Gaming machine

The gaming machine enhances player engagement through customizable effects and special states, improving gameplay interaction and interest by incorporating light-emitting decorative devices and operation controls.

JP2026083684APending Publication Date: 2026-05-20NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-11-08
Publication Date
2026-05-20

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates customizable effects and states that notify players of winning conditions, allowing for special states where customization is impossible, and includes features like light-emitting decorative devices, sound effects, and operation controls to enhance gameplay interaction.

Benefits of technology

The implementation improves player engagement and interest by providing dynamic and interactive gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] In a gaming machine capable of awarding a winning game according to the result of determining the winning conditions, it is possible to execute a specific performance that can definitively notify that a winning game has been awarded, it is possible to customize the specific performance, and when predetermined conditions are met, it is possible to transition to a special state in which customization of the specific performance is disabled, and in the special state, it is possible to execute a special notification that informs or suggests that customization is disabled.
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Description

Technical Field

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

Background Art

[0002] Conventionally, there have been gaming machines capable of performing effects related to games (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, there has been room for improving the interest of games.

[0005] Therefore, an object of the present invention is to improve the interest of games.

Means for Solving the Problems

[0006] In a typical form of the present invention, in a gaming machine capable of awarding a winning game according to a determination result of winning conditions, a specific effect capable of definitely notifying that the winning game is awarded can be executed, customization regarding the specific effect can be executed, and when a predetermined condition is satisfied, it is possible to shift to a special state in which customization regarding the specific effect becomes impossible, and in the special state, a special notification for notifying or suggesting that customization is impossible can be executed.

Effects of the Invention

[0007] According to one form of the present invention, the interest of games can be improved.

Brief Description of the Drawings

[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This figure shows an example of a specific form of customization functionality. [Figure 6] This figure shows an example of a specific form of each type of performance defined in Premium Performance X. [Figure 7] This figure shows an example of a specific form for each type of performance defined in Premium Performance Y. [Figure 8] This flowchart shows an example of processing related to customization restrictions. [Figure 9] This figure shows an example of a specific type of special image. [Figure 10] This diagram shows a comparison between premium effect X and premium effect Y. [Figure 11] This diagram shows a comparison of premium effect X and premium effect Y in the first modified example. [Figure 12] This flowchart shows an example of customization restriction-related processing using a second modified example. [Modes for carrying out the invention]

[0009] [Embodiment] Preferred embodiments of the present invention will be described below with reference to the drawings. In the description of the gaming machine, front (front), back (back), left, and right refer to the direction as seen from the perspective of the player during gameplay.

[0010] [Overall diagram of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of the present embodiment is an enclosed gaming machine (smart pachinko machine), and the game balls as game media circulate inside the gaming machine and are not given game value as in a tray such as an upper tray. Instead of the game media (game balls), the game value is given as numerical data. Note that the configuration of the following embodiment is also applicable to a gaming machine that is not enclosed.

[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side thereof is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit.

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

[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be made to the game area 32 of the game board 30. Also, by opening the front frame 12 while the glass frame 15 is not opened, access can be made to a game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.

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

[0015] On the upper, right, and left sides of the glass frame 15, decorative devices 18a, 18b, and 18c capable of emitting light effects according to the gaming state are arranged. The decorative devices 18a, 18b, and 18c house lighting members such as effect LEDs 46 (see FIG. 4) inside, and are effect devices that perform light emission effects according to the gaming state. These decorative devices 18a, 18b, and 18c together constitute the frame decorative device 18.

[0016] Upper speakers 19a are respectively arranged at the upper right and upper left corners of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is arranged at the lower part of the front frame 12. These upper speakers 19a and lower speaker 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The effect operation device is on an operation panel that extends horizontally on the lower part of the glass frame 15, and is an operation device including an effect button 25 and a direction key switch 450.

[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 can be used, for example, to adjust the light intensity (brightness) of the performance LED 46 by increasing or decreasing (+-) the two switches on the left and right, and to adjust the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) the two switches on the front and back. The directional key switch 450 can also be used to set customization content, for example, by selecting an item from a menu displayed on the display device 41. The directional key switch 450 may have a button switch in the center, in addition to the left, right, front, and back switches. In the directional key switch 450, detection signals indicating the on / off state can be generated from each of the switches such as left, right, front, and back. Furthermore, the gaming machine 10 may have, independently of the directional key switch 450, a light intensity adjustment switch for adjusting the light intensity of the display LED 46 and a switch for adjusting the volume of the speaker 19.

[0019] By operating the performance control device (especially the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and when simply referred to as a variation display game (variation game), it refers to a special symbol variation display game unless otherwise specified in this specification.

[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.

[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state) in which it is easy to win a prize in the second start prize slot of the normal variable prize winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring is high in the variable display game (probability change state, probability change state). Special game states include the jackpot state and the minor prize game state (minor prize state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state. In the following, minor wins (minor win state, minor win game state) and major wins (major win state, major win game state) will be collectively referred to as "winning game" as appropriate.

[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).

[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.

[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.

[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).

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

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

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

[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.

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

[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.

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

[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.

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

[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.

[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.

[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).

[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).

[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.

[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.

[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.

[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.

[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).

[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.

[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.

[0046] In other words, in this embodiment, the gaming machine 10 is basically described as a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). Therefore, in this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and the game ball enters the specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines (modified versions). For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.

[0047] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, or the special variable prize slot 39, the frame control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are provided around the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slot 39.

[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.

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

[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).

[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game, variable game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a number of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.

[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.

[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.

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

[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values ​​(normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values ​​are also extracted to distribute (draw) the winning results, and both the normal variation win random values ​​and normal variation winning symbol random values ​​are stored as start memory.

[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.

[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.

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

[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values ​​as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.

[0060] When a winning ball is detected to start the special symbol variation display game, various random values ​​such as the jackpot random value, the jackpot symbol random value (special symbol random value), and the variation pattern random value are extracted. These random values ​​are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.

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

[0062] Special Symbol 1 Variable Display Game (First Special Symbol Variable Display Game, First Symbol Variable Game) and Special Symbol 2 Variable Display Game (Second Special Symbol Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (special symbols, special symbols) in a variable manner on the Special Symbol 1 display 51 and Special Symbol 2 display 52, and then stopping to display a predetermined result pattern. The predetermined result patterns that are stopped to display on the Special Symbol 1 display 51 and Special Symbol 2 display 52 include jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), time-saving symbols (support jackpot stop symbols), and losing symbols (losing stop symbols).

[0063] Furthermore, the display device 41 executes a decorative special feature variation display game that displays multiple types of identification information in a variable manner, corresponding to each special feature variation display game on the special feature 1 display device 51 or the special feature 2 display device 52. The identification information on the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.

[0064] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and variable manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images (picture images), to enhance the entertainment value. In addition, a decorative regular symbol variation display game may be implemented in the display device 41, either in place of or in conjunction with the decorative special symbol variation display game, in which identification information (decorative regular symbols, decorative regular symbols) changes over time in accordance with the regular symbol variation display game (symbol variation game) on the regular symbol display device 53, using scrolling display, rotating display, etc., similar to the decorative special symbol variation game.

[0065] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).

[0066] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).

[0067] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a special result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.

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

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

[0070] A big win is a special result that involves the activation of a condition device, while a small win is a special result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in the special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.

[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.

[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.

[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.

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

[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.

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

[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.

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

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

[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.

[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values ​​during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.

[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random values ​​stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).

[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the frame control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the diagram, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and no-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.

[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.

[0085] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.

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

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

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

[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the game microcontroller 111 via the data bus. Data may also be input from the frame control device 200 to the game control device 100 via the input unit 120.

[0090] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the frame control device 200 via the output unit 130.

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

[0092] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.

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

[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.

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

[0096] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.

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

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

[0099] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).

[0100] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. In this way, in the game stop state, the execution of games on the unified display device 50 and the display device 41 is restricted. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.

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

[0102] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the value of the counting counter capable of counting (measuring) MY (counter value) has reached a reference value (predetermined value, 95000 in this embodiment), and (2) neither a big win nor a small win is occurring. MY is the increase in the number of game balls from a reference point, based on the point at which the number of game balls was at its lowest (when the player's loss of game balls was at its maximum) when the results of gameplay during the day's operation of the amusement parlor (day's operation of the amusement machine 10) are obtained. The counting counter (which may also be called a reference value counter), which is a counter for counting MY, basically counts the value obtained by subtracting the number of balls dispensed (number of balls out) from the number of safe balls (number of safe balls - number of balls dispensed), but if the counting counter is 0, it does not subtract even if there are balls dispensed (out) (counter value ≥ 0). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the operating conditions may be other. For example, condition (1) could be set to the number of safe balls or a specific number of balls (number of safe balls - number of balls dispensed) reaching a standard value. Also, condition (2) could be set to the special variable prize winning device not being activated, or the large prize winning opening not being open.

[0103] In this embodiment, the number of safe balls is the total number of prize balls that have been decided to be awarded (basically equal to the number of prize balls actually awarded) (number of acquired balls, number of balls dispensed). The number of dispensed balls (number of out balls) is the number of game balls dispensed from the game area 32, and can be counted by counting the signal from the out ball detection switch 74. The counter value of the counting counter is basically designed to add, increasing (adding) when a prize is awarded by the number of prize balls, and decreasing when one game ball is dispensed from the game area 32, as the number of dispensed balls increases by 1 (however, if the counting counter is 0, it does not decrease and remains at 0). The counting counter can be set, for example, by providing a memory area in the RAM 111c of the game control device 100 to store the counter value. The counter value of the counting counter may also be designed to subtract. For example, the origin of the counter value of the counting counter may be 95000, and it may decrease (subtract) in response to an increase in the number of safe balls and increase in response to an increase in the number of balls dispensed (however, if the counting counter is at the origin of 95000, it will not increase and will remain at 95000). Also, for example, if the counter value of the subtracting specification becomes 0, it corresponds to the counter value of the adding specification becoming 95000, and in this case, unless it is a big win or a small win, the safety device (complete function) may be activated.

[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used. Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the counter value of the counting counter is decreased by -1 each time a game ball is launched by the ball launcher, and increased by +1 each time a foul ball occurs.

[0105] For example, when the counter value is less than 90000, the safety device (complete function) status becomes inactive (the normal state where complete function activation warning, complete function activation announcement, or complete function activation notification is not executed). When the counter value is between 90000 and 94999, the safety device status becomes a complete function activation warning state, which notifies (warns) of the possibility that the safety device may activate. When the counter value reaches 95000, the status becomes a complete function activation announcement state, which notifies (announces) that the safety device will activate (is scheduled to activate), or a complete function activation notification state (activated state, in-operation state), which means the safety device is currently activated.

[0106] When the counter value reaches 95,000 (the baseline value), the complete function activation notification state is activated if a big win or a small win is occurring, and the complete function activation notification state is activated if neither a big win nor a small win is occurring. Therefore, if the safety device activates the complete function activation notification state (activated state) before a big win or small win occurs, the game will immediately stop (game unavailable state, game prohibited state), and the complete function activation notification state will not occur. Note that in time-saving states or probability-changing states, the safety device is more likely to activate the complete function activation notification state (activated state) before a big win or small win occurs.

[0107] On the other hand, when a big win or small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, activated state). Furthermore, if the counter value reaches 90000 to 94999, the complete function activation warning state may be generated even during a big win or small win. For example, if the counter value reaches 94000 during a big win or small win, a notification such as "Approximately 1000 remaining until completion" can be displayed as a complete function activation warning, thereby indicating that the complete function is about to activate. Additionally, if the counter value reaches the standard value (95000) in that situation, the complete function activation warning state may be maintained even during a big win or small win (without going through the complete function activation notification state), and the game may transition to the complete function activation notification state after the big win or small win ends.

[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activating. As a complete function activation warning, the remaining number (difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is displayed as a countdown, and a predetermined text display (for example, "The game will stop soon") is also displayed. In the complete function activation notification state of the safety device during a minor win or a major win, the performance control device 300 displays a complete function activation notification on the display device 41 to notify of the activation of the complete function (for example, the text "The game will stop after the win ends"). For example, the complete function activation warning and the complete function activation notification may be displayed on a part of the display device 41, for example, on the front layer without interrupting other displays or other performances, while obscuring some of other displays or other performances on the back layer.

[0109] When the safety device is activated and the complete function is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays a complete function activation notification (for example, the words "Stopped Playing") on the display device 41 to indicate that the complete function is activated. For example, the complete function activation notification is displayed across the entire screen of the display device 41, and other displays and other effects other than the complete function activation notification may be either terminated or obscured (restricted) by the complete function activation notification on the front layer so that they are not visible on the back layer. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets the safety device activation flag (safety device activation flag) to ON to indicate that the safety device is activated. The safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.

[0110] In the stopped game state, special symbol variation display games, normal symbol variation display games, and round games (gameplay during big wins or small wins) cannot be played. To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch is disabled, the prize entry (winning) is disabled, the solenoid stops so that the big prize entry, specific area 86, normal variation prize device 37, etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), and the integrated display device 50 and performance display device 152 turn off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started. Note that a configuration is also possible in which the launch of game balls is not stopped in the stopped game state. In the stopped game state, all light-emitting parts (LEDs) of the integrated display device 50 and performance display device 152 turn off (all off). However, this is not limited to the above, and in the game stopped state, some of the light-emitting parts (LEDs) of the integrated display device 50 and the performance display device 152 may be lit (partially lit) or all of them may be lit (all lit). Furthermore, in the game stopped state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stopped state may be output to the test firing device (a configuration in which no test firing signal is output is also possible). In the game stopped state, the performance control device 300 may turn off all of the performance LEDs 46 (all off), or turn on some or all of them. However, during an error, some or all of the performance LEDs 46 may be lit in red. Also, in the game stopped state, the performance control device 300 may stop the audio output from the speaker 19 and make it silent (a configuration that does not make it silent is also possible).

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

[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.

[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.

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

[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.

[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.

[0117] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.

[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character image data and video data (including video and movie data), and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.

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

[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).

[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.

[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.

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

[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores the normal diagram start memory based on the input of the game ball detection signal from the gate switch 34a provided in the normal diagram start gate 34. Based on the normal diagram start memory, it extracts a random value for determining the normal diagram win (normal diagram win random value) and compares it with the determination value stored in the ROM 111b to determine whether the normal diagram variation display game is a win or a loss. This determination may be performed at the start of the normal diagram variation display game (at the start or immediately before the start).

[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.

[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss. This determination may be performed at the start of the special figure 1 variable display game (at the start or immediately before the start).

[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss. This determination may be performed at the start of the special figure 2 variable display game (at the start or immediately before the start).

[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).

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

[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.

[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.

[0133] In the case of a gaming machine other than a Type 1 and Type 2 mixed machine (modified version), the gaming control device 100 can generate a high probability state (specific gaming state) as a gaming state after the end of the special gaming state, based on the result pattern of the special symbol variation display game. The high probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Furthermore, regardless of whether the high probability state is generated based on the result pattern of the special symbol variation display game (special symbol 1 variation game or special symbol 2 variation display game), both the special symbol variation display game and the special symbol variation display game will be in the high probability state. In the high probability state (probability variation state), the gaming control device 100 sets a special symbol high probability flag to indicate the high probability state.

[0134] Furthermore, in this embodiment, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control device may set the regular symbol variation display game and the regular variation prize device 37 to a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also set and regular power support is performed.

[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.

[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.

[0137] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal train release time and the number of normal train releases associated with each normal train result may be changed depending on the type of time-saving state (normal train support state). Also, the high probability state (probability change state) and the time-saving state can occur independently of each other, and it is possible to have both occur simultaneously or to have only one of them occur.

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

[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.

[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).

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

[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.

[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).

[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.

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

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

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

[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include counter information commands that indicate the counter value of a counting counter that can count MY, operation warning commands corresponding to the safety device complete function operation warning state, operation notification commands corresponding to the safety device complete function operation notification state, and operation in progress commands corresponding to the safety device complete function operation notification state (operation state).

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

[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.

[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include a pre-read stop symbol command that corresponds to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on the jackpot random value or special symbol random value saved as the first start memory or second start memory, and a pre-read variation pattern command based on the saved variation pattern random value.

[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.

[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:

[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.

[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41 as an error indication, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the content of the error, the display device 41 may also display the content of the error. For malicious errors such as magnetic errors detected by the magnetic sensor switch, the error indication (text indication, etc.) on the display device 41 may be displayed on the full screen of the display device 41, interrupting other displays and other performances. Alternatively, for malicious errors, the error indication on the display device 41 may be hidden on the back layer so that it cannot be seen, without interrupting other displays and other performances, and displayed on the full screen of the front layer. On the other hand, for errors other than malicious errors, the error indication on the display device 41 may be displayed on a part of the display device 41, for example, on the front layer while partially obscuring other displays and other performances on the back layer, without interrupting other displays and other performances.

[0157] When the performance control device 300 receives a counter information command, it displays information regarding the counter value of the counting counter on the display device 41. As information regarding the counter value, it displays a countdown of the remaining number (the difference between the reference value and the counter value) up to the reference value (95000). However, it is not limited to this, and a count-up display showing the counter value as is may also be used. When the performance control device 300 receives an operation warning command, an operation notification command, or an operation command, it displays text on the display device 41 corresponding to the respective command, such as "Stopping soon," "Stopping after the win ends," or "Stopping." Furthermore, when the performance control device 300 receives an operation warning command, it allows and enables the start of the countdown display regarding the counter value.

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

[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a decorative stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and decorative stop symbol command to the performance control device 300.

[0160] In the variation-related performance setting process, a lottery is performed using a selection rate table based on the content of the variation pattern, the type of special symbol, the type of stopped symbol, etc., to specifically set (select) pre-announcement performances that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation performances such as pseudo-continuous performances and reach performances on the display device 41, and decorative stopped symbols. The variation command may include information on the number of pseudo-continuous performances (number of pseudo-variations) and information on the type of reach performance corresponding to the reach state. A pseudo-continuous performance is a performance in which a predetermined number of pseudo-variations are performed on the display device 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related performance setting process, the lighting pattern of the performance LED 46 and the sound pattern of speakers 19a and 19b can be set according to pre-announcement performances and variation performances.

[0161] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.

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

[0163] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying degrees of expectation (reliability, probability) of producing special outcome modes (jackpot modes and minor win modes). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected probability (reliability) of a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, the state in which a reach state occurs has a higher expected probability (probability) of resulting in a jackpot compared to the state in which a reach state does not occur.

[0164] The expected value (reliability) of a performance (preview) indicates the probability of a jackpot occurring when that performance is selected, and can be calculated based on the selection rate of that performance when a jackpot is achieved and the selection rate of that performance when a jackpot is not achieved (when it is a miss). For example, if the selection rate (distribution rate) of that performance in the lottery (distribution) when a jackpot is achieved is high, the expected value will be high (large), and if the selection rate (distribution rate) of that performance in the lottery (distribution) when it is a miss is high, the expected value will be low (small). Jackpots include the aforementioned V-entry jackpots, and the expected value for V-entry jackpots is approximately the same as the expected value for minor wins that result in V-entry. In addition to jackpots, the expected value can also be set for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach).

[0165] Furthermore, the appearance rate (occurrence rate) of an effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) during the lottery for that effect. For example, the appearance rate per spin display game (or per start memory in the case of the pre-announcement effect described later) is the sum of (probability of losing × selection rate when it is a loss) and (probability of winning × selection rate when it is a win). Also, the appearance rate of an effect may be set for each period within a single spin display game (for example, for the first half and the second half) (that is, the selection rate of the effect may be adjusted in accordance with each period and the lottery for the effect may be conducted).

[0166] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.

[0167] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.

[0168] When the performance control device 300 receives a Special Symbol 1 Reserve Count command or a Special Symbol 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the Special Symbol Start Memory (Special Symbol Reserve) on the display device 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may also display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the display device 41 or the like. When the performance control device 300 receives a Pre-read command, such as a Pre-read Variation Pattern command and a Pre-read Stop Symbol command, it draws and sets a Pre-read Notification Performance (Pre-read Performance, Pre-read Notification) with a lottery probability corresponding to the Pre-read command. Examples of Pre-read Notification Performances include Consecutive Notification Performances and Reserve Change Notifications (Reserve Change Performances). Examples of Consecutive Notification Performances include Chance Eye Pre-read Performances related to Decorative Stop Symbols. The pending display change notification indicates that the display method (color, shape, pattern, effect, etc.) of the pending display changes from the normal (default) version, suggesting that the probability of the variable display game based on the pending display being a win is higher than when the pending display does not change (normal).

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

[0170] Furthermore, the performance control device 300 may receive commands necessary for control from the game control device 100 in addition to those mentioned above. In addition, the performance control device 300 may set or control performances related to the regular display game, similar to the performances related to the special display game.

[0171] Furthermore, the performance control device 300 of this embodiment can detect customization operations (operations on the directional key switch 450 or performance button 25) performed by the player during a variable game (during a variable display game, during a symbol variable game, etc.), and can determine (customize) the performance mode of various effects in accordance with those operations.

[0172] [Customization Features] As described above, the gaming machine 10 of this embodiment is equipped with a customization function that determines the performance mode of the corresponding target performance in accordance with the customization operation performed by the player (prescribed operation on the performance button 25 and / or directional key switch 450). In particular, the customization of this embodiment includes settings related to various performances (such as pre-announcement performances and premium performances).

[0173] Figure 5 shows an example of a specific form of the customization function. In Figure 5, customization is assumed to be possible during a variable game in the normal game state, time-saving state (RUSH state), or probability change state, but the following explanation can also be applied to customization that can be performed in other game states (for example, the waiting state or the winning game state).

[0174] Figure 5(A) shows the display screen (variable game screen) of the display device 41 during a variable game, which includes the display of objects related to the customization function. As shown in the figure, the variable game screen displays the variable display and hold display of decorative special symbols, as well as the performance button image 601 and customization status display object 610 related to the customization function.

[0175] The performance button image 601 is composed of an image (object) that mimics the performance button 25. The performance button image 601 also includes text (in Figure 5(A), "Menu") that guides (suggests, explains) that pressing the performance button 25 will bring up the menu display screen. When the performance button 25 is operated (pressed) while the variable game screen shown in Figure 5(A) is displayed, the display screen on the display device 41 transitions to the menu display screen (Figure 5(B)).

[0176] Figure 5(B) shows the menu display screen that transitions from the variable game screen. On the menu display screen, in addition to the performance button image 601 mentioned above, the directional key switch image 602, the menu image 603, and the menu explanation image 604 are displayed.

[0177] The effect button image 601 shown in Figure 5(B) includes text (in Figure 5(B), "Confirm") that indicates (suggests, explains) that pressing the effect button 25 will confirm (confirm) the currently selected item in the menu image 603. The directional key switch image 602 is composed of an image (object) that mimics the directional key switch 450.

[0178] The menu image 603 is composed of images (objects) that display each of the selectable items defined in the gaming machine 10. In particular, in the example shown in Figure 5(B), the menu image 603 displays "Preview Up," "Premium Performance," and "Initialization" as the respective items.

[0179] "Preview Enhancement" is an item for customizing various preview effects (pre-announcement effects and / or other preview effects) that are performed during the variable game (in particular, customizing the appearance rate of preview effects). When "Preview Enhancement" is selected, pressing the effect button 25 will transition the display screen to a settings screen (not shown) for setting (adjusting) the appearance rate of the above-mentioned preview effects.

[0180] "Premium Settings" is an item for customizing premium effects that can be executed during variable gameplay. When "Premium Settings" is selected, pressing the effect button 25 will transition the display screen to the premium effect selection screen (Figure 5(C)) for selecting one of the premium effects to be customized (premium effect X or premium effect Y, described later).

[0181] A premium effect is an effect that is selected only in a variable game in which the premium effect is executed, when the winning result is already determined (when the random value used for determining the winning result in the variable game matches the determination value set for the winning result). In other words, a premium effect functions as a specific effect that can definitively notify that a winning game has been awarded in that variable game. In particular, premium effects include effects that can be executed by any effect means (notification means) provided by the gaming machine 10. More specifically, a premium effect can be realized by displaying a display device 41 (display screen) according to a predetermined display mode (display object and / or screen brightness at the time of display), an effect movable body 44 (effect button 25 and / or movable mechanism 440 described later) according to a predetermined operation mode (operation pattern), sound output from a speaker 19 according to a predetermined sound mode (sound or voice and / or its volume), illumination of various effect LEDs 46 according to a predetermined light emission mode (light emission pattern and / or its brightness), or a combination of two or more of these.

[0182] "Initialization" is an item used to perform an initialization operation that returns each setting (each customization) in "Preview Upgrade" and / or "Premium Settings" to a predetermined default value (initial state). When "Initialization" is selected, pressing the performance button 25 will transition the display screen to a confirmation screen (not shown) for executing the initialization of the above customizations.

[0183] In menu image 603, the user can switch between selected items by operating the directional key switch 450 (for example, the up and down keys shown in black in the diagram). In particular, displaying the selected item in a different way from the other items that are not selected makes it easier to recognize the currently selected item. Figure 5(B) shows an example where the border surrounding the currently selected item, "Premium Settings," is made thicker to distinguish it from other items.

[0184] The menu description image 604 is displayed together with the menu image 603 (to the right in Figure 5(B)) and is configured as an image (object) that displays a description of the item selected in the menu image 603. In other words, when the item selected in the menu image 603 is switched by operating the directional key switch 450, the description displayed in the menu description image 604 can also be switched accordingly. In particular, in the example shown in Figure 5(B), the description of the selected "Premium Settings" displays the text, "You can configure various premium effects."

[0185] Then, on the menu display screen, when the performance button 25 is pressed while one item in the menu image 603 is selected, the selection of that item is confirmed (it is finalized as a selected item). In particular, in this embodiment, when the performance button 25 is pressed while "Premium Settings" is selected, the display screen can be transitioned to the premium performance selection screen.

[0186] Figure 5(C) shows the premium effect selection screen, which is accessed from the menu display screen. In addition to the effect button image 601 and the directional key switch image 602 shown above, the premium effect selection screen displays the effect selection menu image 605.

[0187] The effect selection menu image 605 is composed of images (objects) that display various premium effects that are designated as targets for customization. In particular, in the example shown in Figure 5(C), the effect selection menu image 605 displays the items "Premium Effect X" and "Premium Effect Y" as targets for customization.

[0188] In the performance selection menu image 605, the user can switch between the selected items by operating the directional key switch 450 (for example, the up and down keys shown in black in the figure). In particular, similar to the menu image 603 shown in Figure 5(B), the selected item is displayed in a different format than the other items that are not selected. Figure 5(C) shows an example where the border surrounding the currently selected item, "Premium Performance X," is made thicker to distinguish it from other items.

[0189] Furthermore, on the premium effect selection screen, if the effect button 25 is pressed while item 1 in the effect selection menu image 605 is selected, the selection of that item is confirmed (confirmed as a selected item). In particular, if the effect button 25 is pressed while "Premium Effect X" is selected, the selection of that item is confirmed, and the display screen transitions to the customization screen for Premium Effect X (Figure 5(D)). On the other hand, if the effect button 25 is pressed while "Premium Effect Y" is selected, the selection of that item is confirmed, and the display screen transitions to the customization screen for Premium Effect Y (Figure 5(E)).

[0190] Figure 5(D) shows the customization screen for premium effect X, which is accessed from the premium effect selection screen. In addition to the effect button image 601 and the directional key switch image 602 shown above, the customization confirmation menu 606 is displayed on the premium effect X customization screen. The customization confirmation menu 606 consists of images (objects) for individually performing customization (changing settings) for each customization item defined for premium effect X (in Figure 5(D), "frequency of occurrence" and "effect type").

[0191] Here, "Premium Performance X" refers to one or more premium performances among the various premium performances implemented in the gaming machine 10, for which specific customization items (one or more customization items) are defined for said Premium Performance X. In other words, Premium Performance X in this embodiment is a premium performance for which "frequency of occurrence" and "performance type" are defined as specific customization items.

[0192] In the example shown in Figure 5(D), the customization decision menu 606 includes item suggestion objects 606a and 606b, each representing the "frequency of occurrence" and "type of occurrence" which are customization items for the premium effect X, and setting objects 606c and 606d, each for determining (setting) the content of "frequency of occurrence" and "type of occurrence".

[0193] "Occurrence frequency" is a customization item for setting the appearance rate (occurrence rate) of premium effect X to one of several predetermined levels. In this embodiment, the appearance rate of premium effect X means the probability that premium effect X is selected by the effect control device 300 in a winning variation game. That is, the appearance rate of premium effect X corresponds to the probability that premium effect X is selected in one variation game that results in a winning outcome. In this embodiment, the customization options defined for "Occurrence frequency" include "OFF", "Down", "Normal", and "Up".

[0194] The "OFF" option sets the appearance rate of premium effect X to 0%, meaning it does not appear (mode). The "Down" customization option sets the appearance rate of premium effect X to a lower value (default value) than the base value (default value). The "Normal" option sets the appearance rate of premium effect X to the base value (default value) (mode). The "Up" option sets the appearance rate of premium effect X to a higher value (mode) than the base value (default value).

[0195] "Performance Type" is a customization item for determining one performance pattern from a predetermined set of performance patterns for the performance mode (performance pattern) of premium performance X. In particular, in this embodiment, the set of performance patterns defined for premium performance X includes the items "Performance Type α1", "Performance Type α2", and "Performance Type α3". The specific details of each performance type α1 to α3 in Premium Performance X will be described later.

[0196] Furthermore, in the customization selection menu 606, by operating the directional key switch 450 (for example, the up and down keys shown in black in the figure), the user can switch between setting object 606c ("Occurrence Frequency") and setting object 606d ("Effect Type"). In particular, similar to the menu image 603 shown in Figure 5(B), the selected customization item is displayed in a different format than other customization items that are not selected. In Figure 5(D), an example is shown in which the border surrounding the currently selected "Occurrence Frequency" is made thicker to distinguish it from other customization items.

[0197] Furthermore, as described above, when any of the customization items is selected, the user can select the content (customization details) related to the selected customization item by operating the directional key switch 450 (for example, the left and right keys shown in white in the diagram). For example, as shown in Figure 5(D), when the customization item "Occurrence Frequency" is selected, the user can switch between the "OFF," "Down," "Normal," and "Up" items, which are defined as customization details for "Occurrence Frequency," by operating the left and right keys of the directional key switch 450, while the display shifts (scrolls) left and right. The same applies when the customization item "Effect Type" is selected. When the effect button 25 is pressed while one customization detail item (for each of the customization items "Occurrence Frequency" and "Effect Type") is displayed, the corresponding customization details are set (confirmed). Then, the selected customizations ("Up" and "Performance Type α1") are reflected, and the display screen transitions to the variable game screen shown in Figure 5(A).

[0198] Furthermore, the set (determined) customizations can be reflected after a predetermined period of time (hereinafter referred to as the "reflection waiting time" or "reflection waiting period") has elapsed since the operation (customization operation) on the performance button 25 that determines the above selection (setting). In particular, in this embodiment, the reflection waiting time is set to be shorter than the remaining time of the variable game in which the customization operation was performed (more specifically, approximately 0).

[0199] On the other hand, Figure 5(E) shows the customization screen for premium effect Y, which is accessed from the premium effect selection screen. In addition to the effect button image 601 and the directional key switch image 602 mentioned above, the customization confirmation menu 607 is displayed on the premium effect Y customization screen. The customization confirmation menu 607 is composed of images (objects) for performing customization (changing settings) for the customization items defined for premium effect Y (in Figure 5(E), "effect type").

[0200] Here, "Premium Performance Y" refers to one or more premium performances implemented in the gaming machine 10 for which specific customization items (one or more customization items) are defined. In particular, the specific customization items for Premium Performance Y do not exactly match the specific customization items for Premium Performance X. More specifically, in this embodiment, "frequency of occurrence" and "performance type" are defined as customization items for Premium Performance X, while the customization item for Premium Performance Y is the same as that of Premium Performance X, with "performance type" being defined, but "frequency of occurrence" not being defined. Therefore, Premium Performance X and Premium Performance Y can be distinguished as separate groups of one or more premium performances with different defined customization items, among the various premium performances implemented in the gaming machine 10.

[0201] In the example shown in Figure 5(E), the customization decision menu 607 includes an item suggestion object 607a representing the "performance type," which is a customization item for the premium performance Y, and a setting object 607c for determining (setting) the content of the "performance type."

[0202] The "Performance Type" is a customization item for determining one performance pattern from a predetermined set of performance patterns for the premium performance Y. In particular, in this embodiment, the multiple performance patterns defined for premium performance Y include the items "Performance Type β1," "Performance Type β2," and "Performance Type β3." The specific forms of each performance type β1 to β3 in premium performance Y will be described later.

[0203] Furthermore, in the customization selection menu 607, the user can select content related to the customization item "Performance Type" (customization content) by operating the directional key switch 450 (for example, the left and right keys shown in white in the figure). In particular, Figure 5(E) shows an example in which the display of each item "Performance Type β1", "Performance Type β2", and "Performance Type β3", which are defined as customization content related to "Performance Type", changes while shifting (scrolling) in the left and right directions by operating the left and right keys of the directional key switch 450. When the performance button 25 is pressed while one customization content ("Performance Type β2" in Figure 5(E)) is displayed on the display screen, the selection (setting) of that customization content is confirmed. The customization content is then set (confirmed). The set (confirmed) customization content ("Performance Type β2") is then reflected, and the display screen transitions to the variable game screen shown in Figure 5(A). In this embodiment, the waiting time (reflection waiting period) for the customization settings (determined) for premium effect Y is set to approximately 0, similar to that for premium effect X.

[0204] Furthermore, as shown in Figure 5(A), an object 610 may be displayed on the variable game screen to show the currently reflected customizations for premium effects X and Y. This allows the player to confirm that the customizations for premium effects X or Y based on their customizations have been reflected by looking at the display of object 610 when a customization operation for premium effects X or Y is performed.

[0205] The following describes the specific forms of premium effect X in each of the α1 to α3 performance types, and the specific forms of premium effect Y in each of the β1 to β3 performance types.

[0206] [Premium Production X Production Types] Figure 6 shows an example of a specific manifestation for each manifestation type defined in premium manifestation X. In particular, Figure 6(A) shows an example of a specific manifestation for manifestation type α1, Figure 6(B) shows an example of a specific manifestation for manifestation type α2, and Figure 6(C) shows an example of a specific manifestation for manifestation type α3. Figures 6(A) to 6(C) show examples in which premium manifestation X of each manifestation type α1, α2, and α3 is executed together with various other manifestations during a variable game (for example, a variable game in a normal game state or a specific game state). That is, the manifestation control device 300 sets the content of game-related manifestations in the aforementioned variable-related manifestation setting process and pre-announcement manifestation setting process, and functions as a manifestation means that executes the set manifestation content (including premium manifestation X and various manifestations during the variable game). Furthermore, the concept of "performance means" may include not only the performance control device 300, but also each performance unit controlled by the performance control device 300 (such as the display device 41, each performance LED 46 provided in the decorative devices 18a, 18b, 18c of the glass frame 15, the upper performance unit 40a and side performance unit 40b of the game board 30, the performance movable body 44, the speaker 19, or a combination of two or more of these), and things used for performance in each performance unit (for example, display, light, sound, movement, vibration).

[0207] More specifically, the premium effect X of effect type α1 shown in Figure 6(A) is executed along with various other effects during the variable game (display of variable display image 710 and hold display image 720, and output of music I).

[0208] The variable display image 710 is composed of an image (display object) representing a decorative special symbol consisting of a left symbol, a middle symbol, and a right symbol. In particular, the variable display image 710 shown in Figure 6(A) is an image that represents a state in which the numbers of the left symbol, middle symbol, and right symbol are all changing. Alternatively, the variable display image 710 may be an image that represents a state in which the left and right symbols show the same number in a temporary stop state, and only the number of the middle symbol changes (reach state). Furthermore, in this temporary stop state, the left and right symbols are generally stopped, but may be accompanied by a dynamic change in the display manner within a recognizable range that visually represents the same number, such as a fine up-and-down vibration. In addition, the size of each symbol in the variable display image 710 may be displayed smaller, depending on the reason, such as to avoid interference with the display defined in the premium effect X. Also, for the same reason, each symbol in the variable display image 710 may be displayed as semi-transparent and rapidly changing to make it difficult to see, or it may be hidden.

[0209] The hold display image 720 is composed of an image (display object) that includes a hold display 720a representing the current number of start memories (3 in Figures 6(A) to 6(C)) and a hold display 720b representing the hold currently in motion. Furthermore, music I is a predetermined sound (BGM) that is output as a standard background music during the motion game.

[0210] Furthermore, the premium effect X of effect type α1 shown in Figure 6(A) can be realized separately from the various effects during the variable game described above by displaying a premium-related object 750 on the display screen of the display device 41 and operating a movable mechanism 440, which is a type of movable effect body 44 provided in the gaming machine 10. In particular, this premium-related object 750 includes a character image 750a and a dialogue image 750b.

[0211] In performance type α1, the character image 750a is configured as an image (display object) that mimics a character α related to the machine and game content. In addition, the dialogue image 750b in performance type α1 is configured as an image (display object) that mimics dialogue in a manner that allows the player to perceive it as being spoken by character α shown in character image 750a. In particular, the dialogue image 750b shown in Figure 6(A) mimics a speech bubble containing text (the text "Confirmed!" in Figure 6(A)) that definitively informs or suggests to the player that the variable game is a winning result (that a winning game will be awarded after the end of the variable game).

[0212] Furthermore, in the premium effect X of effect type α1, along with the display of the premium-related object 750, a movable mechanism 440 provided on the front frame 12 of the gaming machine 10 is moved. More specifically, before the display of the premium-related object 750 begins, in parallel with the display, or after the display, the movable mechanism 440 is moved from its initial position to a predetermined first specified position (a specified position determined for effect type α1), or it is moved back and forth between the initial position and the first specified position.

[0213] Furthermore, the specific form of the above-mentioned performance type α1 can be arbitrarily changed by altering the form of the character image 750a or whether or not it is present, altering the form of the dialogue image 750b or whether or not it is present, adding other related display objects such as images, and / or altering the operation of the performance movable body 44 (performance button 25 and / or movable prop 440) or whether or not it is present, and / or altering the form (type or volume) of the output sound (voice) or whether or not it is present.

[0214] For example, the type of character displayed in character image 750a may be changed as appropriate according to the result of the performance selection (lottery) by the performance control device 300. More specifically, the performance control device 300 may be configured to select one of several characters α, β, and γ that can be displayed by lottery (distribution). In particular, a lottery method (lottery program) may be implemented that allows for the selection of one of these characters in the order of character α, character β, and character γ, with the expectation level (expected probability of winning) increasing in stages, and a configuration may be adopted in which one of each character α, β, and γ is displayed as character image 750a according to the result of the lottery by said lottery method.

[0215] Furthermore, the display colors of at least a portion of the character image 750a and / or the dialogue image 750b may be displayed in different colors depending on the result of selection (lottery) by the performance control device 300, or the display colors may be changed over time. For example, a lottery method (lottery program) may be implemented that allows selection of one of these colors in the order of default color (white, normal color), blue, red, and rainbow, with the expectation level (expectation level of winning) increasing in stages, and a configuration may be adopted in which one of each color can be selected as the display color of at least a portion of each of the above images depending on the result of the lottery by said lottery method. In addition, a configuration may be adopted in which a display mode in which the display color of at least a portion of each of the above images changes over time from one color (e.g., default color) to another color with a higher expectation level (e.g., red) may be selected by lottery (distribution), and / or a display mode in which the display color changes over time from one color (e.g., blue) to another color with a lower expectation level (e.g., default color) may be selected by lottery (distribution).

[0216] Furthermore, Figure 6(A) illustrates an example in which the content of the text in the dialogue image 750b can definitively indicate or suggest that the variable game has resulted in a win. However, instead of this, or in conjunction with this, a configuration may be adopted in which the variable game has resulted in a win by displaying the character image 750a in a specific manner that can only be selected when the variable game has resulted in a win, operating the movable mechanism 440 in a specific manner that can only be selected when the variable game has resulted in a win, outputting a specific sound (voice) from the speaker 19 that can only be selected when the variable game has resulted in a win, or illuminating the various effect LEDs 46 in a specific light emission manner (for example, rainbow-colored light emission) that can only be selected when the variable game has resulted in a win.

[0217] For example, a configuration may be adopted in which character γ, which has the highest expected value (winning expectation), is selected as character image 750a only when the variable game results in a win. In this way, by displaying character γ, which has the highest expected value, as character image 750a, it is possible to definitively notify or suggest that the variable game has resulted in a win.

[0218] Furthermore, a configuration may be adopted in which a specific color (e.g., rainbow colors) is applied as the display color of at least a portion of the character image 750a and / or dialogue image 750b, which is selected only when the variable game results in a win. This allows for the display color of at least a portion of each image to be displayed in the color with the highest expected value (e.g., rainbow colors), thereby definitively notifying or suggesting that the variable game results in a win.

[0219] Furthermore, a configuration may be adopted in which at least two combinations of the character image 750a, the dialogue image 750b, the operation of the movable prop 440, the sound (voice) output from the speaker 19, and the lighting patterns of the various effect LEDs 46 are set to a specific combination, thereby definitively notifying or suggesting that the variable game has resulted in a win.

[0220] Next, we will describe the performance type α2 shown in Figure 6(B). The premium performance X of performance type α2 is executed together with various performances during the variable game (display of the variable display image 710 and the variable hold display 720b, and output of music I), similar to the premium performance X of performance type α1. In particular, the premium performance X of performance type α2 can be realized by displaying a premium-related object 760 on the display screen of the display device 41, separately from the various performances during the variable game. In particular, this premium-related object 760 includes a character image 760a, a dialogue image 760b, and a background change image 760c.

[0221] In performance type α2, character image 760a is composed of an image (display object) that mimics the state in which character α, which was displayed as character image 750a in performance type α1, and character β, which is different from character α (a character with a higher probability of winning), are placed side by side on the display screen. In addition, dialogue image 760b in performance type α2 is composed of an image (display object) that mimics dialogue in a manner that allows the player to perceive that character α and character β, shown in character image 760a, are speaking simultaneously. In particular, the dialogue image 760b shown in Figure 6(B) takes the form of a speech bubble that includes text (the text "Lucky!" in Figure 6(B)) that suggests that the variable game has resulted in a win. In performance type α2, background change image 760c is composed of an image (display object) in which the display color of the background in a part of the display screen (the frame area of ​​the display screen in Figure 6(B)) is a different display color from the standard color (default color).

[0222] Furthermore, the specific form of the above-mentioned performance type α2 can be arbitrarily changed by altering the form of the character image 760a or whether or not it is present, altering the form of the dialogue image 760b or whether or not it is present, altering the form of the background change image 760c or whether or not it is present, adding other related display objects such as images, altering the operation of the performance movable body 44 (performance button 25 and / or movable prop 440) or whether or not it is present, and / or altering the form (type or volume) of the output sound (voice) or whether or not it is present.

[0223] For example, in the premium effect X of effect type α2 shown in Figure 6(B), the movable mechanism 440 is assumed to be stopped (not operated), but instead, the movable mechanism 440 may be operated in a predetermined operating mode.

[0224] Furthermore, the display colors of at least some of the character image 760a, dialogue image 760b, and / or background change image 760c can also be changed as appropriate, in the same manner as the changes in the display colors of each image in the premium effect X of effect type α1.

[0225] Furthermore, Figure 6(B) illustrates an example in which the outcome of the variable game can be definitively indicated or suggested by the text content of the dialogue image 760b. However, instead of this, or in conjunction with this, a configuration may be adopted in which the outcome of the variable game can be definitively indicated or suggested by displaying the character image 760a or background change image 760c in a specific manner that can only be selected when the variable game has a winning result, operating the performance movable body 44 (performance button 25 and / or movable mechanism 440) in a specific operating manner that can only be selected when the variable game has a winning result, outputting a specific sound (voice) from the speaker 19 that can only be selected when the variable game has a winning result, or illuminating the various performance LEDs 46 in a specific light emission manner (for example, rainbow-colored light emission) that can only be selected when the variable game has a winning result.

[0226] For example, a configuration may be adopted in which character γ, which has the highest expected value (winning expectation), is selected as character image 760a only when the variable game results in a win. In this way, by displaying character γ, which has the highest expected value, as character image 760a, it is possible to definitively notify or suggest that the variable game has a winning result.

[0227] Furthermore, a configuration may be adopted in which a specific color (e.g., rainbow colors) is applied as the display color of at least some of the character image 760a, dialogue image 760b, and / or background change image 760c, which is selected only when the variable game results in a winning outcome.

[0228] Furthermore, a configuration may be adopted in which at least two combinations of the character image 760a, the dialogue image 760b, the background change image 760c, the operation of the movable prop 440, the sound (voice) output from the speaker 19, and the lighting patterns of the various effect LEDs 46 are set to a specific combination, thereby definitively notifying or suggesting that the variable game has resulted in a win.

[0229] Next, the performance type α3 shown in Figure 6(C) will be described. The premium performance X of performance type α3 is executed together with various performances during the variable game (display of variable display image 710 and variable hold display 720b). In particular, the premium performance X of performance type α3 can be realized separately from the various performances during the variable game by displaying premium-related objects 770 on the display screen of the display device 41, operating the movable mechanism 440, and outputting music II as background music from the speaker 19. In particular, the premium-related objects 770 in performance type α3 include character image 770a and text image 770d.

[0230] In the α3 presentation type, character image 770a is composed of an image (display object) that mimics the state in which all characters α, β, and γ related to the machine and game content are placed in their respective positions on the display screen. In addition, the text image 770d in the α3 presentation type is composed of an image (display object) that mimics text (in Figure 6(C), "Congratulations") that suggests that the game in question has resulted in a win.

[0231] Furthermore, in the premium effect X of effect type α3, the movable mechanism 440 is moved. More specifically, before the display of the premium-related object 770 begins, in parallel with the display, or after the display, the movable mechanism 440 is moved from its initial position to a predetermined second specified position (a specified position specified for effect type α3), or it is moved back and forth between the initial position and the second specified position. The second specified position specified for effect type α3 can be set to a different position from the first specified position specified for effect type α1. In particular, the movement mode of the movable mechanism 440 between the initial position and the second specified position may be set to a specific movement mode that is selected only when the variable game has a winning result. This makes it possible to definitively notify or suggest that the variable game has a winning result through the movement of the movable mechanism 440 by this movement mode.

[0232] Furthermore, in the premium effect X of effect type α3, a different song II is output as the background music, which is different from song I, the prescribed background music determined during the variable game. More specifically, before the display of the premium-related object 770 and / or the movement of the movable mechanism 440 begins, in parallel with the display and / or movement, or after the display and / or movement, the background music is switched from song I to song II. In particular, song II may be designated as a specific background music that is selected only when the variable game results in a win. This makes it possible to definitively notify or suggest that the variable game has resulted in a win by outputting song II from speaker 19.

[0233] Furthermore, the specific form of the above-mentioned performance type α3 can be arbitrarily changed by altering the form of the character image 770a or whether or not it is present, altering the form of the text image 770d or whether or not it is present, adding other related display objects such as images, altering the operation of the performance movable body 44 (performance button 25 and / or movable prop 440) or whether or not it is present, and / or altering the form (type or volume) of the output sound (voice) or whether or not it is present.

[0234] For example, in the premium effect X of the above-mentioned effect type α3, it is assumed that song II will be output as the background music, but instead, song I (the standard background music during the variable game) may be output as the background music, or a mode in which no background music is output (silence) may be adopted.

[0235] Furthermore, the display colors of at least some of the character images 770a and / or text images 770d can also be changed as appropriate, in the same manner as the changes to the display colors of each image in the premium effect X of effect type α1.

[0236] Furthermore, Figure 6(C) illustrates an example in which the outcome of the variable game can be definitively indicated or suggested by the appearance of the character image 770a (including character γ), the text content of the text image 770d, the operation of the movable mechanism 440, and the output of music II. However, instead of or in conjunction with this, a configuration may be adopted in which the outcome of the variable game can be definitively indicated or suggested by outputting a specific sound effect (sound other than background music) from the speaker 19 that is selected only when the variable game has a winning result, or by illuminating the various display LEDs 46 in a specific light emission pattern (for example, rainbow-colored light emission) that can be selected only when the variable game has a winning result.

[0237] Furthermore, a configuration may be adopted in which a specific color (e.g., rainbow colors) is applied as the display color of at least a portion of the character image 770a and / or text image 770d, which is selected only when the variable game results in a winning outcome.

[0238] Furthermore, a configuration may be adopted in which at least two combinations of the character image 770a, the text image 770d, the operation of the movable prop 440, the sound (voice) output from the speaker 19, and the lighting patterns of the various effect LEDs 46 are set to a specific combination, thereby definitively notifying or suggesting that the variable game has resulted in a win.

[0239] [Premium Production Y Production Types] Figure 7 shows an example of a specific manifestation for each manifestation type defined in premium manifestation Y. In particular, Figure 7(A) shows an example of a specific manifestation for manifestation type β1, Figure 7(B) shows an example of a specific manifestation for manifestation type β2, and Figure 7(C) shows an example of a specific manifestation for manifestation type β3. Figures 7(A) to 7(C) show examples in which premium manifestation Y of each manifestation type β1, β2, and β3 is executed together with various other manifestations during a variable game (for example, a variable game in a normal game state or a specific game state). That is, the manifestation control device 300 sets the content of game-related manifestations in the aforementioned variable-related manifestation setting process and pre-announcement manifestation setting process, and functions as a manifestation means that executes the set manifestation content (including premium manifestation Y and various manifestations during the variable game). In particular, the premium effects Y of each of the effects types β1, β2, and β3 shown in Figures 7(A) to 7(C) are all executed without any other display effects (display of the variable display image 710 and the hold display image 720) during the variable game.

[0240] More specifically, the premium effect Y of effect type β1 shown in Figure 7(A) can be realized by displaying a premium-related object 780 on the display screen of the display device 41, along with the output of music I, which is a predetermined background music during the variable game. In particular, this premium-related object 780 includes a character image 780a and a text image 780d.

[0241] In the β1 presentation type, character image 780a is configured as an image (display object) that mimics character γ, which is selected only when the variable game results in a win. Additionally, text image 780d is configured as an image (display object) that mimics text (in Figure 7(A), "Don't give up!") that suggests the variable game may have a win.

[0242] Furthermore, the specific form of the above-mentioned performance type β1 can be arbitrarily changed by altering the form of the character image 780a or whether or not it is present, altering the form of the text image 780d or whether or not it is present, adding other related display objects such as images, altering the operation of the performance movable body 44 (performance button 25 and / or movable prop 440) or whether or not it is present, and / or altering the form (type or volume) of the output sound (voice) or whether or not it is present.

[0243] For example, the display colors of at least some of the character image 780a and / or text image 780d can be changed as appropriate, in the same manner as changing the display colors of each image in the premium effect X of effect type α1.

[0244] Furthermore, Figure 7(A) illustrates an example in which the outcome of the variable game can be definitively indicated or suggested by the appearance of the character image 780a (which includes character γ) and the text content of the text image 780d. However, instead of or in conjunction with this, a configuration may be adopted in which the outcome of the variable game can be definitively indicated or suggested by operating the movable mechanism 440 in a specific operating mode that can only be selected when the variable game has a winning result, outputting a specific sound (voice) from the speaker 19 that can only be selected when the variable game has a winning result, or illuminating the various effect LEDs 46 in a specific light emission mode (for example, rainbow-colored light emission) that can only be selected when the variable game has a winning result.

[0245] Furthermore, a configuration may be adopted in which a specific color (e.g., rainbow colors) is applied as the display color of at least a portion of the character image 780a and / or text image 780d, which is selected only when the variable game results in a winning outcome.

[0246] Furthermore, a configuration may be adopted in which at least two combinations of the character image 780a, the text image 780d, the operation of the movable mechanism 440, the sound (voice) output from the speaker 19, and the illumination patterns of the various effect LEDs 46 are set to a specific combination, thereby definitively notifying or suggesting that the variable game has resulted in a win.

[0247] Next, we will explain the type β2 of the effects shown in Figure 7(B). The premium effect Y of the type β2 of the effects shown in Figure 7(B) can be realized by outputting music I, which is a predetermined background song during the variable game, displaying a premium-related object 790 on the display screen of the display device 41, operating an effect button 25 which is a type of effect movable body 44, and outputting a specific sound effect S1 from the speaker 19.

[0248] In the β2 presentation type, the premium-related object 790 includes a background change image 790c. The background change image 790c is configured as an image (display object) in which the display color of the background across the entire area of ​​the display screen is a different display color from the prescribed color (default color). In particular, in the background change image 790c shown in Figure 7(B), the entire area of ​​the display screen is displayed in a specific color (e.g., rainbow colors) that is selected only when the variable game results in a win. The display color of the background change image 790c may be static or dynamic. Furthermore, in order to make the presentation more lively, the specific color (rainbow colors) may be displayed dynamically by animation (video), and the color of each location may change over time and repeatedly change to the color of the adjacent location, so that it is perceived as a moving rainbow. In addition, the rainbow colors may have clearly distinguishable areas for each of the seven colors, or the colors may change smoothly and continuously in a gradient. If it is a gradient, the above seven colors are representative colors and may include intermediate colors such as yellow-green and reddish-purple.

[0249] Furthermore, in the premium effect Y of effect type β2, the effect button 25 is vibrated in a specific vibration pattern. For example, the effect button 25 is vibrated for a vibration duration (long vibration duration) that is selected only when the variable game results in a win. In other words, this specific vibration pattern is distinguishable from a vibration duration (short vibration duration) that may be selected even when the variable game does not result in a win. Therefore, the vibration of the effect button 25 functions as an effect that definitively notifies or suggests that the variable game has resulted in a win.

[0250] Furthermore, in the premium performance Y of performance type β2, a specific sound effect S1 is output along with the background music (music I), or with the background music (music I) muted or reduced in volume. In particular, sound effect S1 is defined as a unique sound effect that is output only when the premium performance Y of performance type β2 is executed. This makes it possible to impress upon the player that premium performance Y is a special performance that is positioned differently from other performances. Also, since sound effect S1 is an output sound unique to performance type β2 of premium performance Y, the output of sound effect S1 functions as a performance that definitively notifies or suggests that the variable game has resulted in a win.

[0251] Furthermore, the specific form of the above-mentioned performance type β2 can be arbitrarily changed by altering the form of the background change image 790c or by having it or not, by adding other related display objects such as images, by altering the operation of the performance movable body 44 (performance button 25 and / or movable prop 440) or by having it or not, and / or by altering the form (type or volume) of the output sound (voice) or by having it or not.

[0252] Furthermore, Figure 7(B) illustrates an example in which the outcome of the variable game can be definitively indicated or suggested by the display color of the background change image 790c, the output of the sound effect S1, and the vibration time of the performance button 25. However, instead of this, or in conjunction with this, a configuration may be adopted in which the outcome of the variable game can be definitively indicated or suggested by outputting a specific background song from the speaker 19 that is selected only when the variable game has a winning result, or by illuminating the various performance LEDs 46 in a specific light emission pattern (for example, a rainbow-colored light emission) that can be selected only when the variable game has a winning result.

[0253] Next, we will explain the β3 presentation type shown in Figure 7(C). The premium presentation Y of the β3 presentation type shown in Figure 7(C) can be realized by outputting the music I, which is a predetermined background music during the variable game, displaying the premium-related object 800 on the display screen of the display device 41, and outputting a specific sound effect S2 from the speaker 19.

[0254] In the β3 presentation type, the premium-related object 800 includes a background change image 800c and a text image 800d. The background change image 800c is an image (display object) in which the display color of a part of the display screen (the frame area of ​​the display screen in Figure 7(C)) is a different display color from the standard color (default color). In particular, the background change image 800c displays the frame area of ​​the display screen in a specific color (e.g., rainbow colors) that is selected only when the variable game results in a win. The text image 800d is an image (display object) that mimics the form of text ("Not yet!!" in Figure 7(C)) that suggests the possibility of the variable game resulting in a win, and a shape (an ellipse in the figure) surrounding it.

[0255] Furthermore, in the premium performance Y of performance type β3, a specific sound effect S2 is output along with the background music (music I), or with the background music (music I) muted or reduced in volume. In particular, sound effect S2 is defined as a unique sound effect that is output only when the premium performance Y of performance type β3 is executed. This makes it possible to impress upon the player that premium performance Y is a special performance that is positioned differently from other performances. In particular, by making the sound effect S2 related to performance type β3 a different sound from the sound effect S1 related to performance type β2, even the same premium performance Y can produce different performance effects depending on the customization. Moreover, since sound effect S2 is an output sound unique to the premium performance Y of performance type β3, the output of sound effect S2 functions as a performance that definitively notifies or suggests that the variable game has resulted in a win.

[0256] Furthermore, the specific form of the above-mentioned performance type β3 can be arbitrarily changed by altering the form of the background change image 800c or whether or not it is present, altering the form of the text image 800d or whether or not it is present, adding other related display objects such as images, altering the operation of the performance movable body 44 (performance button 25 and / or movable prop 440) or whether or not it is present, and / or altering the form (type or volume) of the output sound (voice) or whether or not it is present.

[0257] Furthermore, Figure 7(C) illustrates an example in which the outcome of the variable game can be definitively notified or suggested by the display color of the background change image 800c and the output of the sound effect S2. However, instead of this, or in conjunction with this, a configuration may be adopted in which the outcome of the variable game can be definitively notified or suggested by operating the performance movable body 44 (performance button 25 and / or movable mechanism 440) in a specific operating mode that can only be selected when the variable game has a winning result, outputting a specific background music from the speaker 19 that can only be selected when the variable game has a winning result, or illuminating the various performance LEDs 46 in a specific lighting mode (for example, rainbow-colored lighting) that can only be selected when the variable game has a winning result.

[0258] [Selection of Premium Performance X or Premium Performance Y] The performance control device 300 selects premium performance X according to the result of the performance lottery in the variable game that results in a win, refers to the currently reflected customization settings ("frequency of occurrence" and "performance type"), and executes premium performance X in a manner corresponding to the customized settings reflected in that variable game. Similarly, the performance control device 300 selects premium performance Y according to the result of the performance lottery in the variable game that results in a win, refers to the currently reflected customization settings ("performance type"), and executes premium performance Y in a manner corresponding to the customized settings reflected in that variable game.

[0259] Furthermore, premium effects X and Y may be selected (executed) in different spinning games, or they may be selected (executed) in the same spinning game. Also, if they are selected (executed) in the same spinning game, at least a portion of premium effects X and Y may be executed in parallel during the same period in that spinning game, or they may be executed separately during different periods. In particular, if premium effects X and Y are executed during different periods in the same spinning game, premium effects Y may be executed after premium effects X, or premium effects X may be executed after premium effects Y.

[0260] [Processing related to customization restrictions] In this embodiment, in a variable game in which premium effect X or premium effect Y is selected, customization restriction-related processing is performed that disables (prohibits) the execution of at least some of the customizations related to premium effect X and premium effect Y.

[0261] Figure 8 is a flowchart showing an example of customization restriction-related processing. Note that each step S100 to S500 in the customization restriction-related processing shown in Figure 8 can be executed under the control of the game control device 100, the performance control device 300, or both the game control device 100 and the performance control device 300.

[0262] As shown in the figure, in the customization restriction-related processing, first, it is determined whether the restriction mode transition condition is met (S100). Here, the restriction mode transition condition can be defined as the occurrence of a specific event triggered by a ball entering a predetermined prize pocket, such as the first starting prize pocket 36 or the second starting prize pocket, before the start of the variable game, or as the occurrence of a situation in which another player may attempt to perform a customization operation. In particular, the above-mentioned specific event that can define the restriction mode transition condition may be an event that can be executed (may occur) unconditionally triggered by a ball entering a predetermined prize pocket, or it may be an event that can be executed (may occur) when, in addition to (presupposing) a ball entering a predetermined prize pocket, some further condition is met. In particular, in this embodiment, the restriction mode transition condition is defined as the execution of a pre-announcement effect targeting the variable game.

[0263] In addition, a pre-announcement effect is a type of pre-reading notification effect (pre-reading effect, pre-reading notification). More specifically, a pre-announcement effect refers to an effect that notifies or suggests to the player that in the variable game (i.e., the variable game in question) that a winning result will occur with a certain level of reliability (expectation) or higher in the variable game (i.e., the variable game in question) that was generated when a game ball entered a predetermined entry point such as the first entry point 36 or the second entry point, the effect is performed before the start of the variable game in question. In particular, a pre-announcement effect may occur immediately when a ball enters a predetermined entry point, or it may occur after a certain period of time has elapsed since the ball entered. Furthermore, a pre-announcement effect may continue over multiple variable games prior to the variable game in question. Moreover, when a pre-announcement effect continues over multiple variable games, the effect may be that the predetermined type of notification is performed continuously over the multiple variable games, or that the predetermined type of notification is performed discontinuously (intermittently) over the multiple variable games. Furthermore, the specific form of the pre-announcement effect can be realized by displaying the intended notification content (an increase in the expected probability that the target variable game will result in a win) on the display device 41 (display screen), operating the effect movable body 44, outputting sound from the speaker 19, illuminating various effect LEDs 46, or a combination of two or more of these, in a manner that allows the player to recognize the intended notification content (an increase in the expected probability that the target variable game will result in a win).

[0264] Then, when the above conditions for transitioning to restricted mode are met (established), the control state (control mode) of the gaming machine is changed to the customized restricted mode (Yes in S100 and S300). On the other hand, if the conditions for transitioning to restricted mode are not met (established), this routine is terminated (No in S100). For the sake of convenience, below, the control state (control mode) of the gaming machine 10 other than the customized restricted mode will be referred to as "normal mode".

[0265] In particular, in this embodiment, the determination of the condition for transitioning to the restricted mode (whether the pre-announcement effect has been executed) (S100) is performed at a relatively early time after the start of the variable game (for example, immediately after the start of the variable game), so that the transition to the customized restricted mode can be performed before the premium effect X or premium effect Y is started in the variable game.

[0266] During customization restriction mode, customization of at least some of the customization items defined in premium effect X (in this embodiment, "frequency of occurrence") and all customization items defined in premium effect Y (in this embodiment, "effect type") are prohibited, and a special image 810 is displayed on the display screen of the display device 41 (S300).

[0267] More specifically, even if a customization operation is performed (even if the specified operation on the directional key switch 450 and / or the effect button 25 is detected), it is possible to make the above customization impossible by not reflecting the changes to the "frequency of occurrence" of premium effect X and the "effect type" of premium effect Y.

[0268] In particular, in the customization restriction mode of this embodiment, the customization screen for premium effect X (Figure 5(D)) is displayed in response to a customization operation, and while it is possible to set (change) the customization content of "effect type," the setting (change) of the customization content of "occurrence frequency" is not accepted, thereby prohibiting customization related to the "occurrence frequency" of premium effect X. Also, in the customization restriction mode, the premium effect selection screen (Figure 5(C)) is displayed in response to a customization operation, but customization related to premium effect Y is not accepted by not accepting an operation to select the "premium effect Y" item (an operation to switch from "premium effect X" to "premium effect Y" using the directional key switch 450) or an operation to confirm the selection of "premium effect Y" (an operation to confirm the selection of "premium effect Y" using the effect button 25).

[0269] Furthermore, as described above, if an operation is detected on the directional key switch 450 and / or the performance button 25 in a situation where operation on these is not accepted, a special sound (special voice) that would not be output if the same operation were performed in normal mode may be output. In addition, in customization restriction mode, customization of items other than premium performance X or Y (for example, "preview up" and "initialization" shown in Figure 5(B)) may be prohibited.

[0270] As described above, during the customization restriction mode, customization of the "frequency of occurrence" customization item for premium effect X and the "effect type" customization item for premium effect Y is prohibited. As a result, when a player who has realized that the conditions for transitioning to the restriction mode have been met (that the pre-announcement effect has been executed) attempts to perform customization operations during the game, they will notice that at least some of the customizations for premium effect X or premium effect Y are unavailable. Therefore, the player will feel a sense of unease because they are unable to perform customizations that would normally be possible (during normal mode). Consequently, this sense of unease can give the player the expectation that either premium effect X or Y may have been selected in the game (that the game may be a winning result).

[0271] In particular, in the customization restriction mode of this embodiment, customization related to the "frequency of occurrence" of premium effect X is prohibited, and customization related to the "effect type," a customization item common to premium effect X, is prohibited for premium effect Y. As a result, it is possible to give the player a strong impression (a sense of unfamiliarity) that it is clearly different from the normal mode, and to create a higher sense of anticipation.

[0272] Furthermore, in the variable game screen shown in Figure 5(A), when displaying object 610 for showing the customization details related to the currently reflected premium effects X and Y, it is possible to allow the display of each screen shown in Figures 5(B) to 5(E) and accept the operations specified on each screen (at least in a state that the player can recognize has been accepted), while internally not reflecting the customization details (especially changes to the customization details) that should be set based on those operations, and effectively prohibiting customization by not switching (updating) the display of object 610.

[0273] This prevents the display of object 610 from changing, allowing the player to recognize that customization is prohibited. Therefore, by changing the length of the waiting time for customization to be reflected in premium effects X and Y, it is possible to control the time it takes for the player to recognize that customization is prohibited (the situation where customization has been switched to customization restriction mode).

[0274] Furthermore, during customization restriction mode (immediately after switching to customization restriction mode, or after a certain period of time has elapsed since switching), a special image 810 is displayed in a manner that informs or suggests that customization is not possible.

[0275] Figure 9 shows an example of a specific embodiment of the special image 810. As shown in the figure, the special image 810 of this embodiment is composed of a background change image 810c and a text image 810d. The background change image 810c is composed of an image (display object) in which the entire area of ​​the display screen is a single display color (for example, black). The text image 810d is composed of an image (display object) that mimics a form consisting of text (in Figure 9, "Premium effects cannot be customized!?") that suggests or informs that customization is not possible, and a shape (for example, a rectangle) surrounding it.

[0276] In customization restriction mode, players can be more reliably made aware that customization is prohibited. More specifically, players who do not attempt to customize even when the conditions for transitioning to restriction mode are met can be more clearly notified that they have entered customization restriction mode. In particular, players who, due to lack of experience or other reasons, may not recognize that the conditions for transitioning to restriction mode have been met (i.e., the pre-announcement animation has been executed) or do not understand its meaning, and therefore may not realize that premium animation X or Y may have been selected in that particular game, can be more directly informed that customization is prohibited.

[0277] Returning to Figure 8, it is determined whether the display time of the special image 810 (execution time of the customization restriction mode) has reached a predetermined time Δt (S400). The predetermined time Δt is set as an appropriate time from the standpoint of making the player aware that customization related to the premium effect Y is prohibited. The predetermined time Δt may be a predetermined fixed value (constant value), or it may be a variable value (undefined value) that changes depending on the game state when the conditions for transitioning to the restriction mode are met (in this embodiment, when the pre-reveal effect is executed or when a prize is won that triggers the pre-reveal effect).

[0278] Then, when the display time of the special image 810 reaches the specified time Δt, the customization restriction mode is terminated (S500). After the termination of the customization restriction mode, the display screen may be returned to the display mode before the special image 810 was displayed, or it may be displayed in another specific display mode. In particular, as a specific display mode, a display mode different from the display before transitioning to the customization restriction mode may be adopted, such as the display mode of the waiting screen or the display mode of the screen where the decorative symbols are stopped. This can make the player feel more uneasy and give them the expectation that the variable game may be a winning result.

[0279] [Comparison of premium effects X and Y] FIG. 10 is a diagram showing a comparison between the premium effect X and the premium effect Y according to the present embodiment. As shown in the figure, in the present embodiment, for the premium effect X, in the normal mode, customization regarding the customization items "occurrence frequency" and "effect type" is possible. On the other hand, for the premium effect Y, in the normal mode, only customization regarding the customization item "effect type" is possible.

[0280] As described above, in the example shown in FIG. 10, regarding the premium effect X, customization regarding the "occurrence frequency" and "effect type" of the premium effect X is possible. On the other hand, as customization regarding the premium effect Y, customization regarding the "effect type", which is a customization item common to the premium effect X, is possible, but customization regarding the "occurrence frequency" is not possible. Thus, as the premium effects of the gaming machine 10 of the present embodiment, the premium effect X and the premium effect Y, in which the executable customization modes (types) are different from each other, can be implemented. Therefore, it is possible to give variations to the actual premium effect (the impression of the player) and improve the interest of the game.

[0281] Also, in the example shown in FIG. 10, for both the premium effect X and the premium effect Y, the customization reflection waiting time is set to 0. That is, when a customization operation is performed for the premium effect X and the premium effect Y, the customization content corresponding to the customization operation is immediately reflected.

[0282] Furthermore, for the premium effect X, in the customization restriction mode, customization regarding the customization item "effect type" is possible, but customization regarding the "occurrence frequency" is not possible. On the other hand, for the premium effect Y, in the customization restriction mode, customization regarding all the customization items (in FIG. 10, "effect type") is not possible. That is, in the customization restriction mode, regarding the premium effect X, customization regarding the "occurrence frequency" becomes impossible, while regarding the premium effect Y, customization regarding the "effect type" becomes impossible.

[0283] Therefore, in the example shown in FIG. 10, in the variable game in which the premium production X or the premium production Y is internally selected, when the restriction mode transition condition is satisfied (when the preview disclosure production is executed), for the player who tries a customization operation recognizing that the restriction mode transition condition is satisfied, a situation different from the normal mode where customization regarding "occurrence frequency" cannot be executed for the premium production X and customization regarding "production type" cannot be executed for the premium production Y can be recognized, and a sense of discomfort can be given. Therefore, through this sense of discomfort, an expectation that the premium production X or the premium production Y may be selected (the winning result may be determined) in the variable game can be given to the player, and the interest can be improved.

[0284] Particularly, as described above, the reflection waiting times in the customization of the premium production X and the premium production Y are both set to 0. Therefore, through the experience of the game on the gaming machine 10, the player will recognize that during the normal mode, by performing a customization operation, the reflection (change of settings) of the customization content corresponding to the customization operation is immediately executed. On the other hand, conversely, when the player tries a customization operation in the customization restriction mode, a situation where the customization content is not immediately reflected can be detected. Therefore, an expectation that the premium production X or the premium production Y may be selected can be given to the player at a relatively early timing (a timing close to the start) of the variable game.

[0285] 〔First Modified Example〕 Figure 11 shows a comparison of premium effects X and Y in the first modified example. As shown in the figure, in the first modified example, the waiting times for the reflection of premium effects X and Y are set to two different times, the first and second hours, respectively. Furthermore, in the customization restriction mode, customization of the "effect type" for premium effects X is also disabled. In other words, in the customization restriction mode of the first modified example, all customization related to premium effects X and Y is prohibited. Other aspects are the same as in the embodiment shown in Figure 10.

[0286] Therefore, in the example shown in Figure 11, in a variable game where premium effect X or premium effect Y is internally selected, if the conditions for transitioning to restricted mode are met (when the pre-announcement effect is executed), players who recognize that the conditions for transitioning to restricted mode have been met and attempt to perform customization operations will be made aware of a situation different from normal mode, where all customizations related to premium effect X and premium effect Y are prohibited, thus creating a sense of unease. As a result, through this sense of unease, it is possible to give players the expectation that premium effect X or premium effect Y may be selected in that variable game (that the winning result may be determined), thereby enhancing the enjoyment of the game.

[0287] Furthermore, the waiting time for customization of premium effect X and premium effect Y is set to different times (1st hour and 2nd hour, respectively). Therefore, in customization restriction mode, when a player attempts to customize premium effect X and premium effect Y, the time it takes for them to realize that the customization has not been reflected can be changed for each. Thus, depending on the type of customization operation performed by the player, the timing at which the player may be given the expectation that premium effect X or premium effect Y may have been selected can be changed, thereby further improving the effect of the performance.

[0288] In the first modified embodiment shown in Figure 11, the waiting times for the customization of premium effect X and premium effect Y may be made the same for both (for example, substantially 0 for both).

[0289] [Second variation] Figure 12 is a flowchart showing an example of customization restriction-related processing according to a second modified example. Note that each step S1000 to S1800 in the customization restriction-related processing shown in Figure 12 can be executed under the control of the game control device 100, the performance control device 300, or both the game control device 100 and the performance control device 300.

[0290] As shown in the figure, in the customization restriction-related processing of this modified example, first, it is determined whether the first restriction mode transition condition, which is defined in the same way as the restriction mode transition condition explained in Figure 8, is met (S1000). If the first restriction mode transition condition is met (established), the control state (control mode) of the gaming machine is changed from normal mode to the first customization restriction mode (Yes in S1000 and S1100). On the other hand, if the first restriction mode transition condition is not met (No in S1000), this routine is terminated.

[0291] During customization restriction mode, customization of premium effects X and Y is prohibited in the same manner as in the above embodiment or the first modified example, and the first special image 810-1 is displayed on the display screen of the display device 41 (S1200). The first special image 810-1 is an image that notifies or suggests that customization of premium effects X and Y is not possible, and is configured as an image in the same manner as special image 810 shown in Figure 9, for example.

[0292] Furthermore, it is determined whether the display time of the first special image 810-1 (execution time of the first customization restriction mode) has reached a predetermined first specified time Δt1 (S1300). Note that the first specified time Δt1 is a fixed value (constant value) predetermined in the same way as the specified time Δt used in S400 in Figure 8.

[0293] Then, when the display time of the first special image 810-1 reaches the first specified time Δt1, the success or failure of the second restriction mode transition condition is determined (Yes in S1300 and S1400). The second restriction mode transition condition is a specific condition that can be met before the first restriction mode transition condition is met. More specifically, the second restriction mode transition condition is defined as a condition relating to the state of the gaming machine 10 before the pre-reading effect defined in the first restriction mode transition condition is executed. For example, the second restriction mode transition condition is defined as the state immediately before the first restriction mode transition condition (predetermined condition) is met (whether it was in a normal game state, a specific game state, a winning game state, a customer waiting state, and / or whether MY was at a predetermined value, etc.).

[0294] When the conditions for transitioning to the second restriction mode are met (established), the control state (control mode) of the gaming machine is changed from the first customization restriction mode to the second customization restriction mode (Yes in S1400 and S1500). On the other hand, if the conditions for transitioning to the second restriction mode are not met (established), the first customization restriction mode is terminated and this routine is terminated (No in S1400). After the termination of the first customization restriction mode, the display screen may be returned to the display mode before the display of the first special image 810-1, or it may be displayed in any other specific display mode. In particular, as a specific display mode, a display mode different from the display before transitioning to the first customization restriction mode may be adopted, such as the display mode of the customer waiting screen or the display mode of the screen when the decorative symbols are stopped.

[0295] In the second customization restriction mode, similar to the first customization restriction mode, customization related to premium effects X and Y is prohibited, and the second special image 810-2 is displayed on the display screen of the display device 41 (S1600). The second special image 810-2 is an image different in appearance from the first special image 810-1 that informs or suggests that customization related to premium effects X and Y is not possible.

[0296] Furthermore, it is determined whether the display time of the second special image 810-2 (execution time of the second customization restriction mode) has reached a predetermined second specified time Δt2 (S1700). The second specified time Δt2 is defined as a variable value (undefined value) that changes depending on the specific content of the conditions defined as conditions for transitioning to the second restriction mode (for example, the state of the gaming machine 10 immediately before the conditions for transitioning to the first restriction mode are met).

[0297] Then, when the display time of the second special image 810-2 reaches the second specified time Δt2, the second customization restriction mode is terminated (Yes in S1700 and S1800). After the termination of the second customization restriction mode, the display screen may be returned to the display mode before the first special image 810-1 was displayed, or it may be displayed in any other specific display mode. In particular, as a specific display mode, a display mode different from the display before transitioning to the first customization restriction mode may be adopted, such as the display mode of the customer waiting screen or the display mode of the screen where the decorative symbols are stopped.

[0298] According to the customization restriction-related processing of the second modified example described above, the success or failure of the conditions for transitioning to a state where customization is disabled can be determined in stages (determining whether the first restriction mode transition condition is met, and determining whether both the first restriction mode transition condition and the second restriction mode transition condition are met), and depending on the result of each determination, substantially different forms of special notification (display of the first special image 810-1, or display of the second special image 810-2 following the display of the first special image 810-1) can be executed. As a result, the variety of effects that give the player the expectation that premium effect X or premium effect Y may have been selected in the variable game can be increased.

[0299] Furthermore, according to the second modified example, the following types of gaming machines 10 are provided.

[0300] (1) In a gaming machine 10 that can award a winning game according to the result of determining the winning conditions, It is possible to execute a specific effect (Premier Effect X or Premier Effect Y) that can definitely notify that a winning game has been awarded, It is possible to perform customization regarding the specific effect (X, Y), When a predetermined condition is satisfied (when the determination result of S200 is Yes), it is possible to shift to a special state (customization restriction mode of S300) in which customization regarding the specific effect (X, Y) is disabled, The special state includes a first special state (first customization restriction mode) and a second special state (second customization restriction mode) that shifts after the first special state, In the first special state (first customization restriction mode), it is possible to execute a first special notification (display of the first special image 810-1), In the second special state (second customization restriction mode), a gaming machine 10 that can execute a second special notification (display of the second special image 810-2). '

[0301] (2) 'In the gaming machine 10 capable of awarding a winning game according to the determination result of the winning condition, It is possible to execute a specific effect (Premier Effect X or Premier Effect Y) that can definitely notify that a winning game has been awarded, It is possible to perform customization regarding the specific effect (X, Y), When a predetermined condition is satisfied (when the determination result of S200 is Yes), at least the first special state (first customization restriction mode) is entered, and it is possible to execute a first special notification (display of the first special image 810-1), When a specific condition (condition regarding the state of the gaming machine 10 immediately before the prediction effect) is satisfied before the predetermined condition is satisfied, after the execution of the first special notification (display of the first special image 810-1), the second special state (second customization restriction mode) is entered, and a gaming machine 10 that can execute a second special notification (display of the second special image 810-2). '

[0302] (3) 'In the gaming machine 10 capable of awarding a winning game according to the determination result of the winning condition, It is possible to execute a specific effect (Premier Effect X or Premier Effect Y) that can definitely notify that a winning game has been awarded, Customization of specific effects (X,Y) is possible. If certain conditions are met (the result of S200 is Yes), it is possible to transition to a special state (S300 customization restriction mode) in which customization related to specific effects (X,Y) is disabled. The special states include a first special state (first customization restriction mode) and a second special state (second customization restriction mode) that is entered after the first special state (first customization restriction mode). In the first special state (first customization restriction mode), the first special notification (display of the first special image 810-1) can be performed. In the second special state (second customization restriction mode), the second special notification (display of the second special image 810-2) can be performed. The notification time (first specified time Δt1) for the first special notification (display of the first special image 810-1) can be constant. The notification time (second specified time Δt2) for the second special notification (display of the second special image 810-2) of the gaming machine 10 can be made variable depending on the state before the predetermined conditions are met.

[0303] [Effects of the embodiment or modified version] In the above embodiment or modified version, a gaming machine 10 is provided that can award a winning game according to the result of determining the winning conditions. This gaming machine 10 can execute a specific performance (premium performance X or premium performance Y) that can definitively notify that a winning game has been awarded, and can perform customization related to the specific performance (X, Y). When predetermined conditions are met (the result of the determination in S200 is Yes), it is possible to transition to a special state (customization restriction mode in S300) in which customization related to the specific performance (X, Y) is disabled. In the special state (customization restriction mode), it is possible to perform a special notification (for example, display of a special image 810) that notifies or suggests that customization is disabled.

[0304] According to this, while customization is possible during normal times (normal mode) for specific effects (X,Y) that can definitively notify that a winning game will be awarded, when certain conditions are met (for example, when a pre-announcement effect targeting the current spinning game is executed), the game transitions to a special state (customization restricted mode) in which customization of the specific effects (X,Y) is restricted. Therefore, when a player attempts to perform a customization operation in a situation where the predetermined conditions are met (for example, during a spinning game targeted by a pre-announcement effect), they will feel a sense of unease because, unlike in normal times, they will not be able to perform the customization (the customization content will not be reflected). Thus, by making the player feel this sense of unease, it is possible to create a sense of expectation that the specific effects (X,Y) have been selected (i.e., an expectation that the winning result of the current spinning game is certain, or that a winning game will be awarded after the end of the current spinning game), thereby enhancing the enjoyment of the game.

[0305] Furthermore, in a special state (customization restriction mode), a special notification (e.g., display of special image 810) is executed to inform or suggest that customization is not possible, thereby making it more certain for players to recognize that customization is not possible. In particular, for players who, due to reasons such as having little gaming experience, may not recognize the fulfillment of certain conditions (e.g., the execution of a pre-announcement effect) or may not understand its meaning, the execution of the special notification (display of special image 810) makes it more certain for them to recognize that customization regarding a specific effect (X,Y) is not possible (a situation in which it is confirmed that a winning game will be awarded after the end of the variable game). Therefore, it can enhance the enjoyment of the game for a wide range of players, regardless of their gaming experience.

[0306] Furthermore, in the gaming machine 10 of the above embodiment or modified example, when a customization operation related to a specific performance (X, Y) is performed, the contents of the customization (the contents of the changed "occurrence frequency" and / or "performance type") can be reflected after a predetermined period of time (after the reflection waiting time has elapsed).

[0307] This allows the customization content corresponding to the customization operation to be reflected at an appropriate timing, taking into account the length of the variable game (variation time), the start time of specific effects (X, Y) during the variable game, and the timing of executing special notifications. In particular, by appropriately setting the reflection waiting time, it is possible to control the time it takes for a player attempting a customization operation in a special state (customization restriction mode) to realize that the customization content corresponding to that operation will not be reflected (that customization cannot be executed). As a result, the variety of actual effects that can be exerted through the special state (customization restriction mode) can be increased.

[0308] Furthermore, in the above embodiment or modified example, a gaming machine 10 is provided that can award a winning game according to the result of determining the winning conditions. This gaming machine 10 can execute a specific performance that can definitively notify that a winning game has been awarded, and the specific performance includes a first specific performance (premium performance X) and a second specific performance (premium performance Y). In addition, customization of the first specific performance (X) can be performed, and customization of the second specific performance (Y) can be performed. When a predetermined condition is met (the result of the determination in S200 is Yes), it is possible to transition to a special state (customization restriction mode in S300) in which customization of at least the second specific performance (Y) (especially the customization of the "performance type") is disabled, and in the special state (customization restriction mode), a special notification (Figure 9) can be executed to notify or suggest that customization is disabled.

[0309] According to this, while customization is possible during normal times (normal mode) for the first specific effect (X) and second specific effect (Y), which can definitively notify that a winning game will be awarded, if certain conditions are met (for example, when a pre-announcement effect targeting the current spinning game is executed), the game will transition to a special state (customization restricted mode) in which customization of at least the second specific effect (Y) is restricted. Therefore, when a player attempts to perform a customization operation in a situation where certain conditions are met (for example, during a spinning game targeted by a pre-announcement effect), they will feel a sense of unease because, unlike in normal times, they will not be able to perform the customization (the customization content will not be reflected). Thus, by making the player feel this sense of unease, it is possible to create a sense of expectation that the second specific effect (Y) has been selected (i.e., an expectation that the winning result of the current spinning game is determined, or that a winning game will be awarded after the end of the current spinning game), thereby improving the enjoyment of the game.

[0310] Furthermore, in a special state (customization restriction mode), a special notification (e.g., display of special image 810) is executed to inform or suggest that customization is not possible, thereby making it more certain for players to recognize that customization is not possible. In particular, for players who, due to reasons such as having little gaming experience, cannot recognize the fulfillment of a predetermined condition (e.g., that the pre-announcement effect has been executed) or do not understand its meaning, the execution of the special notification (display of special image 810) makes it more certain for them to recognize that customization is not possible, at least regarding the second specific effect (Y) (a situation in which it is confirmed that a winning game will be awarded after the end of the variable game). Therefore, it can enhance the enjoyment of the game for a wide range of players, regardless of their gaming experience.

[0311] Furthermore, in the above embodiment or modified example, the second specific performance (Y) is set to have at least one specific customization item ("performance type") that is common to the first specific performance (X). Customization of the specific customization item ("performance type") of the second specific performance (Y) is possible, but customization of items different from the specific customization item ("performance type") of the second specific performance (Y) is not possible (for example, customization of the customization item "occurrence frequency" is not possible). Furthermore, if the above predetermined conditions are met, customization of the specific customization item ("performance type") may also become impossible.

[0312] This allows customization of the second specific performance (Y) with the first specific performance (X) for specific customization items ("performance type") when the predetermined conditions are not met (for example, when the pre-announcement performance is not selected). On the other hand, when the predetermined conditions are met (for example, when the pre-announcement performance is performed), customization of the second specific performance (Y) with the same specific customization items ("performance type") becomes impossible. Therefore, it is possible to set common customization items (specific customization items) for the first specific performance (X) and the second specific performance (Y), which are premium performances with different positions. However, since customization of the second specific performance (Y) with respect to specific customization items ("performance type") becomes impossible when the predetermined conditions are met, in a special state (customization restriction mode), it is possible to give the player a stronger sense of unease by making it impossible to perform specific customization items ("performance type"), at least for the second specific performance (Y). Therefore, it is possible to further enhance the player's anticipation regarding the selection of the second specific performance (Y), thereby increasing the enjoyment of the game.

[0313] [Other variations] Modifications not mentioned above are summarized below. These modifications can also enhance the enjoyment of the game.

[0314] (I) The customization functions described in the above embodiments or each modified example (the customization functions shown in Figure 5) are examples, and their specific forms can be changed as appropriate. For example, in addition to the customization functions for each item shown in the menu image 603 of Figure 5(B), a configuration may be adopted that allows other customization functions such as turning the so-called auto mode on and off and adjusting the volume and brightness to be executed.

[0315] (II) The customization items ("frequency of occurrence" and "type of effect") set for the first specific effect (premium effect X) described in the above embodiment or each modified example, and the customization items ("type of effect") set for the second specific effect (premium effect Y) are examples of the "customization relating to a specific effect," "customization relating to the first specific effect," or "customization relating to the second specific effect" as defined in the claims, and their specific form can be changed as appropriate. In particular, one or more customization items can be arbitrarily set (changed) for each of the first specific effect (X) and the second specific effect (Y).

[0316] (II-1) For example, a customization item other than "frequency of occurrence" and "type of occurrence" (a customization item different from "frequency of occurrence" and "type of occurrence") may be added to the first specific performance (X), or a customization item other than "type of occurrence" (a customization item different from "type of occurrence") may be added to the second specific performance.

[0317] (II-2) Furthermore, when multiple customization items are set for the first specific performance (X) or the second specific performance (Y), a configuration may be adopted in which customization can be performed by individual operations for each of the multiple customization items, or a configuration may be adopted in which customization can be performed by a single operation. For example, in the above embodiment or each of the modified examples, a configuration in which customization can be performed by individual operations for each customization item "frequency of occurrence" and "performance type" set for the first specific performance (X) has been described (see Figure 5(D)). However, instead, "frequency of occurrence" and "performance type" may be integrated so that customization can be performed by a single operation. For example, a customization item that integrates "frequency of occurrence" and "performance type" may be provided, and all combinations of the customization items that were selectable for "frequency of occurrence" ("OFF", "down", "normal", and "up") and the customization items that were selectable for "performance type" ("performance type α1", "performance type α2", and "performance type α3") may be set as selectable customization items in the integrated customization item, or only some combinations may be set. Similarly, if there are multiple customization options for the second specific effect (Y), these may be integrated into a single customization option that can be operated collectively.

[0318] (II-3) Furthermore, one or more customization items may be provided that allow the characteristics (properties) of both the first specific performance (X) and the second specific performance (Y) to be set (changed) collectively. For example, in the above embodiment or each of the modified examples, a manner in which customization is performed by individual operations for the customization item "frequency of occurrence" or "performance type" set for the first specific performance (X) and the customization item "performance type" set for the second specific performance (Y) has been described (see Figures 5(D) and 5(E)). However, instead, the customization items for the first specific performance (X) and the second specific performance (Y) may be integrated so that customization can be performed by a single operation. For example, a customization item could be created that integrates the "performance type" of the first specific performance (X) and the "performance type" of the second specific performance (Y). In this integrated customization item, all combinations of the customization options that were selectable for the "performance type" of the first specific performance (X) ("performance type α1", "performance type α2", and "performance type α3") and the customization options that were selectable for the "performance type" of the second specific performance (Y) ("performance type β1", "performance type β2", and "performance type β3") could be set, or only some combinations could be set. Alternatively, a customization item could be created that further integrates the "occurrence frequency" of the first specific performance (X) with the "performance type" of the second specific performance (Y), and a configuration could be adopted that allows all of these to be customized with a single operation.

[0319] (III) The winning game awarded in the variable game in which the first specific performance (X) is performed and the winning game awarded in the variable game in which the second specific performance (X) is performed may be the same or different. For example, the winning game awarded in the variable game in which the second specific performance (X) is performed may be a form that is more advantageous to the player than the winning game awarded in the variable game in which the first specific performance (X) is performed (for example, a larger number of rounds during a big win, or a guaranteed transition to a specific game state after the winning game ends).

[0320] (IV) In addition to the first specific performance (premium performance X) and / or the second specific performance (premium performance Y) taking different forms according to each customization content, a configuration may be adopted in which the performance takes different forms according to each game state that the gaming machine 10 can take.

[0321] (IV-1) For example, the first specific performance (X) and / or the second specific performance (Y) may be configured to take different performance modes in the normal game state and in the time-saving state (RUSH state) or probability variation state, respectively. In particular, in this case, the customizable content (defined customizable items) that can be performed with respect to the first specific performance (X) and / or the second specific performance (Y) may be the same (common) in the normal game state and in the time-saving state (RUSH state) or probability variation state, or at least some of them may be different.

[0322] (IV-2) Furthermore, in the time-saving state (RUSH state) or the probability variation state, a configuration may be adopted in which either the first specific performance (X) or the second specific performance (Y) is not executed. In particular, in the normal game state, both the first specific performance (X) and the second specific performance (Y) may be executed, while in the time-saving state (RUSH state) or the probability variation state, a configuration may be adopted in which only either the first specific performance (X) or the second specific performance (Y) can be executed.

[0323] (V) The “restricted mode transition conditions” or “first restricted mode transition conditions” described in the above embodiments or modifications are examples of “prescribed conditions” within the scope of the claims, and their specific content can be changed as appropriate. That is, as “prescribed conditions,” any conditions can be set in place of, or together with, the examples shown in the above embodiments or modifications, such as the occurrence of a specific event triggered by winning a prize in a predetermined prize slot, or the occurrence of any other situation in which a player may attempt to perform a customized operation (such as a power outage being restored, or MY reaching a predetermined value).

[0324] (VI) The "customization restriction mode" or "first customization restriction mode" described in the above embodiments or modifications is an example of the "special state" or "first special state" as defined in the claims, and its specific content can be changed as appropriate. For example, as the "special state" or "first special state," a state in which customization is disabled may be adopted by restricting (prohibiting) various functions (various processes) during the variable game that are permitted in the normal mode including the customization function.

[0325] (VII) The "display of special image 810" or "display of first special image 810-1" described in the above embodiments or modifications are examples of the "special notification" or "first special notification" as defined in the claims, and their specific content can be changed as appropriate. For example, the "special notification" or "first special notification" may be realized by displaying an image in which the display color and / or size of the display area of ​​the background (background change image 810c) displayed on the display screen, as well as the content, itself, display color and / or the shape of the graphic object surrounding the characters (character image 810d) displayed on the display screen, are different from the special image 810 shown in Figure 9. Furthermore, "special notification" or "first special notification" may be implemented by, instead of or in conjunction with, an image display on the display screen, by moving or stopping a performance movable body 44 according to a predetermined operation mode (operation pattern), by outputting sound from a speaker 19 according to a predetermined sound mode (sound or voice and / or volume) or by stopping its output, by lighting or turning off various performance LEDs 46 according to a predetermined light emission mode (light emission pattern and / or light intensity), by lighting, flashing or turning off each LED constituting the integrated display device 50 in a predetermined pattern, or by a combination of two or more of these.

[0326] (VIII) Furthermore, the scope of matters described in the original specification of this application includes the following:

[0327] (VIII-1) In a gaming machine 10 that can award a winning game according to the result of determining the winning conditions, In situations where a winning game is guaranteed, a specific animation (premium animation Y) can be executed. It is possible to customize the presentation style ("presentation type") related to a specific presentation (premium presentation Y), Customization of the appearance rate ("frequency of occurrence") for a specific effect (premium effect Y) may become impossible. If certain conditions are met (the result of the S200 judgment is Yes), the gaming machine 10 may also become unable to perform customization of the performance style (performance type) related to a specific performance (premium performance Y). This makes it possible to improve the enjoyment of the game, similar to the embodiments described above or each of the modified examples.

[0328] (VIII-2) In a gaming machine 10 that can award a winning game according to the result of determining the winning conditions, In situations where the awarding of a winning game is certain, a specific animation can be performed. The special effects include the first special effect (premium effect X) and the second special effect (premium effect Y), It is possible to customize the presentation style ("presentation type") and appearance rate ("occurrence frequency") related to the first specific presentation (premium presentation X), It is possible to customize the performance style ("performance type") related to the second specific performance (premium performance Y), Customization of the appearance rate ("frequency of occurrence") for the second specific effect (premium effect Y) may become impossible. If a predetermined condition is met (the result of the S200 judgment is Yes), the gaming machine 10 may also be unable to perform customization regarding the presentation style ("presentation type") of the second specific presentation (premium presentation Y). This makes it possible to improve the enjoyment of the game, similar to the embodiments described above or each of the modified examples.

[0329] (VIII-3) In a gaming machine 10 that can award a winning game according to the result of determining the winning conditions, It is possible to execute a predetermined animation (for example, a pre-announcement animation) that suggests the possibility of winning a game, In situations where a winning game is guaranteed, a specific animation (premium animation X or premium animation Y) can be executed. Customization of the predetermined effects (preview effects) is possible (preview close-up in Figure 5(B)), Customization of specific effects (X,Y) is possible. If a predetermined condition is met (the result of the S200 judgment is Yes), customization related to a specific effect (premium effect X, premium effect Y, or both) may become impossible to perform (see Figures 10 and 11) in the gaming machine 10. This makes it possible to improve the enjoyment of the game, similar to the embodiments described above or each of the modified examples.

[0330] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.

[0331] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In the case of sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data. [Explanation of Symbols]

[0332] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General Start Gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)

Claims

1. In a gaming machine that can award a winning game according to the result of determining the winning conditions, It is possible to execute a specific animation that can definitively notify that the aforementioned winning game has been awarded, Customization related to the aforementioned specific effects is possible. When certain conditions are met, it is possible to transition to a special state in which customization related to the aforementioned specific performance is disabled. The gaming machine is characterized in that, in the aforementioned special state, it is possible to perform a special notification that notifies or suggests that customization is not possible.

2. The gaming machine according to claim 1, which, when a customization operation related to the aforementioned specific performance is performed, is capable of reflecting the customization after a predetermined period of time.