is considered abnormal. Setting the game stop flag prevents the timer interrupt processing described later from performing any game-related processing other than monitoring for power outages, updating various random number counters, and monitoring for fraud.
[0094] Next, it is determined whether the RAM initialization switch 107 is ON (step S13). If it is not ON (step S13;N), that is, if the RAM initialization switch 107 has not been operated, RAM abnormality processing (step S18) is performed, and the process proceeds to step S19. In RAM abnormality processing (step S18), for example, a command indicating a RAM abnormality is set to be sent to the performance control device 300, and information is set to notify external devices such as the hall computer of the occurrence of the abnormality. Upon receiving a command indicating a RAM abnormality, the performance control device 300 uses the display device 81, light-emitting means 33, and speaker 34 to notify of the abnormality.
[0095] Returning to step S13, if the RAM initialization switch 107 is ON (step S13; Y), it is determined whether the setting key switch 108 is ON (step S14). If the setting key switch 108 is ON (step S14; Y), that is, if the setting key is inserted into the setting key operation unit and turned, the setting change process (step S15) is performed and the process proceeds to step S19.
[0096] The settings change process (step S15) performs various operations related to changing the probability setting value. First, interrupts are enabled to allow the execution of timer interrupt processing. Also, a settings change flag is set to indicate that the settings change process is in progress. This ensures that if the power is cut off and then restored during the settings change process, the settings change process will be performed again. Furthermore, the game stop flag is cleared. This ensures that if the information stored in RAM 103 is abnormal, it can be resolved by going through the settings change process.
[0097] Then, the probability setting value is sequentially changed in response to the operation of the RAM initialization switch 107, and the probability setting value is set based on the fact that the setting key switch 108 has been turned off. The selected probability setting value is displayed on the performance display monitor 109. After that, interrupts are disabled, and the area of RAM 103 excluding the area for storing the probability setting value is initialized, and the setting change process is terminated. Furthermore, if the machine has a ceiling function that puts it into a time-saving state if a predetermined number of special feature games are played without a big win occurring, a ceiling counter area is provided in RAM103 to manage the number of games until the ceiling is reached. However, the ceiling counter area may or may not be initialized.
[0098] Returning to step S14, if the setting key switch 108 is not on (step S14; N), it is determined whether there is a game stop flag (step S16). If there is a game stop flag (step S16; Y), the RAM abnormality processing (step S18) is performed. In other words, if the game stop flag is set because the information stored in RAM 103 is abnormal, the setting change processing (step S15) must be performed, thereby preventing the machine from starting operations with unintended probability settings.
[0099] Furthermore, if there is no game stop flag (step S16; N), the RAM initialization process (step S17) is performed, and the process proceeds to step S19. In this RAM initialization process, the areas of RAM 103 are initialized, excluding the area for storing probability setting values and the area for displaying performance information for calculating base values and payout ratios. This results in a low probability state and a state without time-saving features. Additionally, if a ceiling counter area is provided, it may or may not be initialized.
[0100] If the information stored in RAM 103 is normal, the process returns to step S7. If the setting change flag is present (step S7; Y), the process proceeds to the setting change process (step S15). If the setting change flag is not present (step S7; N), it is determined whether the RAM initialization switch 107 is on (step S8). If the RAM initialization switch 107 is on (step S8; Y), the process proceeds to step S14. If the RAM initialization switch 107 is not on (step S8; N), it is determined whether the setting key switch 108 is on (step S9).
[0101] If the setting key switch 108 is ON (step S9; Y), a setting confirmation process (step S11) is performed to make the probability setting value verifiable. If the setting key switch 108 is NOT ON (step S9; N), it is determined whether there is a setting confirmation flag (step S10). If there is no setting confirmation flag (step S10; N), the process proceeds to step S19. If there is a setting confirmation flag (step S10; Y), the setting confirmation process is performed. Perform the procedure (Step S11).
[0102] The setting confirmation process (step S11) performs various operations to enable the confirmation of the probability setting value. First, interrupts are enabled to allow the execution of timer interrupt processing. Also, a setting confirmation flag is set to indicate that the setting confirmation process is in progress. This ensures that if the power is cut off and then restored during the setting confirmation process, the setting confirmation process will be performed again. Furthermore, the current probability setting value is displayed on the performance display monitor 109, and based on the setting key switch 108 being turned off, the setting confirmation flag is cleared, interrupts are disabled, and the setting confirmation process ends.
[0103] In step S19, the flag indicating that initial processing is in progress is cleared. This allows game-related processing to be performed in the timer interrupt handling described later. Subsequently, the loop processing from steps S20 to S23 is repeated. In this loop processing, interrupts are disabled (step S20), and a random number initial value update process is performed to update the values of various initial random numbers and break the regularity of the random numbers (step S21). Furthermore, a variation type random number update process is performed to update the variation type random number for determining the variation type of the special feature game (step S22), and interrupts are enabled (step S23).
[0104] In the random number initial value update process (step S21) and the variation type random number update process (step S22), the counter is updated by +1 each time a process is performed, and when it reaches the maximum value of a predetermined random number range, it returns to 0. The loop process is performed in the time from the end of one timer interrupt process to the start of the next timer interrupt process. However, this time varies depending on the content of the timer interrupt process, so the number of times the loop process is performed is irregular, which allows for irregularity in the random number initial value and variation type random numbers.
[0105] [Timer interrupt handling] Figure 13 shows the timer interrupt process. This timer interrupt process is an interrupt routine that starts at a predetermined interval (for example, 4 milliseconds). In this timer interrupt process, first, a power outage monitoring process (step S41) is performed to monitor for the occurrence of a power outage. In this power outage monitoring process, power outage occurrence information is output from the power outage detection circuit 253 when a power outage occurs, and if power outage occurrence information is received, power outage processing is performed. In the power outage processing, a power outage occurrence flag is set, and a checksum is calculated and saved. After that, access to RAM 103 is prohibited and the system waits for the power to be cut off.
[0106] Next, a random number update process (step S42) is performed to update the special symbol type random numbers, regular symbol hit random numbers, and variation type random numbers, and a random number initial value update process (step S43) is performed to update the values of various initial random numbers and break the regularity of the random numbers. In these update processes, each random number counter is updated by +1, and when the values in the predetermined random number range have cycled through once, the starting value is changed using the random number initial value which has been updated as needed. Note that the special symbol hit random numbers are updated in the random number generation circuit of MPU101, but they may also be updated in the random number update process in the same way.
[0107] Next, the fraud detection process (step S44) is performed. In the fraud detection process, the detection signal from the fraud detection sensor 98 is monitored, and if the input of the detection signal meets predetermined conditions, the system performs processes such as sending a fraud detection command to the performance control device 300 to notify of the abnormality, and setting a game stop flag to stop the game. Then, if there is a game stop flag (step S45; Y) or an initial processing flag (step S46; Y), the timer interrupt processing is terminated without performing any further processing. Also, if there is no game stop flag (step S45; N) and no initial processing flag (step S46; N), output processing (step S47) is performed. Output processing (step S47) In this process, based on the output data set by various processes, it performs drive control of the large prize solenoid 94c, the general-purpose solenoid 79c, and other components.
[0108] Next, an input process (step S48) is performed to read the state of the input ports and acquire inputs and signals from various sensors and switches. Then, an entry detection process (step S49) is performed, which performs corresponding processing based on the inputs from the first start port switch 76a, the second start port switch 77a, the general power switch 79a, the big prize port switch 94a, the general prize port switch 96a, and the gate switch 78a. Then, a timer update process (step S50) is performed to update the timer counter, and a launch control process (step S51) is performed to control the launch of the game balls. Furthermore, based on the information read in the input process, an abnormality monitoring process (step S52) is performed to monitor for abnormalities in the game machine.
[0109] Subsequently, a general-purpose power processing (step S53) is performed to control the general-purpose game and the general-purpose variable prize winning device 79, a special-purpose power processing (step S54) is performed to control the special-purpose game and the special variable prize winning device 94, and a display control processing (step S55) is performed to control the display on the integrated display device 60. Furthermore, a payout control processing (step S56) is performed to control the payout of game balls, and an external information setting processing (step S57) is performed to set information to be output to various external devices. Finally, a performance display control processing (step S58) is performed to set the information necessary for calculating the base value and the prize ratio and to control the performance display monitor 109, and the timer interrupt processing is terminated.
[0110] [Ball entry detection process] Figure 14 shows the ball entry detection process (step S49) in the timer interrupt processing described above. In this process, it is first determined whether there is an input to the large prize slot switch 94a (step S61). If there is no input (step S61; N), the process proceeds to step S65. If there is an input (step S61; Y), it is determined whether the special variable prize device 94 is in a prize entry permission state (step S62).
[0111] If the special variable prize winning device 94 is not in a state where prize winning is permitted (step S62; N), the process proceeds to step S65. If the special variable prize winning device 94 is in a state where prize winning is permitted (step S62; Y), the corresponding payout counter is incremented by 1 (step S63). This sets the payout of prize balls associated with a win in the special variable prize winning device 94. After that, a command to win in the big prize slot is sent to the performance control device 300 (step S64), and the process proceeds to step S65. Upon receiving the command to win in the big prize slot, the performance control device 300 can perform effects such as updating the display of the cumulative number of prize balls acquired.
[0112] The special variable prize winning device 94 is designed so that it cannot win prizes when closed (first state) and can win prizes when open (second state). Therefore, during periods when it is possible to win prizes with the special variable prize winning device 94, it is set to a prize-permitted state and prize balls are paid out upon winning. During periods when it is not possible to win prizes with the special variable prize winning device 94, it is set to a prize-non-prize state and prize balls are not paid out even if a prize is won. The period during which it is possible to win a prize in the special variable prize winning device 94 is the period of special game mode, and the period during which it is not possible to win a prize in the special variable prize winning device 94 is the period when it is not in special game mode. Even in special game mode, there may be periods when winning is permitted and periods when winning is not permitted. For example, the opening period, interval period, and ending period during which the special variable prize winning device 94 is closed may be set to a state where winning is not permitted, while the rounds may be set to a state where winning is permitted.
[0113] In step S65, it is determined whether there is an input to the normal power switch 79a. If there is no input (step S65; N), the process proceeds to step S68. If there is an input (step S65; Y), it is determined whether the normal variable prize winning device 79 is in a prize winning permission state (step S66). ). If the normal variable prize winning device 79 is not in a prize-winning permitted state (step S66; N), the process proceeds to step S68. If the normal variable prize winning device 79 is in a prize-winning permitted state (step S66; Y), the corresponding payout counter is incremented by 1 (step S67), and the process proceeds to step S68. This sets the payout of prize balls associated with a win in the normal variable prize winning device 79.
[0114] The standard variable prize winning device 79 is designed so that it cannot win prizes when closed (first state) and can win prizes when open (second state). Therefore, during periods when it is possible to win prizes with the standard variable prize winning device 79, it is set to a prize-permitted state and prize balls are paid out upon winning. During periods when it is not possible to win prizes with the standard variable prize winning device 79, it is set to a prize-non-principal state and prize balls are not paid out even if a prize is won. The period during which it is possible to win a prize in the normal variable prize winning device 79 is the period when the normal diagram is in a winning state, and the period during which it is not possible to win a prize in the normal variable prize winning device 79 is the period when the normal diagram is not in a winning state. Even in the normal diagram's winning state, there may be periods when prize winning is permitted and periods when prize winning is not permitted. For example, the period during which the normal variable prize winning device 79 is in a closed state may be considered a prize-not-permitted state, and the period during which the normal variable prize winning device 79 is in an open state may be considered a prize-permitted state. In addition, even if a prize is won in a prize-not-permitted state, it is possible for the special diagram 2 reserve to occur, but this may also be considered invalid.
[0115] In step S68, it is determined whether there is an input to the first start port switch 76a. If there is no input (step S68; N), the process proceeds to step S70. If there is an input (step S68; Y), the corresponding payout counter is incremented by 1 (step S69), and the process proceeds to step S70. This sets the payout of prize balls associated with winning at the first start port 76. In step S70, it is determined whether there is an input to the second start port switch 77a. If there is no input (step S70; N), the process proceeds to step S72. If there is an input (step S70; Y), the corresponding payout counter is incremented by 1 (step S71), and the process proceeds to step S72. This sets the payout of prize balls associated with winning in the second start port 77. In step S72, it is determined whether there is an input to the general prize slot switch 96a. If there is no input (step S72; N), the ball entry detection process is terminated. If there is an input (step S72; Y), the corresponding payout counter is incremented by 1 (step S73), and the ball entry detection process is terminated. This sets the payout of prize balls associated with a ball entering the general prize slot 96.
[0116] [Special Electrical Processing] Figure 15 shows the special feature special power processing (step S54) in the timer interrupt processing described above. This special feature special power processing controls the occurrence of special feature hold and the overall processing related to the special feature game. First, the special symbol hold generation process (step S81) is performed. In this process, various random numbers are extracted based on the entry into the first start port 76, the second start port 77, and the normal variable prize winning device 79, and stored as special symbol holds, which are the rights to execute the special symbol game.
[0117] Next, the value of the special feature / special electric counter is obtained (step S82), the special feature / special electric address table is set (step S83), and the starting address of the process corresponding to the value of the special feature / special electric counter is obtained using the said special feature / special electric address table (step S84). Then, the process indicated by the starting address is executed (step S85). This allows the system to branch to a process corresponding to the current game state.
[0118] If the value of the special feature special electricity counter is 0, the special feature variation start process (step S86), which includes setting the start of the special feature game, is performed, and the special feature special electricity process ends. If the value of the special feature special electricity counter is 1, the special feature variation in progress process (step S87), which includes setting the stop time of the special feature game, is performed, and the special feature special electricity process ends. If the value of the special feature special electricity counter is 2, the special feature confirmation in progress process (step S88), which includes processing at the end of the special feature game according to the result of the special feature game, is performed, and the special feature special electricity process ends.
[0119] If the value of the special symbol special electric counter is 3, the special electric start process (step S89), which includes settings related to the start of the special game state, is performed, and the special symbol special electric process ends. If the value of the special symbol special electric counter is 4, the special electric open process (step S90), which includes processing related to the end of rounds in the special game state, is performed, and the special symbol special electric process ends. If the value of the special symbol special electric counter is 5, the special electric closed process (step S91), which includes processing related to the start of rounds in the special game state, is performed, and the special symbol special electric process ends. If the value of the special symbol special electric counter is 6, the special electric end process (step S92), which includes processing related to the end of the special game state, is performed, and the special symbol special electric process ends.
[0120] [Special Symbol Hold Generation Processing] Figure 16 shows the special symbol hold generation process (step S81) in the special symbol special electric processing. In this process, it is first determined whether there is a target prize (step S101). The target prizes are prizes won in the first start port 76, the second start port 77, and the normal variable prize winning device 79. If there are no eligible winning combinations (Step S101; N), the special symbol reserve generation process is terminated. If there are eligible winning combinations (Step S101; Y), it is determined whether the number of eligible special symbol reserves is less than the upper limit (Step S102). If a ball enters the first starting gate 76, a special symbol 1 reserve can be generated, so the number of special symbol reserves in question will be the number of special symbol 1 reserves. If a ball enters the second starting gate 77 or the normal variable prize entry device 79, a special symbol 2 reserve can be generated, so the number of special symbol reserves in question will be the number of special symbol 2 reserves.
[0121] If the number of target special symbols held is not less than the upper limit (step S102; N), the special symbol hold generation process is terminated because no more target special symbols can be stored. Also, if the number of target special symbols held is less than the upper limit (step S102; Y), the number of target special symbols held is updated by +1 (step S103), various random values are obtained and stored in the special symbol hold storage area of RAM 103 (step S104).
[0122] The various random values acquired include the special symbol win random value, the special symbol type random value, and the variation type random value, and these are stored for each special symbol hold. In addition, in the gaming machine 1 of this embodiment, special symbol 1 holds and special symbol 2 holds are processed in the order in which they occur, so information regarding the order in which they occur is also stored. Furthermore, when a special symbol hold occurs, the display of the corresponding hold display unit among the special symbol 1 hold display unit 64 and special symbol 2 hold display unit 65 of the integrated display device 60 is updated.
[0123] The RAM103's special feature hold storage area includes a special feature 1 hold storage area for storing special feature 1 holds and a special feature 2 hold storage area for storing special feature 2 holds. The special feature 1 hold storage area and the special feature 2 hold storage area each have a number of storage areas corresponding to the upper limit of the number of holds, and the information of one special feature hold is stored in one storage area. In addition, the storage areas in both the special feature 1 hold storage area and the special feature 2 hold storage area are assigned a rank, and the oldest stored information is stored in the storage area with the highest rank. When a special feature hold is used up, the oldest special feature hold stored in the highest-ranking storage area is used up, and the information of other special feature holds is shifted to the storage area with the next higher rank.
[0124] After storing the information of the special symbol hold, a pre-determination process (step S105) is performed. In this process, information about the special symbol game based on the special symbol hold is determined before the start of the special symbol game based on the special symbol hold. Information about the special symbol game includes the result of the special symbol game and the type of variation. Note that the determination result at the time of the pre-determination process may differ from the determination result when the special symbol game actually starts, depending on the progress of the game, so it is preferable to perform the pre-determination taking this into consideration. The result of this pre-determination process is transmitted to the performance control device 300 as a pre-determination command, and the performance control device 300 can execute performances based on the pre-determination result.
[0125] Subsequently, the special symbol hold command is sent to the performance control device 300 (step S106), and the special symbol hold generation process ends. The target special symbol hold command becomes the special symbol 1 hold command if special symbol 1 hold occurs, and the special symbol 2 hold command if special symbol 2 hold occurs. This special symbol hold command is sent to the performance control device 300, which can then perform effects such as displaying the number of special symbols held on the display device 81.
[0126] [Special Feature Fluctuation Start Processing] Figure 17 shows the special symbol variation start process (step S86) in the special symbol special electric processing. In this process, first, it is determined whether both the number of special symbol 1 reserves and the number of special symbol 2 reserves are 0 (step S121). If either or both of the number of special symbol 1 reserves and the number of special symbol 2 reserves are not 0 (step S121; N), it is determined whether it is the start of a variation for special symbol 1 (step S122). In the gaming machine 1 of this embodiment, special symbol reserves are consumed in the order in which they occur, and it is determined whether the type of special symbol reserve to be consumed this time is a special symbol 1 reserve. Note that it is also possible to prioritize the consumption of one type of special symbol reserve over the other.
[0127] If it is the start of a variation in Special Feature 1 (step S122; Y), the information for the earliest Special Feature 1 hold, which is the oldest Special Feature 1 hold in the memory order, is prepared (step S123), and a Special Feature 1 hold command indicating that the Special Feature 1 hold has decreased is sent (step S124). If it is not the start of a variation in Special Feature 1 (step S122; N), the information for the earliest Special Feature 2 hold, which is the oldest Special Feature 2 hold in the memory order, is prepared (step S125), and a Special Feature 2 hold command indicating that the Special Feature 2 hold has decreased is sent (step S126). In addition, as the Special Feature holds are consumed, the display of the corresponding hold display unit of the Special Feature 1 hold display unit 64 and Special Feature 2 hold display unit 65 of the integrated display device 60 is updated.
[0128] Then, a determination is made using the various random values contained in the prepared special symbol hold information. First, a determination table is set to determine the result of the special symbol game (step S127). In this process, the determination table is selected based on the currently set probability setting value, the type of special symbol that starts the variation (special symbol 1 or special symbol 2), the probability state of the special symbol (high probability state or low probability state), and the state of the regular symbol (no time reduction state, slight time reduction state, time reduction state).
[0129] Next, a result determination process (step S128) is performed to determine the result of the special game. In the result determination process, the result is determined by referring to the special game random number in the set jackpot determination table. If the result of the result determination process is a jackpot (step S129; Y), a jackpot type determination process is performed (step S130). In the jackpot type determination process, the jackpot type is determined by referring to the special game random number in the set jackpot type determination table. After that, a jackpot flag is set (step S131), and the stop symbols corresponding to the result are set (step S138).
[0130] Furthermore, if the result of the result determination process is not a big win (step S129; N) but a time-saving win (step S132; Y), the time-saving win type determination process is performed (step S133). In the time-saving win type determination process, the type of time-saving win is determined by referring to the special symbol type random number in the set time-saving win type determination table. Next, it is determined whether the game state is the first game state ST1, which is a low probability state and a state without time reduction (step S134). If the game state is the first game state ST1 (step S134; Y), the time reduction win flag is set (step S135), and the release conditions shown in Figure 10(e) are set based on the type of time reduction win (step S136). Then, the release counter for monitoring the fulfillment of the release conditions is cleared (step S137), and the stop symbols corresponding to the result are set (step S138).
[0131] Furthermore, if the game state is not the first game state ST1 (step S134; N), it is determined whether the game state is the second game state ST2, which is a low probability state and a slightly shortened time state (step S151). If the game state is not the second game state ST2 (step S151; N), a losing flag is set (step S156), and the stop symbols corresponding to the result are set (step S138). Also, if the game state is the second game state ST2 (step S151; Y), the group of the shortened time win is determined (step S152), and the counter for the corresponding group is incremented by 1 in the release counter (step S153).
[0132] Then, it is determined whether the release condition has been met (step S154). If the release condition has not been met (step S154; N), a miss flag is set (step S156), and the stop symbols corresponding to the result are set (step S138). If the release condition has been met (step S154; Y), a release flag corresponding to the met release condition is set (step S155), a miss flag is set (step S156), and the stop symbols corresponding to the result are set (step S138).
[0133] In the process of determining the group of the time-saving bonus (step S152), it is determined which of the groups A to D shown in Figure 10(d) the type of time-saving bonus determined by the time-saving bonus type determination process belongs to. The release counter has counters for each of the groups A to D, and by incrementing the counter of the determined group by 1, the number of times each group has appeared in the short time-saving state can be counted.
[0134] The release condition is determined to be met when any of the counting results for each group satisfies the release condition shown in Figure 10(e), which is set at the start of the slightly shortened time state. At this time, the number of playable games (predetermined number of times) for the shortened time state is selected based on the group that satisfies the release condition. The release flag contains information that the release condition has been met and the game will transition to the shortened time state, as well as information on the number of playable games for the shortened time state to be set.
[0135] In other words, in the jackpot determination table used to determine the special symbol win random number, the jackpot determination table used in the no-time-saving state and the slight-time-saving state includes jackpot and time-saving win as determination values in the proportions shown in Figure 10(a). Furthermore, a time-saving win can only occur when the game state is the first game state ST1, and if the game state is anything other than the first game state ST1, even if the determination result is for a time-saving win, the result is treated as a loss. In addition, when the game state is the second game state ST2, if the determination result is for a time-saving win, the slight-time-saving state is canceled based on the determination result of the type of time-saving win.
[0136] If the result of the result determination process is neither a big win (step S129;N) nor a time-saving win (step S132;N), a losing flag is set (step S156), and the stop symbols corresponding to the result are set (step S138). In the process of setting the stop symbols corresponding to the result (step S138), the result type to be displayed on the integrated display device 60 is set. The stop symbols set here differ depending on the type of result, and there are 11 types: 10R probability variation jackpot, 10R normal jackpot, time-saving jackpot A to H, and miss. Alternatively, multiple stop symbols may be assigned to a single result type and selected by a special symbol type random number.
[0137] Next, the variable type setting process is performed (step S139). In the variable type setting process, the variable type is selected by referring to the variable type random number in the variable type selection table. The variable type selection table is selected according to the type of special symbol diagram (special symbol diagram 1 or special symbol diagram 2) at the start of the variation, the probability state of the special symbol diagram (high probability state or low probability state), the state of the general symbol diagram (no time reduction state, slight time reduction state, time reduction state), the result of the special symbol game, the current number of reserved special symbol diagrams, etc., enabling the selection of a variety of variable types according to the game situation. The content of the variable type includes the variable time, the mode of the effect, the presence or absence of a reach, the type of reach, etc. For example, as for the type of reach, with different probabilities of hitting a big win (different expected values), there are normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), and special 3 reach (SP3 reach), and the expected values increase in the order of no reach < N reach < SP1 reach < SP2 reach < SP3 reach.
[0138] Then, a value corresponding to the variable time of the special symbol game corresponding to the selected variable type is set in the special symbol processing timer (step S140), and the variable display on the display part corresponding to the current special symbol game among the special symbol 1 display part 61 and the special symbol 2 display part 62 in the comprehensive display device 60 is started (step S141). The special symbol processing timer is decremented by 1 every time the timer update process (step S50) is performed, and it can be determined that the set time has been reached when the value of the special symbol processing timer becomes 0.
[0139] After that, a variable start command is sent to the effect control device 300 (step S142), the value of the special symbol special power counter is incremented by 1 (step S143), and the special symbol variation start process is terminated. The variable start command includes information such as the result of the special symbol game, the type of big win or time reduction win, and the variable type information. Based on this information, the effect control device 300 performs various effect settings such as setting the variable pattern of the decorative special symbol game on the display device 81 and setting the preview effect.
[0140] On the other hand, in determining whether the number of reserved symbols for Special Feature 1 and Special Feature 2 are both 0 (step S121; Y), the reserved symbol generation waiting process (step S144) is performed and the Special Feature variation start process is terminated. In the reserved symbol generation waiting process, a reserved symbol generation waiting state is set and the system waits for the occurrence of a Special Feature reserved symbol. The reserved symbol generation waiting state is released when the Special Feature game starts. Also, when the reserved symbol generation waiting state starts, a reserved symbol generation waiting command is sent to the performance control device 300, and upon receiving the reserved symbol generation waiting command, the performance control device 300 performs effects such as displaying a demo image on the display device 81.
[0141] [Special Feature Fluctuation Processing] Figure 18 shows the special feature variation processing (step S87) in the special feature special electric processing. In this process, it is first determined whether the value of the special feature processing timer is 0 (step S161). The special feature processing timer here is set to a value corresponding to the remaining variation time of the special feature game, and when the value of the special feature processing timer becomes 0, it means that the variation time has ended.
[0142] If the value of the special feature processing timer is not 0 (step S161; N), the special feature variation processing is terminated because the variation time has not ended. Also, if the value of the special feature processing timer is 0 (step S161; Y), the variation time has ended, so the variation display is stopped and the result is displayed (step S162). As a result, the variation display on the special feature 1 display unit 61 or the special feature 2 display unit 62 that was displaying the variation on the integrated display device 60 ends, and the stop symbol corresponding to the result is displayed, confirming the result of the special feature game. The stop symbol displayed here is the one set in the process of setting the stop symbol corresponding to the result in the special feature variation start processing (step S138).
[0143] Subsequently, a stop command is sent to the performance control device 300 (step S163). Upon receiving the stop command, the performance control device 300 stops the display of the decorative special feature game and displays the result. Then, a value corresponding to the stop time based on the result is set in the special symbol processing timer (step S164), the value of the special symbol special electric counter is incremented by 1 (step S165), and the special symbol variation processing ends. Note that the stop time may be the same regardless of the result, or it may be different depending on the result. For example, the stop time may be longer in the case of a big win or a time-saving win than in the case of a miss. Also, the stop time (confirmation time) in the case of a miss is shorter than the time from the start of the stop time (confirmation time) in the case of a big win until the end of the special game state based on that big win.
[0144] [Special design confirmation in progress] Figure 19 shows the special symbol confirmation process (step S88) in the special symbol special electric processing. In this process, it is first determined whether the value of the special symbol processing timer is 0 (step S181). The special symbol processing timer here is set to a value corresponding to the remaining stop time of the special symbol game, and when the value of the special symbol processing timer becomes 0, it means that the stop time has ended. If the value of the special symbol processing timer is not 0 (step S181; N), the stop time has not ended, so the special symbol confirmation process is terminated. Also, if the value of the special symbol processing timer is 0 (step S181; Y), the stop time has ended, so in order to perform processing according to the result of the special symbol game, it is determined whether there is a jackpot flag (step S182).
[0145] If a jackpot flag is present (step S182; Y), that is, if the result is a jackpot, a value corresponding to the duration of the opening period set at the start of the special game state is set in the special symbol processing timer (step S183), and an opening command is sent to the performance control device 300 (step S184). Upon receiving the opening command, the performance control device 300 starts the special game state and performs the opening performance. After that, the value of the special symbol special electric counter is incremented by 1 (step S185), and the special symbol confirmation process is terminated. As a result, the special symbol game ends and the special game state begins. The opening time can be the same regardless of the type of jackpot, or it can be different depending on the type of jackpot. For example, the opening time for a probability-increasing jackpot can be made longer than that for a regular jackpot.
[0146] On the other hand, if there is no jackpot flag (step S182; N), the time-saving state counter update process is performed to manage the period of time-saving state or slight time-saving state (step S186), and it is determined whether there is a time-saving jackpot flag (step S187). If there is no time-saving win flag (step S187;N), i.e., the result is a loss, it is determined whether there is a release flag (step S188), and if there is no release flag (step S188;N), the process proceeds to step S192.
[0147] Furthermore, if there is a time-saving win flag (step S187;Y), that is, if the result is a time-saving win, or if there is a release flag (step S188;Y), a time-saving flag corresponding to the type of time-saving win or release flag is set (step S189), a value corresponding to the type of time-saving win or release flag is set in the time-saving state counter (step S190), a state specification command is sent to the performance control device 300 (step S191), and the process proceeds to step S192.
[0148] In the gaming machine 1 of this embodiment, there are three game states as shown in the diagram: no time reduction state, slight time reduction state, and time reduction state, and the state can be determined by the value of the time reduction flag. In the process of step S189, if the type of time reduction win is a time reduction win A to D which is a time reduction state, the time reduction flag is set to a value corresponding to the time reduction state. Also, if the type of time reduction win is a time reduction win E to H which is a slight time reduction state, the time reduction flag is set to a value corresponding to the slight time reduction state. Additionally, if a deactivation flag is present, the time reduction flag will be set to a value corresponding to the time reduction state.
[0149] Furthermore, the time-saving state counter is a counter used to manage the number of times the special game that puts the player into a time-saving state or a slightly time-saving state is executed, and it is decremented by 1 during the time-saving state counter update process. The time-saving state or slightly time-saving state ends when the value of this time-saving state counter becomes 0. In the process of step S190, the number of times the special game that puts the player into a time-saving state or a slightly time-saving state is executed is set, and 100 is set for time-saving win A, 20 for time-saving win B, 50 for time-saving win C, and 1324 for time-saving wins D to H. Also, if there is a release flag, 100, 50, or 20 is set based on the information of the release flag.
[0150] In the high probability counter update process (step S192), the high probability counter is decremented by 1, and if the value becomes 0, the process transitions to the low probability state. After that, the special symbol special electric counter is set to the value 0 (step S193), and the special symbol confirmation process ends. As a result, the special symbol game ends and the system becomes ready to start the next special symbol game.
[0151] [Time-saving status counter update process] Figure 20 shows the time-saving state counter update process (step S186) during the special figure confirmation process. In this process, first, it is determined whether the state is "no time-saving" (step S201). Whether the state is "no time-saving" can be determined by referring to the value of the time-saving flag. If the state is "no time-saving" (step S201; Y), the time-saving state counter update process is terminated. If the state is not "no time-saving" (step S201; N), that is, if the state is "time-saving" or "slightly time-saving", the time-saving state counter is decremented by 1 (step S202), and it is determined whether the value of the time-saving state counter is 0 (step S203).
[0152] If the value of the time-saving state counter is not 0 (step S203; N), the time-saving state counter update process is terminated. In this case, the time-saving state or slight time-saving state continues in the next special game. If the value of the time-saving state counter is 0 (step S203; Y), the value of the no-time-saving state is set to the time-saving flag (step S204), a state specification command is sent to the performance control device 300 (step S205), and the time-saving state counter update process is terminated. As a result, the time-saving state or slight time-saving state ends and the game returns to the no-time-saving state.
[0153] Furthermore, if the value of the time-saving state counter becomes 0 (step S203; Y) and the time-saving flag is set to the value of the no-time-saving state (step S204), even if there is a release flag (step S188; Y), the processing from steps S189 to S191 may be omitted. In other words, if the release condition is met in a special game that has reached a predetermined number of rounds while in a slightly time-saving state, priority may be given to transitioning to the first game state ST1 upon reaching the predetermined number of rounds.
[0154] [High probability counter update process] Figure 21 shows the high probability counter update process (step S192) during the special symbol confirmation process. In this process, first, it is determined whether a high probability flag is present (step S211). If there is no high probability flag (step S211; N), i.e., the low probability state is reached, the high probability counter update process is terminated. If there is a high probability flag (step S211; Y), i.e., the high probability state is reached, the high probability counter, which manages the number of games that can be played in the high probability state, is deducted by 1 (step S212), and it is determined whether the value of the high probability counter is 0 (step S213).
[0155] If the value of the high probability counter is not 0 (step S213; N), the high probability counter update process is terminated. In this case, the high probability state continues in the next special game. If the value of Unta is 0 (step S213; Y), the high probability flag is cleared (step S214), a state specification command is sent to the performance control device 300 (step S215), and the high probability counter update process is terminated. This ends the high probability state and returns to the low probability state.
[0156] [Special Telephone Start Processing] Figure 22 shows the special electric start process (step S89) in the special electric processing. In this process, it is first determined whether the value of the special processing timer is 0 (step S221). The special processing timer here is set to a value corresponding to the remaining time of the opening period of the special game state, and when the value of the special processing timer becomes 0, it means that the opening period has ended. If the value of the special effect processing timer is not 0 (step S221; N), the opening period has not ended, so the special effect start process is terminated. Also, if the value of the special effect processing timer is 0 (step S221; Y), the opening period has ended, so the round counter is set to an initial value (step S222).
[0157] The round counter manages the number of rounds in which the special variable prize winning device 94 is converted to the closed state during a special game state. In the game machine 1 of this embodiment, the number of rounds is 10 regardless of the type of jackpot, so the value is set to 10. If the number of rounds differs depending on the type of jackpot, the value corresponding to the type of jackpot is set. Next, a value corresponding to the maximum opening time of the special variable prize winning device 94 in the first round is set in the special symbol processing timer (step S223), and an initial value corresponding to the maximum number of wins to the special variable prize winning device 94 in the first round is set in the prize winning counter that manages the number of wins to the special variable prize winning device 94 (step S224).
[0158] Then, the special variable prize winning device 94 is set to the prize winning permitted state (step S225), and the special variable prize winning device 94 is opened (step S226). Furthermore, a special electric release command is sent to the performance control device 300 (step S227), the value of the special symbol special electric counter is incremented by 1 (step S228), and the special electric start process is terminated. This starts the first round.
[0159] [Special electrical system release in progress processing] Figure 23 shows the special electric release processing (step S90) in the special electric processing. In this process, it is first determined whether there is a win in the special variable prize device 94 (step S241). If there is no win (step S241; N), the process proceeds to step S243. If there is a win (step S241; Y), the prize counter is decremented by 1 (step S242), and it is determined whether the value of the special processing timer is 0 (step S243).
[0160] The special processing timer here is set to a value equivalent to the remaining time relative to the maximum opening time of the round. If the value of this special processing timer is 0 (step S243; Y), that is, if the maximum opening time has been reached, the process proceeds to the round termination process from step S248 onwards. In this case, the round ends because the maximum opening time, which fulfills the first condition, has been reached.
[0161] Furthermore, if the value of the special feature processing timer is not 0 (step S243;N), that is, if the maximum opening time has not been reached, it is determined whether the value of the prize counter is 0 (step S244). If the value of the prize counter is not 0 (step S244;N), that is, if there are no prizes equal to the maximum number of prizes, the special electric start process is terminated. In this case, the round is continued without ending. Furthermore, if the value of the prize counter is 0 (step S244; Y), that is, if the maximum number of prizes has been won, the special feature processing timer is set to 0 (step S246), and step The process then proceeds to end round S248 and beyond. In this case, the round ends when the maximum number of winning entries, which fulfills the second condition, is achieved.
[0162] In step S248, the special variable prize winning device 94 is set to a non-prize state. This prevents the payout of prize balls even if a game ball is detected by the large prize opening switch 94a after the maximum opening time of the round has been reached or the maximum number of prizes have been won. In other words, in the game machine 1 of this embodiment, the special variable prize winning device 94 is set to a prize-allowed state only from the start of the round in the special game state until the closing condition for ending the round is met. Therefore, for example, even if a game ball is detected by the large prize opening switch 94a during the process of converting the special variable prize winning device 94 to a closed state due to reaching the maximum opening time of the round or the maximum number of prizes being won, no prize balls will be paid out.
[0163] In other words, the system is designed to invalidate payouts based on so-called over-winning. In the gaming machine 1 of this embodiment, even when a win is not possible, the detection by the large prize slot switch 94a is enabled, and the payout based on over-winning is invalidated by not performing the processing related to the payout of prize balls based on this detection. However, the detection by the large prize slot switch 94a itself may be disabled when a win is not possible.
[0164] When a game ball is detected by the large prize slot switch 94a while a prize cannot be won, information that there has been a prize that has been invalidated for payout may be transmitted to the performance control device 300, and the performance control device 300 may perform a performance based on this information. Examples of such performances include displaying the number of prizes that have been invalidated for payout on the display device 81, displaying the number of prize balls that would have been obtained if the payout had been valid on the display device 81, outputting an audio message from the speaker 34 to notify that there has been a prize that has been invalidated for payout, and illuminating the light-emitting means 33 in a light-emitting pattern to notify that there has been a prize that has been invalidated for payout. By performing such performances, the player can be sure that there has been a prize that has been invalidated for payout, and the enjoyment of the game can be enhanced.
[0165] Furthermore, it is also permissible to allow the payout of prize balls based on over-winning. In this case, the prize-winning permitted state should be maintained for a certain period of time or for the entire duration from the start of the interval period or ending period. That is, the prize-winning permitted state and the prize-winning prohibited state should switch depending on the time elapsed from the start of the interval period or ending period. For example, the prize-winning permitted state may be maintained from the start of the interval period or ending period until the special variable prize-winning device 94 is completely closed, and the prize-winning prohibited state may be maintained for the remaining time. In addition to the case where the prize-winning permitted state is maintained for a certain period from the start of the interval period or ending period and the prize-winning prohibited state is maintained for the remainder, or the prize-winning prohibited state may be maintained for a certain period from the start of the interval period or ending period and the prize-winning permitted state is maintained for the remainder. In this case, within a single interval period or ending period, the time elapsed in the prize-winning permitted state and the time elapsed in the prize-winning prohibited state may be the same, the time elapsed in the prize-winning permitted state may be longer than the time elapsed in the prize-winning prohibited state, or the time elapsed in the prize-winning permitted state may be shorter than the time elapsed in the prize-winning prohibited state.
[0166] Furthermore, there may be multiple points in time during the interval or ending period where the state switches between being allowed to win a prize and being ineligible to win a prize. In this case as well, within a single interval or ending period, the total time spent in the state allowed to win a prize and the total time spent in the state ineligible to win a prize may be the same, the total time spent in the state allowed to win a prize may be longer than the total time spent in the state ineligible to win a prize, or the total time spent in the state allowed to win a prize may be shorter than the total time spent in the state ineligible to win a prize.
[0167] Additionally, the status of being allowed to win prizes and being ineligible to win prizes may be changed based on the number of prizes won since the start of the interval period or the ending period. From the start of the winning period until two prizes are won, the player may be ineligible to win prizes, and for the remaining time, they may be allowed to win prizes. Furthermore, if four prizes are won, the player may be ineligible to win prizes again. Conversely, from the start of the interval period or ending period until two prizes are won, the player may be allowed to win prizes, and for the remaining time, they may be ineligible to win prizes. Furthermore, if four prizes are won, the player may be allowed to win prizes again.
[0168] Furthermore, under certain conditions, the payout of prize balls based on over-winning may be permitted. Certain conditions include the end of a round due to reaching the maximum opening time. Another certain condition is the end of a specific round. For example, in the first half of the rounds (rounds 1 to 5), the payout of prize balls based on over-winning may be permitted, while in the second half of the rounds (rounds 6 to 10), the payout of prize balls based on over-winning may not be permitted.
[0169] Next, the special variable prize winning device 94 is closed (step S249), the round counter is decremented by 1 (step S250), and it is determined whether the value of the round counter is 0 (step S251). If the value of the round counter is not 0 (step S251; N), that is, if it is not the end of the final round, the interval period setting process is performed to set the interval period between rounds and to send the interval command to the performance control device 300 (step S252), the value of the special feature special electric counter is incremented by 1 (step S253), and the special electric release process is terminated. Furthermore, if the value of the round counter is 0 (step S251; Y), that is, if it is the end of the final round, the ending period setting process is performed to set the ending period and send the ending command to the performance control device 300, which is set at the end of the special game state (step S254), the value of the special feature special electric counter is incremented by 2 (step S255), and the special electric release process is terminated.
[0170] [Special telephone line closed during processing] Figure 24 shows the special power closing process (step S91) in the special power processing. In this process, it is first determined whether the value of the special power processing timer is 0 (step S291). The special power processing timer here is set to a value corresponding to the remaining time of the interval period, and when the value of the special power processing timer becomes 0, it means that the interval period has ended. If the value of the special feature processing timer is not 0 (step S291; N), the interval period has not ended, so the special electric closing process is terminated. Also, if the value of the special feature processing timer is 0 (step S291; Y), the interval period has ended, so the special feature processing timer is set to a value equivalent to the maximum opening time of the special variable prize winning device 94 in the next round to start (step S292).
[0171] Then, an initial value is set in the prize counter, which manages the number of wins in the special variable prize device 94, corresponding to the maximum number of wins in the special variable prize device 94 in the next round to begin (step S293). Subsequently, the special variable prize winning device 94 is set to the prize winning permitted state (step S295), and the special variable prize winning device 94 is opened (step S296). Furthermore, a special electric release command is sent to the performance control device 300 (step S297), the value of the special symbol special electric counter is deducted by 1 (step S298), and the special electric closing process is terminated. This starts a new round.
[0172] [Special Telephone Termination Processing] Figure 25 shows the special effect termination process (step S92) in the special effect special effect processing. In this process, it is first determined whether the value of the special effect processing timer is 0 (step S311). The special effect processing timer here is set to a value corresponding to the remaining time of the ending period of the special game state. The ending period is determined by the value of the special processing timer becoming 0. If the value of the special symbol processing timer is not 0 (step S311; N), the ending period has not ended, so the special game termination process is terminated. Also, if the value of the special symbol processing timer is 0 (step S311; Y), the ending period has ended, so as a process related to the termination of the special game state, it is determined whether the trigger for the occurrence of this special game state was a probability variation jackpot (step S312).
[0173] If the trigger for this special game state is a jackpot with a probability variation (step S312; Y), the high probability flag is set (step S313), and the time reduction flag is set to the value of the time reduction state (step S314). As a result, the game state after the special game state ends will be set to both the high probability state and the time reduction state. Furthermore, the high probability state counter is set to 10000 (step S315), the time reduction state counter is set to 10000 (step S316), and the game proceeds to step S320. In the gaming machine 1 of this embodiment, the probability variation jackpot is a 10R probability variation jackpot, and in this case, the fourth gaming state ST4, which is a high probability state and a time-saving state, is set as the gaming state after the end of the special gaming state. In addition, the high probability state counter and the time-saving state counter are set to 10000, but since this value is sufficiently large, it is practically possible to stay in the fourth gaming state ST4 until the next jackpot.
[0174] Furthermore, if the trigger for this special game state is not a probability-increasing jackpot (step S312; N), that is, if it is a regular jackpot, the high probability flag is cleared (step S317), and the value for the time-saving state is set to the time-saving flag (step S318). As a result, the game state after the special game state ends will be set to a low probability state and a time-saving state. In addition, the time-saving state counter is set to 100 (step S319), and the game proceeds to step S320. In the gaming machine 1 of this embodiment, a jackpot that is not a probability-changing jackpot is a 10R regular jackpot, and in this case, the third gaming state ST3, which is a low probability state and a time-saving state, is set as the gaming state after the end of the special gaming state. In addition, the time-saving state counter is set to 100, and if the special symbol game is executed 100 times without a jackpot occurring, it will transition to the first gaming state ST1, which is a low probability state and no time-saving state.
[0175] Subsequently, a state specification command is sent to the performance control device 300 (step S320), the value of the special feature special electric counter is set to 0 (step S321), and the special electric termination process is terminated. As a result, the special game state ends and the system becomes ready to start the next special feature game.
[0176] [General diagram and general electricity processing] Figure 26 shows the general diagram power processing (step S53) in the timer interrupt processing described above. This general diagram power processing controls the occurrence of general diagram hold and the overall processing related to the general diagram game. First, it is determined whether there is an input to gate switch 78a (step S401). If there is no input (step S401; N), the process proceeds to step S405. If there is an input (step S401; Y), it is determined whether the number of general diagram hold is less than the upper limit (step S402).
[0177] If the number of reserved regular figures is not less than the upper limit (step S402; N), no more reserved regular figures can be stored, so the process proceeds to step S405 without generating any more reserved regular figures. Also, if the number of reserved regular figures is less than the upper limit (step S402; Y), the number of reserved regular figures is updated by +1 (step S403), various random values are obtained, and stored in the reserved regular figure storage area of RAM 103 (step S404). The various random values obtained include a random value per regular drawing, which is stored for each regular drawing held. Furthermore, when a regular drawing is held, the display on the regular drawing hold display unit 66 of the integrated display device 60 is updated. In addition, a random value for the type of regular drawing game result and a random value for the regular drawing game variation time may be stored.
[0178] The RAM103's general data hold storage area has a number of storage areas corresponding to the upper limit of the number of general data holds, with the information of one general data hold stored in one storage area. Furthermore, the storage areas are assigned a rank, and the oldest stored data is stored in the higher-ranking storage area first. When a general data hold is used up, the oldest general data hold stored in the highest-ranking storage area is used up, and the information of other general data holds is shifted to the storage area with the next higher rank.
[0179] Next, the value of the regular power counter is obtained (step S405), the regular power address table is set up (step S406), and the starting address of the process corresponding to the value of the regular power counter is obtained using the regular power address table (step S407). Then, the process indicated by the starting address is executed (step S408). This allows branching to occur according to the current game state.
[0180] If the value of the regular diagram / regular power counter is 0, the regular diagram variation start process (step S409), which includes setting the start of the regular diagram game, is performed, and the regular diagram / regular power process ends. If the value of the regular diagram / regular power counter is 1, the regular diagram variation in progress process (step S410), which includes setting the stop time as the variation time of the regular diagram game ends, is performed, and the regular diagram / regular power process ends. If the value of the regular diagram / regular power counter is 2, the regular diagram confirmation in progress process (step S411), which includes processing at the end of the regular diagram game according to the result of the regular diagram game, is performed, and the regular diagram / regular power process ends. If the value of the regular diagram / regular power counter is 3, the regular power control process (step S412), which includes control in the winning state of the regular diagram, is performed, and the regular diagram / regular power process ends.
[0181] [Start of general chart fluctuation process] Figure 27 shows the process of starting the normal diagram variation in the normal diagram normal power processing (step S409). In this process, first, it is determined whether the normal diagram hold is 0 (step S421). If it is 0 (step S421; Y), the normal diagram variation start process is terminated. If it is not 0 (step S421; N), the information of the earliest normal diagram hold, which is the oldest normal diagram hold in the memory order, is prepared (step S422), a judgment table corresponding to the value of the time reduction flag is set (step S423), and the result judgment process is performed (step S424). Here, a judgment table is selected and set based on whether it is a no-time reduction state, a time reduction state, or a slight time reduction state, and the result is determined by referring to the normal diagram random number in the set table.
[0182] If the result of the result determination process is a win (step S425; Y), the win flag is set (step S426), and the stop symbol corresponding to the result is set (step S428). If the result of the result determination process is not a win (step S425; N), the loss flag is set (step S427), and the stop symbol corresponding to the result is set (step S428). In the process of setting the stop symbol corresponding to the result (step S428), the result pattern to be displayed on the general display unit 63 of the integrated display device 60 is set.
[0183] Next, the variable time for the regular game corresponding to the value of the time reduction flag is selected (step S429), a value equivalent to the variable time for the regular game is set in the regular processing timer (step S430), and the variable display on the regular display unit 63 is started (step S431). The regular processing timer is decremented by 1 each time the timer update process (step S50) is performed, and it can be determined that the set time has been reached when the value of the regular processing timer becomes 0.
[0184] Subsequently, a command to start the regular display variation is sent to the display control device 300 (step S432), The value of the regular chart counter is incremented by 1 (step S433), and the regular chart variation start process is terminated. The regular chart variation start command includes information on the results of the regular chart game and the variation time, and the performance control device 300 uses this information to display the decorative regular chart game on the display device 81 and set various effects. Alternatively, a regular chart hold command containing information on the regular chart hold can be sent to the performance control device 300 as the number of regular chart holds increases or decreases, and the performance control device 300 can perform effects related to the regular chart hold, such as displaying the number of regular chart holds.
[0185] [General map confirmation in progress] Figure 28 shows the process of confirming the regular diagram during the regular diagram processing (step S411). In this process, it is first determined whether the value of the regular diagram processing timer is 0 (step S451). The regular diagram processing timer here is set to a value corresponding to the remaining stop time of the regular diagram game, and when the value of the regular diagram processing timer becomes 0, it means that the stop time has ended. If the value of the regular diagram processing timer is not 0 (step S451; N), the stop time has not ended, so the regular diagram confirmation process is terminated. Also, if the value of the regular diagram processing timer is 0 (step S451; Y), the stop time has ended, so in order to perform processing according to the result of the regular diagram game, it is first determined whether there is a winning flag (step S452).
[0186] If there is no winning flag (step S452; N), i.e., the result is a loss, the normal chart normal power counter is set to 0 (step S460), and the normal chart confirmation process is terminated. This ends the normal chart game and makes it possible to start the next normal chart game. If there is a winning flag (step S452; Y), i.e., the result is a win, the normal power release counter is set to a value corresponding to the time reduction flag (step S453). The normal power release counter controls the number of times the normal variable prize winning device 79 is opened and closed. It is set to "1" in the no-time reduction state and the slight time reduction state, which is one opening, and to "3" in the time reduction state, which is two openings.
[0187] Next, the value of the release time corresponding to the value of the time-saving flag is obtained (step S454), and the value equivalent to the release time is set in the general processing timer (step S455). In the case of the no-time-saving state and the slight time-saving state, which is one release, the value equivalent to the release time for that one release (here, 0.2 seconds or 0.5 seconds) is set. In the time-saving state, which is two releases, the value equivalent to the first release time (here, 1 second) is set.
[0188] Then, an initial value is set for the regular electric prize counter that manages the number of wins in the regular electric prize device 79 (step S456), and the regular electric prize device 79 is set to a prize-allowing state (step S457). Furthermore, the regular electric prize device 79 is opened (step S458), the regular electric counter is incremented by 1, and the regular electric prize confirmation process ends. As a result, the regular electric prize game ends and the regular electric prize win state begins.
[0189] [Public Electric Train Control Processing] Figure 29 shows the regular control process (step S412) in the regular regular power processing. In this process, it is first determined whether there is a win in the regular variable prize device 79 (step S481). If there is no win (step S481; N), the process proceeds to step S483. If there is a win (step S481; Y), the regular power prize counter is decremented by 1 (step S482), and the process proceeds to step S483.
[0190] In step S483, it is determined whether the value of the normal entry counter is 0 (step S483). If the value of the normal entry counter is 0 (step S483; Y), that is, if the maximum number of entries have been won, the normal diagram processing timer is set to 0 (step S494), and the normal variable entry device 79 is set to a non-entry state (step S495). Furthermore, the normal variable entry device 79 is closed (step S496), and the normal diagram normal entry counter is set to 0 (step S493). (P497), the normal power control process is terminated. This ends the normal drawing win state and makes it possible to run the next normal drawing game.
[0191] On the other hand, if the value of the regular power entry counter is not 0 (step S483; N), that is, if there are no entries with the maximum number of entries, it is determined whether the regular diagram processing timer is 0 (step S484). If the value of the regular diagram processing timer is not 0 (step S484; N), the regular power control process is terminated. In this case, the regular diagram winning state is continued without termination. Also, if the regular diagram processing timer is 0 (step S484; Y), the value of the regular power release counter is deducted by 1 (step S485), and it is determined whether the regular power release counter is 0 (step S486). If the normal opening counter is 0 (step S486; Y), the opening for the maximum opening time has ended, so the process from step S495 onwards is performed to end the normal opening state.
[0192] When the normal winning state ends due to reaching the maximum opening time or winning the maximum number of prizes, the prize-not-winning state is set (step S495). This prevents the payout of prize balls even if a game ball is detected by the normal power switch 79a after reaching the maximum opening time or winning the maximum number of prizes. In other words, in the game machine 1 of this embodiment, the normal variable prize-winning device 79 is set to the prize-winning permission state only from the start of the winning state until the end condition is met in the normal winning state. Therefore, for example, even if a game ball is detected by the normal power switch 79a during the process of converting the normal variable prize-winning device 79 to the closed state due to reaching the maximum opening time or winning the maximum number of prizes in the winning state, no prize balls will be paid out.
[0193] In other words, payouts based on so-called over-winning are invalidated. In the gaming machine 1 of this embodiment, even when a winning state is not possible, the detection by the general power switch 79a is enabled, and by not performing the processing related to the payout of prize balls based on this detection, payouts based on over-winning are invalidated. In addition, even if an over-winning occurs, it is still possible for the special feature 2 reserve to occur, but this may also be invalidated. In this case, the detection by the normal power switch 79a may be disabled when winning is not possible. Furthermore, the payout of prize balls based on over-winning may be permitted. In this case, the prize-winning permission state shall be maintained for a certain period of time after the end of the normal winning state. Also, the payout of prize balls based on over-winning may be permitted if certain conditions are met. One such condition is when the normal winning state ends due to reaching the maximum opening time.
[0194] Furthermore, if the value of the normal power release counter is not 0 (step S486; N), it is determined whether the value of the normal power release counter is even (step S487). If the value of the normal power release counter is even (step S487; Y), the value of the closing time corresponding to the value of the time reduction flag and the value of the normal power release counter is obtained (step S488), and the value corresponding to the closing time is set in the normal power processing timer (step S489). Then, the normal variable prize winning device 79 is closed (step S490), and the normal power control process is terminated. In this case, if there are multiple openings in the normal winning state, it is when all openings except the last one have finished. For example, if there are two openings, it is when the first opening has finished.
[0195] Furthermore, if the value of the normal power release counter is not an even number (step S487; N), the value of the time reduction flag and the value of the normal power release counter are obtained to obtain the release time value (step S491), and the value equivalent to the release time is set in the normal power processing timer (step S492). Then, the normal variable prize winning device 79 is released (step S493), and the normal power control process is terminated. In this case, if there are multiple openings in the normal winning state, it is the case when starting an opening other than the first one. For example, it is the case when starting the second opening in the case of two openings.
[0196] Furthermore, if the value of the normal opening counter is even (step S487; Y), the normal variable prize winning device 79 may be set to a state where prize winning is not permitted, and if the value of the normal opening counter is odd (step S487; N), the normal variable prize winning device 79 may be set to a state where prize winning is permitted. In this way, when there are multiple openings in the normal winning state, payouts based on prize winnings during the period from the end of each opening (except the last one) until the next opening can be invalidated. In addition, the generation of special symbol 2 reserves based on prize winnings during this period may also be invalidated.
[0197] [Processing in the performance control system] Next, we will explain the control performed by the performance control device 300. The MPU 301 of the performance control device 300 controls the game's performance by mainly performing the main performance processing shown in Figure 30 and timer interrupt processing (not shown).
[0198] [Main processing for visual effects] As shown in Figure 30, in the main performance processing, various initial setting processes (step S601) are performed when the power of the gaming machine is turned on. These initial setting processes include, for example, initial settings for the MPU 301 and VDP 306, and initialization of the work RAM 303. After these initial settings are performed, a loop process is carried out. In the loop process, a received command processing (step S602) is performed, which processes commands received from the gaming control device 100, and a button input processing (step S603) is performed, which processes performances based on inputs from input units such as the performance button 41 and the directional pad 42.
[0199] Next, a display editing process (step S604) is performed to enable display on the display device 81 by editing settings to control the progress of the performance and drawing commands for the VDP306, and a sound control process (step S605) is performed to handle the output of sound from the speaker 34. Then, a light emission control process (step S606) is performed to control the light emission means 33, and a movable body control process (step S607) is performed to control the motor and solenoid of the movable performance device 82, before returning to the received command processing (step S602).
[0200] [Receiving Command Processing] Figure 31 shows the receiving command processing (step S602) in the main effect processing. In this processing, first, the command is read from the storage area that stores the received command provided in the work RAM 303, and the type of the command is analyzed (step S611).
[0201] When the command is a special figure command (step S612; Y), special figure effect processing (step S613) for performing processing related to the decorative special figure game is performed to end the receiving command processing. The special figure commands include a variation start command transmitted at the start of the special figure game, a stop command transmitted when the variation of the special figure game stops, and the like. In the case of the variation start command, information such as the type of big win or short time win and the variation type is included in the result of the special figure game. Based on this information, various effects such as setting the variation pattern of the decorative special figure game and setting a preview effect are performed, and the process of starting the decorative special figure game is performed. Also, in the case of the stop command, the process of stopping the variation display of the decorative special figure game and displaying the result state in a stopped manner is performed.
[0202] When the command is not a special figure command (step S612; N), it is determined whether it is a big win command (step S614). When it is a big win command (step S614; Y), big win effect processing for performing processing related to the effect in the special game state is performed (step S615), and the receiving command processing is ended. The big win commands include an opening command, a special electric release command, an interval command, an ending command, a big winning opening winning command, and the like. In the case of the opening command, the process of setting the effect during the opening period is performed. In the case of the special electric release command, the process of starting the lottery and setting the effect during the round is performed. Also, in the case of the interval command, the process of setting the effect during the interval period is performed. In the case of the ending command, the process of setting the effect during the ending period is performed. Also, in the case of the big winning opening winning command, the process of setting the effect such as the cumulative display of the number of prize balls obtained by winning in the special game state is performed.
[0203] If the command is not a jackpot command (step S614; N), it is determined whether it is a regular diagram command (step S616). If it is a regular diagram command (step S616; Y), the regular diagram performance processing is performed to handle the performance of the regular diagram game (step S617), and the received command processing is terminated. Regular diagram commands include regular diagram variation start commands, etc. In the case of a regular diagram variation start command, the display device 81 is used to display the decorative regular diagram game and set various performances.
[0204] If the command is not a regular symbol command (step S616; N), it is determined whether it is a hold command (step S618). If it is a hold command (step S618; Y), the hold effect processing, which performs the processing of the special symbol hold, is performed (step S619), and the received command processing is terminated. The hold-type commands include the Special Feature 1 hold command, the Special Feature 2 hold command, and the pre-judgment command. In the case of the Special Feature 1 hold command or the Special Feature 2 hold command, processing is performed to increase, decrease or move the decorative Special Feature hold display shown on the display device 81, etc., in accordance with the increase or decrease in the number of Special Feature 1 or Special Feature 2 holds. In the case of the pre-judgment command, processing is performed such as setting the notification for the decorative Special Feature hold display shown on the display device 81, etc., and setting the continuous performance across multiple Special Feature games.
[0205] If the command is not a hold command (step S618; N), it is determined whether it is a hold generation standby command (step S620). If it is a hold generation standby command (step S620; Y), a standby effect processing is performed, which includes setting up a standby effect to display a demo image on the display device 81, etc. (step S621), and the received command processing is terminated.
[0206] If the command is not a pending command (step S620; N), it is determined whether it is an error command (step S622). If it is an error command (step S622; Y), error notification processing is performed to perform the processing related to the error notification (step S623), and the received command processing is terminated. Error commands include RAM abnormality commands, fraud detection commands, inner frame release commands, front frame release commands, lower tray overflow commands, payout ball out commands, etc., and processing is performed to notify the error using the display device 81, etc.
[0207] If the command is not an error command (step S622; N), it is determined whether it is a state specification command (step S624). If it is a state specification command (step S624; Y), the current game state, such as a high probability state or a time-saving state, is stored based on the state specification command, and a state setting process is performed to make it available for selecting effects, etc. (step S625), and the received command processing is terminated. If the command is not a status setting command (step S624; N), it is determined whether it is a command other than those listed above (step S626). If it is a command other than those listed above (step S626; Y), various command-responding processes corresponding to the command are performed (step S627), and the received command processing is terminated.
[0208] [Game presentation] Next, the game's presentation and effects will be explained. Figure 32 shows an example of the presentation display on the display device 81. Basically, the presentation shown in Figure 32 can be executed in any of the first game state ST1, second game state ST2, third game state ST3, and fourth game state ST4. However, different visual effects may be displayed depending on the game state.
[0209] As shown in Figure 32(a), a first decorative special feature game display unit 501 is provided in the center of the display area of the display device 81, which displays the first decorative special feature game among the decorative special feature games executed in accordance with the special feature game. The first decorative special feature game display unit 501 is provided with an upper variable display area 502, a middle variable display area 503, and a lower variable display area 504. The decorative special feature game is displayed by changing the display of identification information so that it flows horizontally to the left in each of the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504, and then stopping the display.
[0210] In the gaming machine 1 of this embodiment, the upper fluctuation display area 502, the middle fluctuation display area 503, and the lower fluctuation display area 504 each contain nine types of main symbols indicated by the numbers "1" to "9" and sub-symbols indicated by "·" as identification information. In the upper fluctuation display area 502, the nine types of main symbols from "1" to "9" are arranged in ascending numerical order, with one sub-symbol placed between each main symbol. In the lower fluctuation display area 504, the nine types of main symbols from "1" to "9" are arranged in descending numerical order, with one sub-symbol placed between each main symbol. In the middle fluctuation display area 503, the nine types of main symbols from "1" to "9" are arranged in ascending numerical order, with the main symbol "4" placed between "1" and "9", and one sub-symbol placed between each main symbol.
[0211] In the first decorative special feature game display unit 501, when the machine is stopped, three pieces of identification information are displayed in each of the upper fluctuation display area 502, the middle fluctuation display area 503, and the lower fluctuation display area 504, resulting in a 3x3 arrangement of nine pieces of identification information. Five active lines are then set: the left line L1, the middle line L2, the right line L3, the downward-right line L4, and the upward-right line L5. If the result of the special game is a jackpot, a jackpot result pattern (for example, "777") in which the same main symbols line up on any of the active lines will be displayed. If the result of the special game is a time-saving jackpot A through D, that is, a time-saving jackpot that transitions to a time-saving state, a time-saving result pattern (for example, "341") in which the main symbols line up on any of the active lines in a predetermined pattern will be displayed. If the result of the special game is a miss, or a time-saving jackpot E through H that transitions to a slightly time-saving state, neither a jackpot result pattern nor a time-saving result pattern will be displayed on any of the active lines.
[0212] In the upper left of the display area of the display device 81, there is a second decorative special feature game display unit 505 that displays the second decorative special feature game among the decorative special feature games. The second decorative special feature game includes the second decorative special feature 1 game, which corresponds to the special feature 1 game, and the second decorative special feature 2 game, which corresponds to the special feature 2 game. The second decorative special feature game display unit 505 has a first display area 506 that displays the second decorative special feature 1 game, and a second display area 507 that displays the second decorative special feature 2 game. The second decorative special feature game display unit 505 displays identification information (small symbols) that is relatively smaller than the identification information (large symbols) displayed in the first decorative special feature game display unit 501.
[0213] In the first display area 506 and the second display area 507, identification information is displayed in a variable manner in one area, then stopped, and the result is displayed. The identification information displayed in the second decorative special feature game display unit 505 includes identification information corresponding to each result that can be derived in the special feature game, and after a variable display of these is performed sequentially, the identification information corresponding to the result is displayed in a stopped manner. In addition, similar to the first decorative special feature game, the result may be shown by a combination of identification information stopped in multiple variable display areas.
[0214] Furthermore, a decorative special feature hold indicator corresponding to the special feature hold is displayed at the bottom of the display area of the display device 81. A decorative special symbol hold display unit 508 is provided. The decorative special symbol hold display includes a decorative special symbol 1 hold display corresponding to special symbol 1 hold and a decorative special symbol 2 hold display corresponding to special symbol 2 hold, and there is a one-to-one correspondence with the special symbol hold. In the gaming machine 1 of this embodiment, regardless of whether it is a special symbol 1 hold or a special symbol 2 hold, the symbols are consumed in the order they are stored, so the decorative special symbol 1 hold display corresponding to special symbol 1 hold and the decorative special symbol 2 hold display corresponding to special symbol 2 hold are displayed in the same area in the order they are stored. The decorative special symbol hold displays are arranged so that the leftmost one corresponds to the oldest and first stored special symbol hold in the order it is stored, and they move to the left each time one is consumed.
[0215] Furthermore, the display patterns for the decorative special feature 1 hold indicator and the decorative special feature 2 hold indicator are different, making it possible to distinguish which special feature hold it is. Here, the shape of the decorative special feature 1 hold indicator is represented as "○" and the shape of the decorative special feature 2 hold indicator is represented as "△", but it may also be possible to distinguish them by differences in color or other means. Furthermore, the decorative special symbol hold display unit 508 can suggest or notify the results of the special symbol game based on the special symbol hold, the type of variation, and other pre-determined results, through the display mode of the decorative special symbol hold display corresponding to the special symbol hold. In this example, the pre-determined results are suggested or notified by changing the color of the decorative special symbol hold display on the far left. Furthermore, in the upper right part of the display area of the display device 81, there is a special feature reserve number display unit 520 for displaying the number of special feature reserves, which includes a special feature 1 reserve number display unit 521 for displaying the number of special feature 1 reserves and a special feature 2 reserve number display unit 522 for displaying the number of special feature 2 reserves.
[0216] Furthermore, the decorative special feature hold display unit 508 may be provided with a special feature 1 hold display unit for displaying special feature 1 holds and a special feature 2 hold display unit for displaying special feature 2 holds, and each hold display unit may display the decorative special feature hold displays in the order they are stored. Furthermore, although the display methods for the decorative special feature 1 hold display and the decorative special feature 2 hold display are different, they may be the same. Furthermore, although the decorative special feature hold display unit 508 is shown on the display device 81, the decorative special feature hold display unit 508 may be composed of a light-emitting unit provided on the variable display unit 80, and information regarding the special feature hold may be displayed by the lighting pattern of the light-emitting unit. Furthermore, a "Currently Running Reserved" display unit may be provided to display information related to the currently running special game. The "Currently Running Reserved" display unit may also suggest or notify the results and types of fluctuations of the currently running special game through the display method of the "Currently Running Reserved" display unit.
[0217] In the state shown in Figure 32(a), the oldest and first stored special symbol hold in the memory order is the Special Symbol 1 hold. When the Special Symbol 1 game is started as a new special symbol game based on this Special Symbol 1 hold, the decorative special symbol hold display at the left end of the decorative special symbol hold display unit 508 is erased, as shown in Figure 32(b), and the other decorative special symbol hold displays move to the left. Furthermore, the value in the Special Symbol 1 hold count display unit 521 is decreased by 1, and the display of changing identification information begins in the first display area 506 of the first decorative special symbol game display unit 501 and the second decorative special symbol game display unit 505.
[0218] After a predetermined time has elapsed, the upper fluctuation display area 502 enters a temporary stop state, as shown in Figure 32(c). In this temporary stop state, the identification information is displayed as if it is fluctuating, indicating that the fluctuation display has not yet finished. Next, as shown in Figure 32(d), the lower fluctuation display area 504 enters a temporary stop state. In this example, a double reach is selected as the fluctuation type, and the same identification information is displayed on both the downward-sloping line L4 and the upward-sloping line L5, resulting in a double reach. Depending on the selected fluctuation type, the performance may develop further into an SP reach. If a single reach is selected as the fluctuation type, the left line L1 and the middle line... A single reach occurs when the same identification information appears on either line L2 or line L3 on the right. Furthermore, if "no reach" is selected as the variation type, the same identification information will not appear on any of the active lines.
[0219] Subsequently, the medium-variation display area 503 enters a temporarily stopped state. If the result of the special game is a miss, the display temporarily stops in a state where neither the jackpot result pattern nor the time-saving result pattern is displayed on any of the active lines, as shown in Figure 32(e). As the variation time ends, the temporary stop ends and the identification information is displayed, as shown in Figure 32(f). Also, as the variation time ends, the variation display in the first display area 506 stops, and the identification information corresponding to the miss result is displayed. The display in Figure 32(f) continues until the stop time of the special game ends, and if a new special game starts afterward, the variation display as shown in Figure 32(b) begins.
[0220] Furthermore, if the result of the special game is a jackpot, the jackpot result is temporarily stopped on the active line as shown in Figure 32(g), and as the variation time ends, the temporary stop ends and the identification information is stopped and displayed as shown in Figure 32(h). Also, as the variation time ends, the variation display in the first display area 506 stops, and the identification information corresponding to the jackpot result is stopped and displayed. The display in Figure 32(h) continues until the stop time of the special game ends, after which the special game state begins.
[0221] [Unlock Conditions] As shown in Figure 11, the game states in the gaming machine 1 of this embodiment include a first game state ST1, a second game state ST2, a third game state ST3, a fourth game state ST4, and a special game state ST5. For example, if the power is turned on in the gaming machine 1, which involves a RAM clear, that is, if the RAM initialization process (step S17) is performed in the main process (Figure 12), the first game state ST1 (no time-saving state) is set. In the first game state ST1 (no time-saving state), there is a possibility of a time-saving win occurring (see Figure 10(a)), and if a time-saving win occurs, the game transitions to the second game state ST2 (slight time-saving state) or the third game state ST3 (time-saving state).
[0222] As shown in Figure 11, if a time-saving bonus A, B, C, or D occurs in the first game state ST1, the game transitions to the third game state ST3. If a time-saving bonus E, F, G, or H occurs in the first game state ST1, the game transitions to the second game state ST2. Furthermore, as shown in Figure 10(d), the probability of time-saving bonus rounds A through D occurring is approximately 20% (=0.50%+2.00%+10.00%+6.50%), and the probability of time-saving bonus rounds E through H occurring is approximately 80% (=15.00%+15.00%+30.00%+21.00%). In other words, in this embodiment, when transitioning from the first game state ST1 to another game state (excluding the special game state ST5), the probability of transitioning to the third game state ST3 is approximately 20%, and the probability of transitioning to the second game state ST2 is approximately 80%.
[0223] The second game state, ST2, is a slightly shortened time state where there is normal power support, but it is not very easy to hit the normal variable prize winning device 79. On the other hand, the third game state, ST3, is a shortened time state where it is easy to hit the normal variable prize winning device 79 thanks to normal power support. Therefore, transitioning to the third game state, ST3, is advantageous for the player, and by making it possible to generate such shortened time wins in the first game state, ST1, it is possible to increase the excitement of the arcade immediately after opening.
[0224] As shown in Figure 11, if a jackpot occurs in the second game state ST2, the game transitions to the special game state ST5. Also, if no jackpot occurs in the second game state ST2 and the specified number of special game rounds (1324 rounds) are played, the game transitions to the first game state ST1. Furthermore, since the second game state ST2 is a low-probability state, jackpots are less likely to occur (see Figure 10(a)). Therefore, if the only condition for exiting the second game state ST2 before completing the prescribed number of special feature games is "the occurrence of a jackpot," there is a high probability that the player will remain in the second game state ST2 until the prescribed number of special feature games are completed, which may reduce the enjoyment of the game. Therefore, in this embodiment, in addition to "occurrence of a jackpot," "fulfillment of a release condition" is also provided as a condition for exiting the second game state ST2 before the prescribed number of special feature games have been played. Specifically, if a jackpot occurs in the second game state ST2, the game transitions to the special game state ST5, and if the release condition is fulfilled in the second game state ST2, the game transitions to the third game state ST3.
[0225] As shown in Figure 17, if the result of the result determination process is a time-saving win (step S132;Y) and the game state is the first game state ST1 (step S134;Y), the game control device 100 sets the time-saving win flag (step S135), sets the release condition (step S136), and clears the release counter (step S137).
[0226] The game control device 100 of this embodiment is provided with release counters for group A, group B, group C, and group D. Then, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus E, the game control device 100 sets the upper limit of the release counter for group A to "1", the upper limit of the release counter for group B to "2", the upper limit of the release counter for group C to "10", and the upper limit of the release counter for group D to "10000" (see Figure 10(e)). Then, in step S137, the release counters for group A, group B, group C, and group D are reset to 0.
[0227] Furthermore, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus F, the game control device 100 sets the upper limit of the release counter for group A to "2", the upper limit of the release counter for group B to "4", the upper limit of the release counter for group C to "20", and the upper limit of the release counter for group D to "10000" in step S136 (see Figure 10(e)). Then, in step S137, the release counters for group A, group B, group C, and group D are reset to 0.
[0228] Similarly, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus G or H, the upper limit of each release counter is set in step S136, and each release counter is reset to 0 in step S137. On the other hand, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus A, B, C, or D, the game transitions to the third game state ST3 (time-saving state) instead of the second game state ST2 (slight time-saving state), so no release conditions are set. In other words, in this case, the time-saving bonus flag is set in step S135, but no release conditions are set in step S136. In this case, the release counter may or may not be cleared in step S137.
[0229] Furthermore, as shown in Figure 17, if the result of the result determination process is a time-saving win (step S132; Y) and the game state is the second game state ST2 (step S151; Y), the game control device 100 determines the group of time-saving wins (step S152), increments the counter for the corresponding group by 1 in the release counter (step S153), and if the release condition is met (step S154; Y), the release corresponding to the met release condition is performed. Set the flag (step S155).
[0230] Specifically, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus A, the game control device 100 determines it is group A in step S152 and updates the release counter for group A by +1 in step S153. Then, when the value of the release counter for group A (the updated value) reaches the upper limit of the release counter for group A set in step S136, it determines in step S154 that the release condition has been met and sets the release flag for group A in step S155.
[0231] Furthermore, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus B, the game control device 100 determines in step S152 that it is group B and updates the release counter for group B by +1 in step S153. Then, when the value of the release counter for group B (the updated value) reaches the upper limit of the release counter for group B set in step S136, it determines in step S154 that the release condition has been met and sets the release flag for group B in step S155.
[0232] Furthermore, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus C, the game control device 100 determines in step S152 that it is group C and updates the release counter for group C by +1 in step S153. Then, when the value of the release counter for group C (the updated value) reaches the upper limit of the release counter for group C set in step S136, it determines in step S154 that the release condition has been met and sets the release flag for group C in step S155.
[0233] Furthermore, if the result of the time-saving bonus type determination process (step S133) is time-saving bonus D, E, F, G, or H, the game control device 100 determines in step S152 that it is group D and updates the release counter for group D by +1 in step S153. Then, when the value of the release counter for group D (the updated value) reaches the upper limit of the release counter for group D set in step S136, it determines in step S154 that the release condition has been met and sets the release flag for group D in step S155.
[0234] However, in this embodiment, in step S136, an unreachable value (e.g., 10000) is set as the upper limit of the release counter for group D. That is, even if group D is identified in step S152 and the release counter for group D is updated by +1 in step S153, the value of the release counter for group D (the updated value) will never reach the upper limit of the release counter for group D. Therefore, if group D is identified in step S152, it is always determined in step S154 that the release condition is not met, and the process in step S155 (the process of setting the release flag for group D) is never performed.
[0235] It is also possible to omit the release counter for Group D. In this embodiment, the release condition is not met if the determination result for the time reduction belonging to group D occurs. Therefore, if group D is determined in step S152, it is sufficient that the release condition is not determined to be met in the immediately following step S154. By not providing a release counter for group D, there is no counter that is incremented by 1 when group D is determined, so it is always determined in step S154 that the release condition is not met.
[0236] Then, if the time-saving bonus flag is set in step S135, the game control device 100 determines in the special symbol confirmation processing (Figure 19) that there is a time-saving bonus flag (step S187; Y), sets the time-saving bonus flag according to the type of time-saving bonus (step S189), A value corresponding to the type of time-saving bonus is set in the time-saving state counter (step S190), a state specification command is sent to the performance control device 300 (step S191), and the time-saving bonus flag is cleared.
[0237] Specifically, if the type of time-saving bonus (the result of the time-saving bonus type determination process (step S133)) is time-saving bonus A, B, C, or D, then in step S189, the time-saving flag is set to a value corresponding to the time-saving state. Furthermore, if the type of time-saving bonus (the result of the time-saving bonus type determination process (step S133)) is time-saving bonus A, then in step S190, the time-saving state counter is set to 100; if it is time-saving bonus B, then in step S190, the time-saving state counter is set to 20; if it is time-saving bonus C, then in step S190, the time-saving state counter is set to 50; and if it is time-saving bonus D, then in step S190, the time-saving state counter is set to 1324. Furthermore, if the type of time-saving bonus (the result of the time-saving bonus type determination process (step S133)) is time-saving bonus E, F, G, or H, then in step S189, the time-saving flag is set to a value corresponding to the slight time-saving state, and in step S190, the time-saving state counter is set to 1324.
[0238] On the other hand, if the release flag is set in step S155, the game control device 100 determines that there is a release flag in the special symbol confirmation process (Figure 19) (step S188; Y), sets a time-saving flag corresponding to the release flag (step S189), sets a value corresponding to the release flag in the time-saving state counter (step S190), sends a state specification command to the performance control device 300 (step S191), and clears the release flag.
[0239] Specifically, if the release flag is set in step S155, then in step S189, the time-saving flag is set to a value corresponding to the time-saving state. Furthermore, if the release flag set in step S155 is the release flag for group A, the time-saving state counter is set to 100 in step S190; if it is the release flag for group B, the time-saving state counter is set to 20 in step S190; and if it is the release flag for group C, the time-saving state counter is set to 50 in step S190.
[0240] If there is a time-saving bonus flag (step S187; Y), and the time-saving bonus type is time-saving bonus A, B, C, or D, then in step S191, a state specification command is sent to the performance control device 300 specifying the third game state ST3 (low probability state and time-saving state). In response to receiving this state specification command, the performance control device 300 sets the performance mode to chance mode. Furthermore, if there is a time-saving bonus flag (step S187; Y) and the time-saving bonus type is time-saving bonus E, F, G, or H, then in step S191, a state specification command is sent to the performance control device 300 specifying the second game state ST2 (low probability state and slight time-saving state). In response to receiving this state specification command, the performance control device 300 sets the performance mode to normal mode.
[0241] Furthermore, if there is a release flag (step S188; Y), in step S191, a state specification command is sent to the performance control device 300 specifying the third game state ST3 (low probability state and time-saving state). In response to receiving this state specification command, the performance control device 300 sets the performance mode to chance mode.
[0242] In each game state, a performance mode is defined that is controlled by the performance control device 300 and defines the performance style of the game. The performance mode corresponding to the first game state ST1 is the C time mode. Furthermore, the performance mode corresponding to the second game state ST2 is designated as the normal mode. Additionally, the performance mode corresponding to the third game state ST3 is designated as the chance mode. Furthermore, the performance mode corresponding to the fourth game state ST4 is designated as the big chance mode. Furthermore, the performance mode corresponding to the special game state ST5 is designated as the jackpot mode.
[0243] <Release notification effect> Figure 33 shows an example of a release notification effect (a pre-announcement effect indicating that the release conditions have been met) that foreshadows the fulfillment of the release conditions. The state shown in Figure 33(a) is during the execution of Special Feature 1 game (with variable display), with one Special Feature 1 reserve and two Special Feature 2 reserves stored. The game state is the second game state ST2 (slight time reduction state). In this state, when the conditions for starting a special feature are met (when a game ball flows into the first start port 76, the second start port 77, or the normal variable prize winning device 79), a special feature hold occurs, and accordingly, the display in the decorative special feature hold display unit 508 is updated, and the display in the special feature hold count display unit 520 is updated. Here, let's assume that a special feature 1 hold has occurred. Therefore, in Figure 33(b), a decorative special feature 1 hold display ("○") has been added to the decorative special feature hold display unit 508, and the value of the special feature 1 hold count display unit 521 in the special feature hold count display unit 520 has been increased by 1.
[0244] Furthermore, the decorative special symbol hold display unit 508 can indicate or notify, as a pre-determination result, that the release condition will be met in the special symbol game based on the special symbol hold, by the display pattern of the decorative special symbol hold display corresponding to the special symbol hold. In the example shown in Figure 33(b), the decorative special symbol 1 hold display (the decorative special symbol hold display on the far right) corresponding to the special symbol 1 hold that occurred this time is changed in color to indicate or notify that the release condition will be met in the special symbol game based on the special symbol 1 hold, that is, that the special symbol 1 hold is a special symbol hold that will meet the release condition.
[0245] When a special symbol hold occurs, a pre-determination process (step S105 in Figure 16) is performed for that special symbol hold. This pre-determination process includes the same process as the release condition fulfillment determination process (steps S152-S154) in the special symbol variation start process (Figure 17). Specifically, in the pre-determination process (step S105), the game control device 100 performs a result determination process to determine the result of the special symbol game based on the target special symbol hold. If the result of this result determination process is a time-saving win, and the game state at the time of execution of the special symbol game based on the target special symbol hold is the second game state ST2, the game control device 100 performs the same process as the release condition fulfillment determination process (steps S152-S154) in the special symbol variation start process (Figure 17). If the release condition fulfillment determination process determines that the release condition is fulfilled, the game control device 100 notifies the performance control device 300 that the target special symbol hold is a special symbol hold that fulfills the release condition (step S106). The performance control device 300 then executes a release notification performance (Figure 33(b)) at a predetermined rate in response to receiving this notification.
[0246] Whether the game state at the time of execution of the special symbol game based on the target special symbol hold is the second game state ST2 can be determined, for example, based on the value of the time-saving state counter and the number of special symbol holds. Furthermore, the game control device 100 may, in the pre-determination process (step S105), perform the same process as the release condition fulfillment determination process (steps S152 to S154) in the special symbol variation start process (Figure 17) if the determination result in the result determination process is a time-saving win and the game state at the present time (the time of the pre-determination process) is the second game state ST2.
[0247] In this embodiment, the game transitions from the second game state ST2 to the first game state ST1 after a predetermined number of special symbol games have been played. Therefore, even if the game state at the time a special symbol hold that satisfies the release condition occurs (at the time of the pre-determination process) is the second game state ST2, the special symbol hold In some cases, the game state at the time of execution of the special game based on the special symbol hold may be the first game state ST1. In this case, the release condition is not met because the game has already exited the second game state ST2 at the time of execution of the special game based on the special symbol hold, but the result of the special game based on the special symbol hold will be a time-saving win. Therefore, in the configuration (hereinafter referred to as "first configuration") in which the same processing as the release condition fulfillment determination processing (steps S152-S154) in the special symbol variation start processing (Figure 17) is performed when the result of the result determination processing is a time-saving win and the current game state (at the time of the pre-determination processing) is the second game state ST2, even though the release notification effect has been executed, there is a possibility that the release condition will not be fulfilled in the special symbol game based on the target special symbol hold. However, since the player has already exited the second game state ST2 and a time-saving win will occur in the special symbol game based on the target special symbol hold, the player who had their expectations raised by the release notification effect will not be greatly disappointed. Furthermore, by enabling the execution of a pre-announcement animation for a time-saving bonus, and by making the animation style of the pre-announcement animation for a time-saving bonus and the release announcement animation (pre-announcement animation for the fulfillment of the release conditions) identical, it becomes difficult to distinguish between the pre-announcement animation for a time-saving bonus and the release announcement animation, thereby avoiding disappointing players even when the first configuration is adopted.
[0248] Furthermore, the manner in which the release notification effect is presented is not limited to the manner shown in Figure 33(b). In other words, the release notification effect is not limited to a manner in which the target decorative special symbol hold display is displayed in a manner that suggests or notifies that it is a special symbol hold that fulfills the release condition. For example, the release notification effect may be a manner in which an image that suggests or notifies that it is a special symbol hold that fulfills the release condition (for example, a text image such as "Release!") is superimposed on the target decorative special symbol hold display, or displayed in the vicinity of the target decorative special symbol hold display. Furthermore, although the release notification effect was performed using the display device 81, the release notification effect may also be performed using at least one of the light-emitting means 33, speaker 34, and movable effect device 82 in addition to (or instead of) the display device 81.
[0249] <Chance Mode Presentation> FIG. 34 shows an example of a presentation (Chance Mode Presentation) in the third game state ST3 based on the fulfillment of the release condition. When the release condition is fulfilled and the transition is made from the second game state ST2 to the third game state ST3, the presentation control device 300 sets the chance mode as the presentation mode and executes the chance mode presentation at a predetermined ratio. The chance mode presentation includes at least a chance mode start presentation, a chance mode ongoing presentation, and a chance mode end presentation, and may further include a chance mode continuation presentation.
[0250] When the determination result of the short-time per play belonging to Group B satisfies the release condition, the presentation control device 300 starts the chance mode presentation and first executes the chance mode start presentation. In the chance mode start presentation, for example, as shown in FIG. 34(a), a first notification image 531 that suggests or notifies that the stay period (number of executable games) of the chance mode is 20 times is displayed. Next, when the number of executions of the special figure game reaches the specified number (20 times) without a big win occurring, the presentation control device 300 executes the chance mode end presentation and ends the chance mode presentation. In the chance mode end presentation, for example, as shown in FIG. 34(b), a second notification image 532 that suggests or notifies that the chance mode has ended is displayed.
[0251] Also, when the determination result of the short-time per play belonging to Group C satisfies the release condition, the presentation control device 300 starts the chance mode presentation and first executes the chance mode start presentation. In the chance mode start presentation, for example, as shown in FIG. 34(c), a first notification image 531 that suggests or notifies that the stay period (number of executable games) of the chance mode is 20 times is displayed. Next, if the number of special feature games reaches 20 without a big win occurring, the performance control device 300 executes the first chance mode continuation performance. In the first chance mode continuation performance, a third notification image 533 is displayed, for example as shown in Figure 34(d), which suggests or notifies that the duration of the chance mode (number of playable games) will be increased by 30. Next, if the number of times the special feature game is played reaches a predetermined number (50 times) without a big win occurring, the performance control device 300 executes a chance mode termination performance to end the chance mode performance. In the chance mode termination performance, a second notification image 532 is displayed, for example, as shown in Figure 34(e), which suggests or notifies that the chance mode is ending.
[0252] Furthermore, if the result of the time-saving bonus belonging to Group A satisfies the release conditions, the performance control device 300 starts the chance mode performance and first executes the chance mode start performance. In the chance mode start performance, for example, as shown in Figure 34(f), a first notification image 531 is displayed that suggests or notifies that the duration of the chance mode (number of playable games) is 20 times. Next, if the number of special feature games reaches 20 without a big win occurring, the performance control device 300 executes the second chance mode continuation performance. In the second chance mode continuation performance, a fourth notification image 534 is displayed, for example as shown in Figure 34(g), which suggests or notifies that the duration of the chance mode (number of playable games) will be increased by 80. Next, if the number of times the special feature game is played reaches a predetermined number (100 times) without a big win occurring, the performance control device 300 executes a chance mode termination performance to end the chance mode performance. In the chance mode termination performance, a second notification image 532 is displayed, for example, as shown in Figure 34(h), which suggests or notifies that the chance mode is ending.
[0253] The Chance Mode start animation occurs, for example, when transitioning from the second game state ST2 to the third game state ST3 and during the execution of the first special game (for example, at the start of the reel spinning display). In addition, the chance mode end effect is performed, for example, during the execution of the last special figure game when transitioning from the second game state ST2 to the third game state ST3. That is, the chance mode end effect is performed during the execution of the special figure game based on the retention of the special figure that satisfies the release condition (for example, at the end of the stop display). In addition, the chance mode continuation effects (the first chance mode continuation effect, the second chance mode continuation effect) are performed, for example, during the execution of the 20th rotation special figure game (for example, at the end of the stop display) when transitioning from the second game state ST2 to the third game state ST3, or during the execution of the 21st rotation special figure game (for example, at the start of the variable display) when transitioning from the second game state ST2 to the third game state ST3.
[0254] Although not shown in the drawings, the effect during the chance mode is an effect that suggests or notifies the remaining stay period. Specifically, the effect during the chance mode is an effect that updates (for example, counts down) the stay period (the number of executable games) suggested or notified by the chance mode start effect or the chance mode continuation effect each time a new special figure game is executed. When the group that satisfies the release condition is Group B, the effect during the chance mode is executed between the chance mode start effect and the chance mode end effect. The remaining stay period suggested or notified by this effect during the chance mode is the correct stay period. On the other hand, when the group that satisfies the release condition is Group A or Group C, the effect during the chance mode is executed in the first half (between the chance mode start effect and the chance mode continuation effect) and in the second half (between the chance mode continuation effect and the chance mode end effect). The remaining stay period suggested or notified by the effect during the chance mode in the first half is an incorrect stay period, and the remaining stay period suggested or notified by the effect during the chance mode in the second half is the correct stay period.
[0255] As shown in Figure 34, in the chance mode presentation of this embodiment, regardless of the type of group that has met the release conditions, a presentation (chance mode start presentation) is first executed that displays a first notification image 531 that suggests or notifies that the duration of the chance mode is 20 times. If the group that meets the release conditions is not the group (Group B) to which the specified number of 20 time-saving wins belong, then when the number of special game executions in chance mode (time-saving state) reaches 20, the chance mode continuation animation will be executed.
[0256] Specifically, if the group that meets the release conditions is the group (Group C) to which the specified number of time-saving wins of 50 belong, a third notification image 533 is displayed as a chance mode continuation effect (first chance mode continuation effect) which suggests or notifies that the duration of staying in chance mode will be extended by 30 times. Furthermore, if the group that meets the release conditions is the group to which the specified number of time-saving wins (100 times) belongs (Group A), a second chance mode continuation animation will be performed, which displays a fourth notification image 534 that suggests or notifies that the duration of staying in chance mode will be extended by 80 times.
[0257] Thus, in this embodiment, regardless of the type of group that satisfies the release conditions, the shortest possible duration of the chance mode is indicated or notified from the start of the chance mode until the number of special feature games in the chance mode reaches 20 (the minimum prescribed number). This gives the player a sense of anticipation regarding the duration of the chance mode (whether the duration will be extended, how long the extended duration will be, etc.), thereby enhancing the enjoyment of the game.
[0258] Furthermore, the presentation patterns for the chance mode are not limited to those shown in Figure 34. In addition, although the chance mode effect was performed using the display device 81, the chance mode effect may also be performed using at least one of the light-emitting means 33, speaker 34, and movable effect device 82 in addition to (or instead of) the display device 81.
[0259] In this embodiment, the special feature variation start process (Figure 17) is not limited to the first game state ST1 (step S134; N), but the result is a miss even if it is a time-saving win (step S156). For example, if the release condition is met in the second game state ST2 (slight time reduction state) and the result is a time reduction win, the result may be considered a time reduction win. Specifically, if the release condition is met (step S154; Y), instead of processing steps S155 and S156, the process of setting the time reduction win flag (same as the process in step S135) may be performed, and the process may proceed to step S138. In this way, the configuration related to the release flag can be omitted, and if the release condition is met in the second game state ST2, the time reduction state can be set by the same process as when a time reduction win occurs in the first game state ST1, thus reducing the control burden.
[0260] Furthermore, in this embodiment, among the first game state ST1 (no time reduction state), the second game state ST2 (slight time reduction state), and the third game state ST3 (time reduction state), the game state with the lowest degree of advantage is designated as the second game state ST2 (slight time reduction state), and the game state with the highest degree of advantage is designated as the third game state ST3 (time reduction state). However, the ranking of the degree of advantage (degree of advantage for the player) is not limited to this. For example, by providing a special bonus that is only valid in the second game state ST2 (slightly shortened time state), the second game state ST2 may be more advantageous than the first game state ST1 and the third game state ST3. A special feature that is only valid in the second game state ST2 is, for example, a guaranteed jackpot in the second game state. These are benefits that can only be derived in ST2 (slightly shortened time state). Furthermore, benefits that are only valid in the second game state ST2 are not limited to probability-changing jackpots; for example, they could be time-saving jackpots, or jackpots with a number of rounds greater than the normal number (10 in this embodiment) (for example, 16 rounds). Also, benefits that are only valid in the second game state ST2 are not limited to jackpot benefits; for example, they could be benefits such as displaying information advantageous to the player on the display device 81.
[0261] Furthermore, in this embodiment, the game transitions to the time-saving state (third game state ST3) based on the condition for releasing the slightly shortened time state (second game state ST2) being met, but the game is not limited to this. For example, based on the fulfillment of the conditions for releasing the slightly shortened time state (second game state ST2), the game may transition to a no-time-shortened state (first game state ST1) instead of a shortened time state (third game state ST3) and enter C-time mode. In other words, if the determination result for a shortened time win is such that the release conditions are fulfilled in the slightly shortened time state (second game state ST2), the shortened time state corresponding to that win may not be granted. Doing so will include cases where the game transitions back to the slightly shortened time state. In other words, in this embodiment, a shortened time win can only be derived in the no-time-shortened state, so by transitioning to the no-time-shortened state instead of a shortened time state based on the fulfillment of the conditions for releasing the slightly shortened time state, it is possible to include cases where, for example, the release conditions are fulfilled and the game transitions from the slightly shortened time state to the no-time-shortened state, and then simply playing the special game once in the no-time-shortened state transitions back to the slightly shortened time state. This makes it possible to relax the release conditions and improve the enjoyment of the game.
[0262] Furthermore, in this embodiment, the number of playable games (predetermined number of times) in the shortened time state (second game state ST2), which is set when the conditions for releasing the shortened time state are met, is determined by the type of group that met the release conditions. However, it is not limited to this, and may be determined by lottery, for example. That is, when the release conditions are met, a lottery may be held to determine the number of playable games.
[0263] Furthermore, in this embodiment, a jackpot lottery (a lottery to determine whether or not to set the variable ball entry means to an open state for special gameplay) is performed to determine whether a jackpot has been won (determining whether the random value for the special symbol win matches the jackpot determination value) and whether a time-saving jackpot has been won (determining whether the random value for the special symbol win matches the time-saving jackpot determination value) (steps S128, S129, S132), but the embodiment is not limited to this. For example, it is possible to perform a time-saving win lottery separately from the big win lottery, and to perform the big win lottery to determine if it is a big win (determining whether the special symbol win random value matches the big win determination value), and also to perform the time-saving win lottery to determine if it is a time-saving win (determining whether a random value different from the special symbol win random value (time-saving win random value) matches the time-saving win determination value). Specifically, for example, it is possible to perform the big win lottery to determine if it is a big win (steps S128, S129), and if it is not a big win (step S129; N), to perform the time-saving win lottery to determine if it is a time-saving win (step S132).
[0264] Furthermore, if a time-saving bonus lottery is to be conducted separately from the big win lottery, the time-saving bonus lottery may be made available only in the first game state ST1 (no time-saving state) and the second game state ST2 (slight time-saving state). Alternatively, the time-saving bonus lottery may be made available in the first to fourth game states, and the results of the time-saving bonus lottery conducted in the third game state ST3 and the fourth game state ST4 may be invalidated (i.e., the result is considered a loss regardless of whether the time-saving bonus random value matches the time-saving bonus judgment value).
[0265] Furthermore, in this embodiment, the determination of a time-saving bonus is made in either Special Feature 1 game or Special Feature 2 game, but it is not limited to this, and in either Special Feature 1 game or Special Feature 2 game Alternatively, the determination of whether a bonus round is awarded may be made only in one of the two games (for example, in Special Feature 1). Furthermore, in this embodiment, three release conditions are provided: a release condition that is met when a predetermined number of judgment results per time-saving unit belonging to Group A occur (hereinafter referred to as the "Group A release condition"), a release condition that is met when a predetermined number of judgment results per time-saving unit belonging to Group B occur (hereinafter referred to as the "Group B release condition"), and a release condition that is met when a predetermined number of judgment results per time-saving unit belonging to Group C occur (hereinafter referred to as the "Group C release condition"). However, the number of release conditions is not limited to three; there may be multiple conditions.
[0266] In this embodiment, the game state includes multiple states with varying degrees of advantage, such as the presence or absence of normal power support, the ease with which game balls flow into the normal variable prize entry device 79, and the probability of winning. The normal state here may be a state without time reduction, or a low probability state. The same applies to other embodiments. Furthermore, in this embodiment, the conditions for transitioning from one game state to another include conditions determined by the game machine, such as the number of times the symbols change, or the occurrence of specific minor wins, major wins, or time-saving wins. The same applies to other embodiments.
[0267] [Second Embodiment] Next, a description of the second embodiment of the gaming machine will be given. It should be noted that it basically has the same configuration as the first embodiment of the gaming machine described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted. The description will mainly focus on the differences. The gaming machine 1 of this embodiment has different conditions for releasing the slightly shortened time state compared to the gaming machine 1 of the first embodiment.
[0268] [Special Feature Fluctuation Start Processing] In the gaming machine 1 of this embodiment, the gaming control device 100 performs the special symbol variation start process shown in Figure 35 instead of the special symbol variation start process shown in Figure 17. In this process, if it is not a time-saving win (step S132;N) or if it is not the first game state ST1 (step S134;N), a losing flag is set (step S156), and the process from step S138 onwards is performed. That is, if it is not the first game state ST1 (step S134;N), the process in step S156 is performed without performing the processes in steps S151 to S155.
[0269] Furthermore, after the process of incrementing the special symbol special electric counter by 1 (step S143), it is determined whether the game state is the second game state ST2, which is a low probability state and a slightly shortened time state (step S151). If the game state is not the second game state ST2 (step S151; N), the special symbol variation start process is terminated. If the game state is the second game state ST2 (step S151; Y), a value corresponding to the variation type is added to the release counter (step S157). Then, it is determined whether the release condition has been met (step S154). If the release condition has not been met (step S154; N), the special symbol variation start process is terminated. If the release condition has been met (step S154; Y), the release flag corresponding to the met release condition is set (step S155), and the special symbol variation start process is terminated.
[0270] The release conditions in this embodiment relate to the types of variations in the special feature game, and include elements that can be met when the result of the special feature game is not a special result, such as the total value of the variation time, the number of times a particular variation type is selected, or the number of times a particular performance event is selected. The release condition in the first embodiment concerns matters related to the time-saving bonus, and therefore does not apply if the result of the special game is a special result, but is not limited to this. In other words, the release condition for the slight time-saving state only needs to be a condition that can be met when the result of the special game is not a special result. For example, the release condition in this embodiment (matters relating to the variation type of the special feature game) may be a condition that is met regardless of whether the result of the special feature game is a special result or not. Note that the special results referred to here are the jackpot results (first special result), and also include the minor win results (second special result) if a minor win is possible.
[0271] Figure 36 shows an example of the release conditions in this embodiment. Figure 36(a) shows an example where the release condition is the sum of the variation times. For example, if a slight time reduction state is entered based on winning time reduction bonus E, the release condition will be met when the cumulative time of the special game variation in that slight time reduction state reaches 1500 seconds. There are also specific release conditions for the slight time reduction states based on winning time reduction bonuses F through H.
[0272] In other words, if the result of the result determination process is a time-saving win (step S132; Y), and the result of the time-saving win type determination process (step S133) is a time-saving win E, the game control device 100 sets a value equivalent to 1500 seconds as the upper limit of the release counter in step S136, and clears the release counter to 0 in step S137. Then, when the game enters a slightly shortened time state and it is determined that the game state is the second game state ST2 (step S151; Y), the game control device 100 adds a value to the release counter in step S157 that corresponds to the variation time of the special feature game corresponding to the variation type selected in the variation type setting process (step S139) (for example, the same value as the value set in the special feature processing timer in step S140). Next, when the value of the release counter (the updated value) reaches the upper limit set in step S136, it is determined in step S154 that the release condition has been met, and the release flag is set in step S155. The number of playable games in the shortened time state set at this time may be determined by lottery, or it may be determined by the type of shortened time win that triggered the slightly shortened time state.
[0273] In gaming machine 1, the fewer the number of special symbol reserves, the higher the probability that a reach will be selected as the type of variation, and the longer the variation time when the variation type is no reach. Therefore, by making the release condition the total value of the variation time, it is possible to eliminate the sense of unfairness caused by the ease of entering the first start port 76, second start port 77 and normal variation prize device 79, which differ even in the same model, and improve the enjoyment of the game. In other words, in gaming machine 1, where it is difficult to enter the first start port 76, second start port 77 and normal variation prize device 79 and the number of special symbol reserves does not increase easily, the number of special symbol games required to fulfill the release condition will be fewer, thus reducing player dissatisfaction. Conversely, in gaming machine 1, where it is easy to enter the first start port 76, second start port 77 and normal variation prize device 79 and the number of special symbol reserves increases easily, the number of special symbol games required to fulfill the release condition will be more, but players will be satisfied with the sufficient number of special symbol reserves and will not feel dissatisfied.
[0274] Figure 36(b) shows an example where the release condition is the number of times a specific variation type has been selected. For example, if a slight time reduction state is entered based on winning a time reduction bonus E, the release condition will be met if one of the following three conditions is met during that slight time reduction state: either SP3 reach is selected once as the variation type, SP2 reach is selected twice as the variation type, or SP1 reach is selected 10 times as the variation type. Note that the release condition will not be met if a normal reach or no reach is selected as the variation type. There are also specific release conditions for the slight time reduction states based on winning time reduction bonuses F through H.
[0275] In other words, if the result of the result determination process is a time-saving win (step S132; Y), and the result of the time-saving win type determination process (step S133) is a time-saving win E, then in step S136, the game control device 100 sets the upper limit of the release counter for SP3 reach as Set to "1", set to "2" as the upper limit for the SP2 reach release counter, set to "10" as the upper limit for the SP1 reach release counter, set to "10000" as the upper limit for the normal reach release counter, and set to "10000" as the upper limit for the no reach release counter. Next, in step S137, clear the SP3 reach release counter, SP2 reach release counter, SP1 reach release counter, normal reach release counter, and no reach release counter to 0.
[0276] Then, when the game enters a slightly shortened time state and it is determined that the game state is the second game state ST2 (step S151; Y), the game control device 100 determines in step S157 whether there is a reach and what type of reach it is based on the variation type selected in the variation type setting process (step S139). If the determination result is, for example, an SP2 reach, it updates the release counter for SP2 reaches by +1. When the value of the release counter (the updated value) reaches the upper limit set in step S136, it determines in step S154 that the release condition has been met, and sets the release flag in step S155. The number of playable games in the shortened time state set at this time may be determined by lottery, by the type of shortened time win that triggered the slightly shortened time state, or by the type of reach that satisfied the release condition. In this way, by setting the release condition to the number of times a specific type of variation is selected, players' attention to special feature games and decorative special feature games can be increased, thereby improving the enjoyment of the game.
[0277] Figure 36(c) shows an example where the release condition is the number of times a specific performance event is selected. The performance events (performance events) targeted here are selected by the game control device 100, the result is transmitted to the performance control device 300, and then executed by the performance control device 300. Specific performance events include, for example, specific performances (such as previews), specific displays on the display device 81 (such as effect images), specific light emission from the light-emitting means 33, specific sounds output from the speaker 34, and specific actions performed by the movable performance device 82.
[0278] For example, if a slight time reduction state is entered based on winning a time reduction bonus E, the release condition will be met if one of the following three conditions is met during that slight time reduction state: either performance event A is selected once, performance event B is selected twice, or performance event C is selected ten times. Note that the release condition will not be met if performance event D or performance event E is selected. There are also specific release conditions for slight time reduction states based on winning time reduction bonuses F through H.
[0279] In other words, if the result of the result determination process is a time-saving win (step S132; Y), and the result of the time-saving win type determination process (step S133) is a time-saving win E, then in step S136, the game control device 100 sets the upper limit of the release counter for performance event A to "1", the upper limit of the release counter for performance event B to "2", the upper limit of the release counter for performance event C to "10", the upper limit of the release counter for performance event D to "10000", and the upper limit of the release counter for performance event E to "10000". Next, in step S137, the release counters for performance event A, performance event B, performance event C, performance event D, and performance event E are reset to 0.
[0280] Then, when the game enters a slightly shortened state and it is determined that the game state is the second game state ST2 (step S151; Y), the game control device 100, in step S157, determines the presence or absence of a performance event and the type of performance event based on the variation type selected in the variation type setting process (step S139). If the determination result is, for example, performance event B, it updates the release counter for performance event B by +1, and the value of the release counter (the updated value) in step S136 When the upper limit set is reached, it is determined in step S154 that the release condition has been met, and the release flag is set in step S155. The number of playable games in the shortened time state set at this time may be determined by lottery, by the type of shortened time win that triggered the shortened time state, or by the type of performance event that satisfied the release condition. In this way, by setting the release condition to the number of times a specific performance event is selected, the player's attention to the game's performance increases, and the enjoyment of the game can be enhanced.
[0281] [Third Embodiment] Next, a description of the third embodiment of the gaming machine will be given. Basically, it has the same configuration as the first embodiment of the gaming machine described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted. The description will focus mainly on the differences. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it is capable of performing a release expectation indication performance that suggests or notifies the likelihood of the release condition being met.
[0282] The release notification animation in the first embodiment (Figure 33(b)) is an animation that is performed at a predetermined rate when the release condition is met. In other words, since the release condition is always met when the release notification animation is performed, the release notification animation can also be said to be a release confirmation animation. Note that the release notification animation may be performed regardless of whether the release condition is met or not. On the one hand, the release expectation degree suggestion effect in this embodiment is an effect that is executed at a predetermined ratio when it is in the second gaming state ST2 (short time state). That is, the release expectation degree suggestion effect is an effect that can be executed regardless of whether the release condition is satisfied. Note that the release expectation degree suggestion effect may be executable at a predetermined ratio only when the release condition is satisfied. Also, in this embodiment, the release expectation degree suggestion effect is executed together with the jackpot prediction effect, but the release expectation degree suggestion effect may be executable regardless of whether the jackpot prediction effect is executed.
[0283] Furthermore, in this embodiment, it is assumed that the number of executable games (prescribed number of times) of the short time state set after the end of the special gaming state ST5 based on the normal jackpot varies depending on the gaming state at the time of derivation of the normal jackpot. As shown in FIG. 10(c), the normal jackpot of the first embodiment becomes a short time state with 100 executable games after the end of the special gaming state ST5 based on the normal jackpot. That is, in the first embodiment, regardless of which of the first to fourth gaming states the gaming state is at the time of derivation of the normal jackpot, the number of executable games of the short time state set after the end of the special gaming state ST5 is uniform (100 times).
[0284] On the other hand, in this embodiment, as shown in FIG. 37, the number of executable games of the short time state set after the end of the special gaming state ST5 varies depending on the gaming state at the time of derivation of the normal jackpot. Specifically, when a special figure game is executed in the first gaming state ST1 and the result of the special figure game is a 10R normal jackpot, after the end of the special gaming state ST5 based on the normal jackpot, it transitions to a short time state (third gaming state ST3) with 100 executable games. The same applies when a special figure game is executed in the second gaming state ST2 and the result of the special figure game is a 10R normal jackpot. Furthermore, if a special symbol game is played in the third game state ST3 and the result of that special symbol game is a 10R regular jackpot, after the end of the special game state ST5 based on that regular jackpot, the game will transition to a time-saving state (third game state ST3) with 50 playable games. The same applies if a special symbol game is played in the fourth game state ST4 and the result of that special symbol game is a 10R regular jackpot.
[0285] <Suggestion for expected release rate> Figure 38 shows an example of a release expectation indication effect that suggests or notifies the likelihood of the release conditions being met. The state shown in Figure 38(a) is during the execution of Special Feature 1 game (with variable display), and there are two Special Feature 1 reserves and three Special Feature 2 reserves stored. In other words, five Special Feature reserves are stored, and one of them (for example, the third oldest Special Feature reserve in the order of storage (the second oldest Special Feature 2 reserve in the order of storage)) is the Special Feature reserve that fulfills the release condition. The game state is the second game state ST2 (slight time reduction state).
[0286] In this state, when the conditions for starting a special feature are met (when a game ball flows into the first start port 76, the second start port 77, or the normal variable prize winning device 79), a special feature hold occurs, and accordingly, the display in the decorative special feature hold display unit 508 is updated, and the display in the special feature hold count display unit 520 is updated. Here, let's assume that a special feature 1 hold has occurred. Therefore, in Figure 38(b), a decorative special feature 1 hold display ("○") has been added to the decorative special feature hold display unit 508, and the value of the special feature 1 hold count display unit 521 in the special feature hold count display unit 520 has been increased by 1.
[0287] Furthermore, the decorative special symbol hold display unit 508 can indicate or notify, as a pre-determined result, the likelihood that the special symbol game based on the special symbol hold will result in a jackpot, by indicating the display pattern of the decorative special symbol hold display corresponding to that special symbol hold. In the example shown in Figure 38(b), the decorative special symbol 1 hold display (the decorative special symbol hold display on the far right) corresponding to the special symbol 1 hold that occurred this time is changed in color and a pattern (in this case, a star pattern) is added to indicate or notify the likelihood that the special symbol game based on that special symbol 1 hold will result in a jackpot. In other words, in the example shown in Figure 38(b), a jackpot pre-announcement effect is being performed in the decorative special symbol hold display unit 508.
[0288] As mentioned above, in this embodiment, the number of playable games in the time-saving state set after the end of the special game state ST5 based on a normal jackpot varies depending on the game state at the time the normal jackpot is derived. However, the number of playable games can be estimated by the timing of the execution of the jackpot pre-announcement effect (the game state at the time of execution of the jackpot pre-announcement effect). For example, in the example shown in Figure 38, the game state at the time of the pre-announcement of a big win (Figure 38(b)) is the second game state ST2 (slightly shortened time state). Also, if the game state at the time of a normal big win is the second game state ST2, a shortened time state with 100 playable games is set after the end of the special game state ST5 (see Figure 37). Therefore, the pre-announcement makes it possible to understand that there is a possibility of a big win, and if the big win is a normal big win, it can be estimated that the number of playable games in the shortened time state set after the end of the special game state ST5 is 100. In other words, the pre-announcement of a big win can indicate or announce not only the expected probability of a big win occurring, but also the number of playable games in the time-saving state that will be set after the end of the special game state ST5 based on that big win.
[0289] However, if the game state at the time of the pre-announcement of a jackpot is executed is the second game state ST2, and the release condition is met before the jackpot is awarded, the game state at the time of the jackpot award will be the third game state ST3. Therefore, in this case, the number of playable games that can be estimated from the timing of the pre-announcement of a jackpot execution (100 times) will differ from the number of playable games that are actually set (50 times). Therefore, as shown in Figure 38, the performance control device 300 of this embodiment is configured to suggest or notify that the game state may change before a jackpot is awarded by executing a release expectation indication performance after the start of the jackpot pre-announcement performance (or simultaneously with the start of the jackpot pre-announcement performance).
[0290] The release expectation indication effect is an effect that displays a release expectation indication display 540 near a predetermined decorative special symbol hold display, as shown in Figure 38(c), which indicates or notifies the likelihood that the release condition will be met. Here, the predetermined decorative special symbol hold display is, for example, preferably the decorative special symbol hold display corresponding to the special symbol hold that will meet the release condition, and any decorative special symbol hold display if there is no special symbol hold that will meet the release condition. In this embodiment, the release expectation indication display 540 includes a character image 541 and a dialogue image 542, and mainly indicates or notifies the expectation that the release condition will be met by the dialogue image 542. Specifically, the release expectation indication display 540 includes one of several character images with different expectation levels (for example, four character images: "Release!!", "Release!?", "Release?!", and "Release??") as the dialogue image 542.
[0291] In this way, by executing a pre-announcement of a big win along with an indication of the likelihood of a win being triggered, it is possible to suggest or inform the player that the game state may change before a big win is triggered. This makes the player aware that the actual content of the big win may differ from what can be inferred from the timing of the pre-announcement of a big win, and also makes them aware of the likelihood (expectation) of this difference, thus reducing the player's disappointment.
[0292] Furthermore, the display mode of the release expectation indication display 540 is not limited to the mode shown in Figure 38(c). That is, the release expectation indication display 540 does not necessarily indicate or inform the expectation that the release condition will be met by the display mode of the dialogue image 542, but may also indicate or inform the expectation that the release condition will be met by the display mode of the character image 541. In addition, the release expectation indication display 540 may include only one of the character image 541 and the dialogue image 542, or it may include images other than the character image 541 and the dialogue image 542.
[0293] Furthermore, the presentation mode of the release expectation indication presentation is not limited to the mode shown in Figure 38(c). In other words, the release expectation indication presentation is not limited to a presentation that displays a release expectation indication display 540 near a predetermined decorative special symbol hold display that suggests or notifies the likelihood that the release condition will be met. For example, the release expectation indication presentation may be a presentation that displays a predetermined decorative special symbol hold display in a display mode that suggests or notifies the likelihood that the release condition will be met. Furthermore, although the display device 81 was used to perform the release expectation indication effect, the release expectation indication effect may also be performed using at least one of the light-emitting means 33, speaker 34, and movable effect device 82 in addition to (or instead of) the display device 81.
[0294] Furthermore, the presentation methods for the pre-jackpot prediction effect are not limited to those shown in Figure 38(b). In other words, the pre-jackpot prediction effect is not limited to the presentation of the target decorative special symbol hold display in a presentation method that suggests or notifies the likelihood of a jackpot occurring. For example, the pre-jackpot prediction effect may be a presentation in which an image that suggests or notifies the likelihood of a jackpot occurring (for example, a text image such as "Jackpot!" or "Jackpot?") is superimposed on the target decorative special symbol hold display, or displayed in the vicinity of the target decorative special symbol hold display. Furthermore, although the display device 81 was used to perform the pre-announcement of a big win, the pre-announcement of a big win may also be performed using at least one of the light-emitting means 33, speaker 34, and movable performance device 82 in addition to (or instead of) the display device 81.
[0295] Furthermore, if a special symbol hold that fulfills the release conditions is stored, and a special symbol hold that results in a jackpot occurs, the jackpot pre-announcement animation may be restricted (prohibited). This means that if the actual content of the jackpot differs from what can be inferred from the timing of the jackpot pre-announcement animation, the jackpot pre-announcement animation will not be executed. In other words, if the actual content of the jackpot is worse than what can be inferred from the timing of the jackpot pre-announcement animation, the jackpot pre-announcement animation will not be executed, thus preventing disappointment for the player. This eliminates the need for a specific method and can enhance the enjoyment of the game.
[0296] [Fourth Embodiment] Next, the gaming machine of the fourth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted. The main differences will be described. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it can perform a condition achievement rate suggestion performance that suggests or notifies the rate at which the release conditions are achieved. The condition achievement rate suggestion performance is performed at a predetermined rate, for example, when the second game state ST2 (slight time reduction state) is in progress.
[0297] <Performance suggesting the rate of achieving the conditions> Figure 39 shows an example of a condition achievement rate indication effect that suggests or notifies the achievement rate of the conditions for unlocking the game. In this embodiment, when the game transitions to the second game state ST2 (slightly shortened time state), the performance control device 300 sets the performance mode to normal mode and starts the performance indicating the rate of achievement of the conditions. The condition achievement rate indication effect is an effect that displays a condition achievement rate indication display 550 that indicates or notifies the achievement rate of the release condition, as shown in Figures 39(a) and (b), for example. The condition achievement rate indication display 550 in this embodiment includes a meter image 551 for Group A that indicates or notifies the achievement rate of the Group A release condition, a meter image 552 for Group B that indicates or notifies the achievement rate of the Group B release condition, and a meter image 553 for Group C that indicates or notifies the achievement rate of the Group C release condition.
[0298] The state shown in Figure 39(a) is during the execution of the special feature game (stopped display), with two special feature 1 reserves and one special feature 2 reserve stored. The game state is the second game state ST2 (slight time reduction state). Furthermore, from the condition achievement rate indication display 550 shown in Figure 39(a), specifically from the number of divisions on each meter image 551, 552, and 553, it can be seen that the player is in a slight time-saving state based on winning the time-saving bonus E (see Figure 10(e)). Furthermore, from the condition achievement rate indication display 550 shown in Figure 39(a), specifically from the values shown in each meter image 551, 552, and 553, it can be seen that from the start of the slight time reduction state to the present, there have been 0 judgment results per time reduction belonging to Group A, 1 judgment result per time reduction belonging to Group B, and 7 judgment results per time reduction belonging to Group C. In other words, the achievement rate of the Group A release condition is 0%, the achievement rate of the Group B release condition is 50%, and the achievement rate of the Group C release condition is 70%.
[0299] In this state, when a new special feature game is started, the first special feature game display unit 501 and the second special feature game display unit 505 begin displaying changes in identification information. Then, if a result for a time-saving bonus belonging to Group A, Group B, or Group C occurs, the display mode of the condition achievement rate indication display 550 is updated. Here, let's assume that a result for a time-saving bonus belonging to Group B has occurred. Therefore, in Figure 39(b), the value of the meter image 552 for Group B in the condition achievement rate indication display 550 is increased by 1, and the achievement rate of the Group B release condition becomes 100%. In other words, the condition achievement rate indication display 550 shown in Figure 39(b) indicates that the release condition has been met. Furthermore, it can be determined that the met release condition is a Group B release condition, so when the special game currently being played ends, the game will transition to the third game state ST3, and a time-saving state with 20 playable games will begin (a time-saving state that ends after 20 special games are played without a big win) (see Figure 10(d)).
[0300] In this embodiment, the game control device 100, in the special symbol variation start process (Figure 17), if the result of the result determination process is a time-saving win (step S132; Y), and the game state is the second game state. If it is ST2 (step S151; Y), in step S142, along with the change start command, information about the group determined in step S152, or information about the result of the processing in step S153 (i.e., the updated release counter value) is sent to the performance control device 300. This allows the performance control device 300 to update the display mode of the condition achievement rate indication display 550.
[0301] In this way, the condition achievement rate indication effect allows the achievement rate of the release conditions to be indicated or reported in real time, making it possible to gradually increase the player's expectation of the release conditions being met. Furthermore, since the achievement rate of each release condition (Group A release condition, Group B release condition, Group C release condition) is indicated or reported separately, it is possible to increase the player's attention to the group (the result of the time-saving win) by determining whether the group that satisfies the release conditions is the group to which the time-saving win with the most playable games belongs (Group A in this embodiment). Therefore, by executing the condition achievement rate indication effect, the player's expectation of the release conditions being met can be effectively increased during the short time-saving state, thereby improving the enjoyment of the game.
[0302] On the other hand, when executing a release notification effect (Figure 33(b)), as in the first embodiment of the gaming machine 1, the real-time achievement rate of the release conditions (the achievement rate of each release condition at the present time) is kept secret, and when a special symbol hold that fulfills the release conditions occurs, it is possible to suggest or notify that the release conditions will be fulfilled, thereby instantly increasing the player's expectation of the release conditions being fulfilled. Furthermore, since the release notification effect does not allow for the identification of groups that have fulfilled the release conditions, it is compatible with the chance mode effect shown in Figure 34. In other words, by executing the chance mode effect (Figure 34) after executing the release notification effect (Figure 33(b)), the effect of the chance mode effect (effects such as giving the player an expectation of the duration of stay in chance mode) can be fully realized, thereby improving the enjoyment of the game.
[0303] Furthermore, the display mode of the condition achievement rate indication display 550 is not limited to the mode shown in Figure 39. In other words, the condition achievement rate indication display 550 does not necessarily indicate or notify the achievement rate of the release condition by the display mode of the meter image, but may also indicate or notify the achievement rate of the release condition by the display mode of an image other than the meter image. The image other than the meter image may be, for example, a board game image in which pieces on the squares move in response to the occurrence of a time-saving bonus result.
[0304] Furthermore, the presentation methods for the condition achievement rate indication are not limited to those shown in Figure 39. In other words, the condition achievement rate indication does not have to separately suggest or report the achievement rate of each group (e.g., meter images) corresponding to each of groups A, B, and C, but may instead suggest or report the achievement rate of each group separately (or together) with a single image. Furthermore, although the display device 81 was used to perform the condition achievement rate indication effect, the condition achievement rate indication effect may also be performed using at least one of the light-emitting means 33, speaker 34, and movable effect device 82 in addition to (or instead of) the display device 81.
[0305] Additionally, if there is no gameplay for a certain period of time, the presentation of the condition achievement rate indication may be changed. Specifically, the performance control device 300 may, for example, change the performance mode of the condition achievement rate suggestion performance to a mode in which the achievement rate of the release condition is not suggested or announced (non-announcement mode) based on the receipt of a hold generation standby command (step S620). The hold generation standby command is a command sent from the game control device 100 when the number of holds in special figure 1 and the number of holds in special figure 2 are 0 (step S121; Y).
[0306] The mode in which the achievement rate of the release conditions is not suggested or announced (non-announcement mode) may be a mode in which the entirety of meter images 551, 552, and 553 is erased; a mode in which the part of meter images 551, 552, and 553 that does not change even when a judgment result for time reduction occurs (in this embodiment, the frame part showing the scale) remains displayed, and the part that changes when a judgment result for time reduction occurs (in this embodiment, the bar part showing the value) is erased; a mode in which part or all of meter images 551, 552, and 553 are hidden by overlaying another image on top of meter images 551, 552, and 553; or a mode in which a false achievement rate is suggested or announced. Furthermore, the mode in which the achievement rate of the release conditions is not suggested or notified (non-notification mode) may include a mode in which the achievement rate of some of the three release conditions (for example, Group C release conditions) is suggested or notified, while the achievement rates of the remaining release conditions (for example, Group A release conditions and Group B release conditions) are not suggested or notified.
[0307] If a player leaves their seat or otherwise enters a pending state before the release conditions are met, and the system continues to indicate or notify the percentage of players who have achieved the release conditions, the next player can choose a game machine based on this percentage. Therefore, by changing the presentation style of the condition achievement rate indication when there is no gameplay for a certain period of time to a style that does not indicate or notify the achievement rate of the release condition (non-notification style), problems such as the fact that game machines with low achievement rates are less likely to be selected can be avoided, and new gameplay can be promoted. Of course, even if there is no gameplay for a certain period, it is possible to continue to suggest or notify the achievement rate of the unlock conditions (without changing the presentation of the condition achievement rate suggestion), in which case game machines with high achievement rates will be more likely to be selected, leading to the promotion of new gameplay. Furthermore, if there is no gameplay for a certain period of time, it may be decided by lottery whether or not to change the presentation style of the condition achievement rate indication presentation.
[0308] Furthermore, the presentation mode of the condition achievement rate indication presentation may be changed to a mode in which the achievement rate of the release condition is not indicated or notified (non-notification mode), and then, when a predetermined condition is met, it may be changed back to a mode in which the achievement rate of the release condition is indicated or notified. The predetermined conditions here may include, for example, the start of a special game, the number of game balls launched onto the game board reaching a predetermined number, or the player performing a predetermined operation. The predetermined operation here may be, for example, an operation of the handle 40, or an operation of other operating means (such as the performance button 41 or the directional pad 42). Furthermore, the operation of the handle 40 here may be an operation detectable by, for example, a touch sensor 40a, or an operation detectable by a rotation amount detector 40c.
[0309] If the predetermined conditions for returning the performance mode of the condition achievement rate indication performance to a mode that indicates or notifies the achievement rate of the release condition are, for example, that the special feature game has started, that the number of game balls launched into the game board has reached a specified number, or that an operation detectable by the rotation amount detector 40c has been performed, then the performance mode of the condition achievement rate indication performance can be returned to a mode that indicates or notifies the achievement rate of the release condition in response to the next player starting a game. Therefore, problems such as game machines with low achievement rates being less likely to be selected can be avoided, leading to the promotion of new games. Furthermore, if the predetermined conditions for returning the performance mode of the condition achievement rate indication performance to the mode that indicates or notifies the achievement rate of the release condition are, for example, that an operation detectable by the touch sensor 40a has been performed, or that an operating means other than the handle 40 has been operated, then the performance mode of the condition achievement rate indication performance can be returned to the mode that indicates or notifies the achievement rate of the release condition even without the game being started. In other words, the achievement rate of the release condition can be confirmed simply by touching the handle 40 or pressing the performance button 41 or the directional pad 42, etc. In this case, gaming machines with a high success rate are more likely to be selected, which leads to the promotion of new gaming experiences.
[0310] [Fifth Embodiment] Next, a description of the fifth embodiment of the gaming machine will be given. Basically, it has the same configuration as the first embodiment of the gaming machine described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted. The description will focus mainly on the differences. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it can perform a release result suggestion performance that suggests or notifies the result (result) until the release condition is met. The release result suggestion performance is performed, for example, at a predetermined rate when the release condition is met.
[0311] <Suggestion of release result> Figure 40 shows an example of a release result indication effect that suggests or notifies the outcome until the release condition is met. The state shown in Figure 40(a) is during the execution of the special feature game (with variable display), and one special feature 1 reserve and one special feature 2 reserve are stored. The game state is the second game state ST2 (slight time reduction state). Furthermore, in Figure 40(a), a release notification effect is performed in which the target decorative special symbol hold display is displayed in a manner that suggests or notifies that it is a special symbol hold that fulfills the release condition. Specifically, from the decorative special symbol hold display unit 508 shown in Figure 40(a), it can be seen that the oldest special symbol hold in memory order is special symbol 1 hold, and this special symbol 1 hold is a special symbol hold that fulfills the release condition.
[0312] In this state, when a special feature game ends and a new special feature game begins, the first decorative special feature game display unit 501 and the second decorative special feature game display unit 505 begin displaying changes in identification information. In this state, when a special feature game ends and a new special feature game starts, as shown in Figure 40(b), the decorative special feature hold display at the left end of the decorative special feature hold display unit 508 is erased, and the other decorative special feature hold displays move to the left. Furthermore, the display in the special feature hold count display unit 520 is updated (the value in the special feature 1 hold count display unit 521 is decreased by 1), and the display of changing identification information begins in the first decorative special feature game display unit 501 and the second decorative special feature game display unit 505.
[0313] The special feature game in this case is a special feature game based on a special feature hold that fulfills the release condition, so when the special feature game ends, the short time reduction state ends and the time reduction state begins. Therefore, the performance control device 300 of this embodiment suggests or notifies that the release condition has been fulfilled and the short time reduction state has ended by executing a release result suggestion performance while the special feature game is running (for example, while the stop display is active).
[0314] In the release result indication presentation, a result image 560 is displayed that indicates or notifies the results up to the point where the release condition is met, for example, as shown in Figure 40(c). The result image 560 displays the number of times events occurred up to the point where the release condition was met (from the start to the end of the short-time state), including the number of times a judgment result per short-time state belonging to Group A occurred, the number of times a judgment result per short-time state belonging to Group B occurred, and the number of times a judgment result per short-time state belonging to Group C occurred. In addition, a group notification image 561 is displayed superimposed on the result image 560, indicating or notifying the group that has met the release condition.
[0315] When the game control device 100 of the present embodiment determines that the release condition is satisfied in, for example, step S154 of the special figure variation start process (FIG. 17), in step S142, together with the variation start command, it transmits predetermined information to the effect control device 300. Then, the effect control device 300 executes a release result suggestion effect in response to receiving the predetermined information. to do so. The predetermined information transmitted to the effect control device 300 includes information regarding the group determined in step S152 and information regarding the result of the process in step S153 (that is, the value of each release counter after update). Thereby, the effect control device 300 can execute a release result suggestion effect, that is, display the result image 560 and the group notification image 561.
[0316] In this way, by the release result suggestion effect, when the release condition is satisfied and the short-time state ends, it is possible to suggest or notify that the release condition is satisfied, so it is possible to instantly increase the player's sense of expectation for the satisfaction of the release condition. Furthermore, since the results (results) for each release condition (group A release condition, group B release condition, group C release condition) are separately suggested or notified, whether the group that satisfies the release condition is the group with the most playable games per short-time (in this embodiment, group A), etc., it is also possible to increase the player's attention to the group (the determination result per short-time). Therefore, by executing the release result suggestion effect, at a predetermined timing (for example, at the end of the short-time state) during the short-time state, it is possible to effectively increase the player's sense of expectation for the satisfaction of the release condition, so the interest of the game can be improved.
[0317] The display method of the result image 560 is not limited to the method shown in Figure...
Claims
[Claim 1] A first means having a channel through which game balls can flow, and a displacement means capable of switching the direction of flow by acting on the game balls flowing down the channel, A transparent plate is provided, which is configured to allow the game balls flowing down the aforementioned channel to be visible from outside the game machine, and is positioned to prevent contact with the channel from outside the game machine. A gaming machine characterized by comprising a second means capable of sending game balls to a predetermined part.
Citation Information
Patent Citations
Game machine
JP2017121302A