Gaming machine
The gaming machine improves player engagement by incorporating winning openings and effect control mechanisms that vary game effects based on conditions, enhancing the excitement and enjoyment of gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2024-11-14
- Publication Date
- 2026-05-26
AI Technical Summary
Conventional gaming machines lack sufficient mechanisms to enhance player interest and engagement.
Incorporating winning openings and effect control means that execute effects based on predetermined conditions, with varying degrees of expectation and excitement, including a first element for common effects and a second element for condition-dependent effects.
Enhances the enjoyment and engagement of the gaming experience by introducing variable and exciting game outcomes.
Smart Images

Figure 2026086292000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there have been gaming machines capable of 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 the game.
[0005] Therefore, an object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0006] In a typical form of the present invention, a gaming machine includes one or more winning openings provided so that game balls flowing down in a game area can be won, and effect control means capable of executing an effect related to the game. When the result of the game is a special result, the effect control means can execute the effect when one of a plurality of predetermined conditions is satisfied at the time of winning of the game ball into the winning opening. The effect is composed of a first element and a second element. In the first element, a common effect can be executed regardless of the predetermined conditions. In the second element, different effects can be executed depending on the predetermined conditions. The degree of expectation that the result of the game becomes the special result varies depending on the difference in the effects of the second element.
Effects of the Invention
[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This is a flowchart showing the process of parsing received commands. [Figure 6] This is a table that explains the values of received commands. [Figure 7] This table and timing chart explain the relationship between the value of the winning command related to the first starting gate and the resulting animation. [Figure 8] This table and timing chart explain the relationship between the value of the winning command related to the second starting gate and the resulting animation. [Figure 9] This table explains the relationship between the values of the winning commands and the effects related to the first and second starting gates in the modified version. [Figure 10] This is a screen transition diagram showing the display screens of a display device in chronological order, and is an example (part 1) of screen transitions when a pre-reading effect is performed. [Figure 11] This is an example (part 2) of screen transitions when a pre-announcement effect is performed. [Figure 12] This is an example (part 3) of screen transitions when a pre-announcement effect is performed. [Figure 13] This is a screen transition diagram illustrating the different game mode functions. [Figure 14] This table and timing chart explain the relationship between the payout command values for the general prize slots, the animations, and the payouts. [Modes for carrying out the invention]
[0009] [Embodiment] Hereinafter, a preferred embodiment of the present invention will be described based on the drawings. In the description of the gaming machine, the front (front), rear (back), left, and right are based on the direction seen by the player during the game.
[0010] [Overall view of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of the present embodiment is an enclosed gaming machine (smart pachinko machine), and the game balls as the game medium circulate inside the gaming machine and are not given game value as in a dish such as an upper tray. The game value is given as numerical data instead of the game medium (game balls). The configuration of the following embodiments is also applicable to gaming machines that are not enclosed.
[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side thereof is the opening end side that is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit.
[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game visual recognition area that makes the game area 32 (see FIG. 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.
[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, access can be gained to the game area 32 of the game board 30. Also, by opening the front frame 12 while the glass frame 15 is not open, access can be gained to the game control device (main board) 100 (see FIG. 3) etc. disposed on the back side of the game board 30.
[0014] Around the edge portion of the cover glass 14 of the glass frame 15, various frame components are disposed.
[0015] On the upper part, right side part and left side part of the glass frame 15, decorative devices 18a, 18b, 18c capable of performing light-emitting effects according to the game state are disposed. The decorative devices 18a, 18b, 18c house lighting members such as effect LEDs 46 (see FIG. 4) inside, and are effect devices that perform light-emitting effects according to the game state. These decorative devices 18a, 18b, 18c together constitute the frame decorative device 18.
[0016] Upper speakers 19a are respectively disposed at the upper right corner part and upper left corner part of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is disposed at the lower part of the front frame 12. These upper speakers 19a and lower speaker 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The effect operation device is on the operation panel extending left and right at the lower part of the glass frame 15, and is an operation device including an effect button 25 and a direction key switch 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 can be used, for example, to adjust the light intensity (brightness) of the performance LED 46 by increasing or decreasing (+-) the two switches on the left and right, and to adjust the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) the two switches on the front and back. The directional key switch 450 can also be used to set customization content, for example, by selecting an item from a menu displayed on the display device 41. The directional key switch 450 may have a button switch in the center, in addition to the left, right, front, and back switches. In the directional key switch 450, detection signals indicating the on / off state can be generated from each of the switches such as left, right, front, and back. Furthermore, the gaming machine 10 may have, independently of the directional key switch 450, a light intensity adjustment switch for adjusting the light intensity of the display LED 46 and a switch for adjusting the volume of the speaker 19.
[0019] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.
[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.
[0021] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state) in which it is easy to win a prize in the second start prize slot of the normal variable prize winning device 37, and a state in which the probability of a special result (e.g., a jackpot) occurring is high in the variable display game (probability change state, probability change state). Special game states include the jackpot state and the minor prize game state (minor prize state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state is an example of this. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.
[0022] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).
[0023] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.
[0024] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.
[0025] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).
[0026] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.
[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.
[0028] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a frame control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.
[0029] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.
[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.
[0031] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.
[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.
[0033] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.
[0034] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.
[0035] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0036] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.
[0037] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).
[0038] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).
[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.
[0042] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.
[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (1+Type machine). In this embodiment, when a minor win occurs, the special variable prize entry device 39 is opened, and a game ball enters a specific area 86 (V prize entry) within the special variable prize entry device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines. For example, it can be applied to V-probability machines (V-ST machines) in which a probability variation state (high probability state, specific game state) after the end of a big win is determined when a game ball enters the specific area 86 (V prize entry), and this embodiment can also be partially applied to gaming machines in which there is no specific area 86.
[0047] When a game ball enters one of the large prize slots, such as the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, or the special variable prize slot 39, the frame control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are provided around the general prize slot 35, the start prize slot 36, the normal variable prize slot 37, and the special variable prize slot 39.
[0048] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.
[0049] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.
[0050] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).
[0051] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game, variable game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a number of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, a variable display game is also called a symbol variation game.
[0052] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.
[0053] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.
[0054] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation display game is executed based on the determination result of the regular display winning random value (random value for winning determination) extracted at this time.
[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined number of extracted random values (normal variation win random values, normal variation random values) as start memory that grants the right to execute the normal variation game, up to a predetermined limit, based on the passage of a game ball through the normal variation start gate 34. If there are multiple types of winning results (normal variation winning symbols) for the normal variation game, normal variation winning symbol random values are also extracted to distribute (draw) the winning results, and both the normal variation win random values and normal variation winning symbol random values are stored as start memory.
[0056] Thus, the regular diagram start memory (regular diagram hold) stores a regular diagram win random value as a random value for determining whether the regular diagram variation display game is a win or a loss. When this win determination random value matches the determination value, the regular diagram variation display game is a win and a specific result pattern is derived.
[0057] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.
[0058] If the random value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops at the winning result, and the game enters a winning state (normal symbol winning state). At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.
[0059] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random values as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.
[0060] When a winning ball is detected to start 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 a special symbol variation display game (the big win symbol is displayed when it stops). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.
[0071] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.
[0072] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. There are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game. When the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game is executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). When start memories for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game are generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed. Unless otherwise specified, in this embodiment, the Special Feature 2 Priority Variable Display (Special Feature 2 Reserve Priority Processing) is in effect, and the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game.
[0073] If there is no distinction between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game.
[0074] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer 111 (hereinafter referred to as the game microcomputer), an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.
[0075] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the gaming control device 100 of the occurrence of a power outage and a reset signal that notifies of recovery (restoration, recovery) from a power outage.
[0077] The backup power supply 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply 420 is supplied to the game control device 100's game microcontroller 111 (especially the built-in RAM 111c), so that data stored in the RAM 111c is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and outputs a power outage monitoring signal. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on or power restoration.
[0078] Furthermore, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcontroller 111 and the RAM in the frame control device 200. Initialization here basically means clearing the information to zero, but some values such as performance information (base value) may be maintained at their current value without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random values stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the frame control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the diagram, the game microcomputer 111 is equipped with a random number generation circuit to generate random numbers for determining jackpots in the special symbol variation display game, random numbers for special symbols to determine jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and random numbers for variation patterns to determine variation patterns in the special symbol variation display game (including information on various reach and no-reach variation displays and information on the execution time of the special symbol variation display game). The random number generation circuit can also generate random numbers for determining wins in the random number display game, as well as random numbers for determining the winning symbol.
[0084] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.
[0085] The frame control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.
[0086] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize entry switch 35a of the general prize entry 35, the starting entry 1 switch 36a in the first starting prize entry 36, the starting entry 2 switch 37a in the second starting prize entry (normal variable prize entry device 37), and the large prize entry switch 39a of the special variable prize entry device 39. The outputs from the gate switch 34a, prize entry switch 35a, starting entry 1 switch 36a, starting entry 2 switch 37a, and large prize entry switch 39a are also supplied from the game control device 100 to a test shooting device (not shown) via the relay board 70. In addition, the detection signals from the starting entry 1 switch 36a and the starting entry 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120. The switches connected to the input section 120 may, for example, detect game balls magnetically.
[0087] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and are detected.
[0088] Furthermore, 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 a small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, in operation state).
[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activating. As a complete function activation warning, the remaining number (difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is displayed as a countdown, and a predetermined text display (for example, "The game will stop soon") is also displayed. In the complete function activation notification state of the safety device during a minor win or a major win, the performance control device 300 displays a complete function activation notification on the display device 41 to notify of the activation of the complete function (for example, the text "The game will stop after the win ends"). For example, the complete function activation warning and the complete function activation notification may be displayed on a part of the display device 41, for example, on the front layer without interrupting other displays or other performances, while obscuring some of other displays or other performances on the back layer. Furthermore, even if the counter value reaches 95,000 (standard value) during a big win or a small win, the complete function activation warning state and the predetermined text display in that state (for example, "The game will stop soon") may be maintained without generating the complete function activation notification state. Then, when it is no longer a big win or a small win, the safety device (complete function) may be activated and the game may transition to the complete function activation notification state.
[0109] When the safety device is activated and the complete function is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays a complete function activation notification (for example, the words "Stopped Playing") on the display device 41 to indicate that the complete function is activated. For example, the complete function activation notification is displayed across the entire screen of the display device 41, and other displays and other effects other than the complete function activation notification may be either terminated or obscured (restricted) by the complete function activation notification on the front layer so that they are not visible on the back layer. When the safety device enters the complete function activation notification state (activated state), the game control device 100 sets the safety device activation flag (safety device activation flag) to ON to indicate that the safety device is activated. The safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) by the RAM initialization process (RAM clear process), and the safety device is deactivated.
[0110] In the stopped game state, special symbol variation display games, normal symbol variation display games, and round games (gameplay during big wins or small wins) cannot be played. To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch is disabled, the prize entry (winning) is disabled, the solenoid stops so that the big prize entry, specific area 86, normal variation prize device 37, etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), and the integrated display device 50 and performance display device 152 turn off. In the stopped game state, not only can special symbol variation display games and normal symbol variation display games not be continued, but new special symbol variation display games and new normal symbol variation display games cannot be started. Note that a configuration is also possible in which the launch of game balls is not stopped in the stopped game state. In the stopped game state, all light-emitting parts (LEDs) of the integrated display device 50 and performance display device 152 turn off (all off). However, this is not limited to the above, and in the game stopped state, some of the light-emitting parts (LEDs) of the integrated display device 50 and the performance display device 152 may be lit (partially lit) or all of them may be lit (all lit). Furthermore, in the game stopped state, a security signal may be generated that is output as an external information signal to an external device such as a hall computer, and a test firing signal corresponding to the game stopped state may be output to the test firing device (a configuration in which no test firing signal is output is also possible). In the game stopped state, the performance control device 300 may turn off all of the performance LEDs 46 (all off), or turn on some or all of them. However, during an error, some or all of the performance LEDs 46 may be lit in red. Also, in the game stopped state, the performance control device 300 may stop the audio output from the speaker 19 and make it silent (a configuration that does not make it silent is also possible).
[0111] [Transition state upon power-on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the system transitions to various states (modes).
[0112] When the power is turned on, if the RAM clear switch 112 is ON, the system will enter the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) will be executed to initialize RAM 111c. Alternatively, if the RAM clear switch 112 is ON initially, the system may enter a state of RAM clear preparation (initialization preparation), and if the RAM clear switch 112 is turned ON again during the RAM clear preparation state, RAM 111c may be initialized by the RAM initialization process (RAM clear process). The game control device 100 may also output security signals (e.g., 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71 when executing the RAM initialization process.
[0113] If the RAM clear switch 112 is off when the power is turned on, the system will transition to the normal power restoration state (normal power restoration mode) and will simply be powered back on.
[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) capable of emitting light in various colors.
[0115] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.
[0116] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.
[0117] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.
[0118] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character image data and video data (including video and movie data), and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.
[0119] The sound control unit 314 includes a sound ROM in which sound data, including speech, is stored, and an amplifier circuit for amplifying the speech data.
[0120] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).
[0121] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.
[0122] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.
[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager, administrator) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.
[0124] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.
[0125] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores the normal diagram start memory based on the input of the game ball detection signal from the gate switch 34a provided in the normal diagram start gate 34. Based on the normal diagram start memory, it extracts a random value for determining the normal diagram win (normal diagram win random value) and compares it with the determination value stored in the ROM 111b to determine whether the normal diagram variation display game is a win or a loss. This determination may be performed at the start of the normal diagram variation display game (at the start or immediately before the start).
[0126] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.
[0127] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss. This determination may be performed at the start of the special figure 1 variable display game (at the start or immediately before the start).
[0128] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game (jackpot random value) is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss. This determination may be performed at the start of the special figure 2 variable display game (at the start or immediately before the start).
[0129] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).
[0130] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).
[0131] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays the minor win symbol or major win symbol (minor win stop symbol or major win stop symbol) as a special result mode on the special symbol 1 display 51 or the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.
[0132] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the large prize slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the large prize slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the special symbol 1 display 51 and the special symbol 2 display 52 to stop and display a losing symbol (losing stop symbol) as the result of the loss.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variation prize device 37 to the open state is extended compared to normal by changing one or more of the following: normal variation time, normal variation stop time, normal power release count, normal power release time, and normal variation probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variation prize device 37 than in the normal game state where no special games are played, and the number of executions of the special variation display game per unit time can be increased compared to the normal game state, and the execution interval of the special variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. In addition, the movable member 37b may be set not to open in the normal operation state (normal variation probability is 0). If there are multiple types of normal variation win results (normal variation win symbols), the normal power release time (long opening, short opening) and the number of normal power release counts may be changed according to the type of normal variation win result (normal variation win A, normal variation win B, etc.). Furthermore, the normal train release time and the number of normal train releases associated with each normal train result may be changed depending on the type of time-saving state (normal train support state). Also, the high probability state (probability change state) and the time-saving state can occur independently of each other, and it is possible to have both occur simultaneously or to have only one of them occur.
[0138] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state, in which the payout rate (base value) is as low as the normal game state because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which no special gameplay is performed (of course, it may also be treated as a time-saving state).
[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (excluding the number of games in the probability variation state) executed after power-on or after the end of the jackpot state reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a jackpot or a time-saving symbol. Regarding a time-saving state (b time-saving state, c time-saving state are also acceptable), there may be multiple time-saving states (a1 time-saving state, a2 time-saving state, a3 time-saving state, etc.) with different normal power opening times and normal power opening counts corresponding to the normal symbol jackpot result (normal symbol jackpot symbol). Furthermore, the condition for ending the time-saving state (normal electric support state) is, for example, that the special symbol variation display game or the normal symbol variation display game is executed a predetermined number of times (number of time-saving rounds, number of electric support rounds) while in the time-saving state. Note that a time-saving state in which the time-saving condition can be defined by the number of times the normal symbol variation display game is executed may be called the normal symbol ST state.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state (remaining reserve state) in which the second start memory (special figure 2 start memory, special figure 2 reserve) remaining at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode, remaining reserve mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).
[0141] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).
[0142] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.
[0143] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).
[0144] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.
[0145] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.
[0146] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to safety devices (complete function), and counting processing, which updates the counter value of a counting counter capable of counting MY. In safety device-related processing, safety device-related information, such as the safety device's complete function activation notification status (operation status), is sent as a command to the performance control device 300, and a safety device activation flag is set to indicate that the safety device is operating.
[0147] In the main processing initiated when the power is turned on, the game control device 100 can send power recovery commands to the performance control device 300, indicating that the power has been restored or turned on, and RAM initialization-related commands related to RAM initialization. The RAM initialization-related commands include RAM initialization commands indicating that RAM is being cleared (initialized) and RAM clear preparation commands indicating that RAM clear preparation is underway.
[0148] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.
[0149] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. The safety device-related commands include counter information commands that indicate the counter value of a counting counter that can count MY, operation warning commands corresponding to the safety device complete function operation warning state, operation notification commands corresponding to the safety device complete function operation notification state, and operation in progress commands corresponding to the safety device complete function operation notification state (operation state).
[0150] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos on the demo screen. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.
[0151] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserve), which is the number of first start memories (Special Feature 1 Reserve), and the number of second start memories (Special Feature 2 Reserve), which is the number of second start memories (Special Feature 2 Reserve). The game control device 100 can also transmit a Normal Feature Reserve Count command indicating the normal start memories when the number of normal start memories (Normal Feature Reserve), which is the number of normal start memories, changes. Furthermore, the game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can reduce the number of first start memories by 1 at the start of a special figure 1 variation display game based on the first start memory, and can reduce the number of second start memories by 1 at the start of a special figure 2 variation display game based on the second start memory.
[0152] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include a pre-read stop symbol command that corresponds to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on the jackpot random value or special symbol random value saved as the first start memory or second start memory, and a pre-read variation pattern command based on the saved variation pattern random value.
[0153] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.
[0154] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:
[0155] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the display device 41 and also provides notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b for, for example, 30 seconds (especially when clearing RAM). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "Preparing RAM clear" on the display device 41.
[0156] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41 as an error indication, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the content of the error, the display device 41 may also display the content of the error. For malicious errors such as magnetic errors detected by the magnetic sensor switch, the error indication (text indication, etc.) on the display device 41 may be displayed on the full screen of the display device 41, interrupting other displays and other performances. Alternatively, for malicious errors, the error indication on the display device 41 may be hidden on the back layer 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] [Received command parsing process] Figure 5 is a flowchart showing the received command parsing process.
[0172] Commands received by the performance control device 300 from the game control device 100 can be separated into an upper byte (MODE section) and a lower byte (ACTION section (ACT section)). Commands transmitted from the game control device 100 to the performance control device 300 consist of an upper byte containing an upper command (MODE command) indicating the type of command and a lower byte containing a lower command (ACTION command) indicating the content of the command (see Figure 6), and are transmitted sequentially in the order of upper byte followed by lower byte.
[0173] The performance control device 300 then determines whether the upper byte is within the normal range (B1201). That is, it determines whether the upper command indicating the type of command is a possible value (i.e., whether it matches the value assigned as the command specification indicating the type).
[0174] Then, if the upper byte is within the normal range (result of B1201 is "Y"), the performance control device 300 similarly determines whether the lower byte is within the normal range (B1202). That is, it determines whether the lower command, which indicates the content of the command (specific performance instructions, etc.), is a possible value (matches the value assigned as the command specification indicating the content).
[0175] Then, if the lower byte is within the normal range (result of B1202 is "Y"), the performance control device 300 further determines whether the lower byte is a correct combination with the upper byte (B1203). That is, it determines whether the value of the lower byte is a value that can be taken by the type of command specified by the upper byte.
[0176] Then, if the lower byte is a correct combination of the upper byte and the lower byte (the result of B1203 is "Y"), the performance control device 300 executes a command range analysis process to analyze the command range of the upper byte (B1204).
[0177] In the command range analysis process of the upper byte (B1204), the performance control device 300 analyzes which command range the value of the upper byte belongs to. The value of the upper byte will belong to one of the following ranges, for example: variable commands, winning commands, symbol commands, single-shot commands, pre-read symbol commands, and pre-read variable commands.
[0178] Here, variable commands are commands that instruct the variation patterns of decorative special symbols, for example, there is a variable command.
[0179] Winning commands are commands that instruct actions related to the effects during big wins and minor wins (such as displaying fanfare screens and round screens). Examples include the fanfare command to instruct the fanfare screen, the round command to instruct the round screen, the interval command to instruct the interval screen, and the ending command to instruct the ending screen.
[0180] Symbol-based commands include, for example, decorative special symbol commands that correspond to stop symbol patterns. Single-shot commands include, for example, machine specification commands that specify (set) the type of gaming machine, and RAM initialization commands.
[0181] Pre-read symbol commands are commands that include the results of the special symbol variation display game based on the start memory of the pre-read target, for example, there is a pre-read stop symbol command. Pre-read variation commands are commands that include information on the variation pattern in the special symbol variation display game based on the start memory of the pre-read target, for example, there is a pre-read variation pattern command.
[0182] Then, once the command analysis processing of the upper byte (B1204) is complete, the performance control device 300 executes the command processing of the lower byte (for example, variable command processing or hit command processing) corresponding to the sequence of commands represented by the upper byte (for example, variable command processing or hit command processing) (B1205). The performance is actually executed when the command processing of the lower byte, which indicates specific performance instructions, is executed. After that, the performance control device 300 terminates the received command analysis processing.
[0183] Furthermore, if the command parsing process of the upper byte (B1204) finds that the upper byte does not belong to any command range, or if the command of the lower byte (B1205) does not correspond to the command sequence represented by the upper byte, the performance control device 300 may have received an unexpected command (for example, a command used only in test mode). In such cases, the performance control device 300 terminates each process and ends the received command parsing process.
[0184] Furthermore, if the upper byte is outside the normal range (result of B1201 is "N"), if the lower byte is outside the normal range (result of B1202 is "N"), or if the lower byte is not a correct combination for the upper byte (result of B1203 is "N"), the performance control device 300 terminates the received command analysis process.
[0185] [Value of received command] Figure 6 is a table explaining the values of the received commands.
[0186] Among the commands transmitted from the game control device 100 to the performance control device 300, the higher-level command (MODE command) is, for example, a command (winning command) for performance control (sub-control) that differs for each winning slot, and the value of the upper byte differs for each winning slot. When it is detected that a game ball has entered each winning slot, the game control device 100 generates a command and transmits the generated command to the performance control device 300.
[0187] For example, if the prize winning slot is the first starting slot (starting prize winning slot 36), the upper byte will be 10h, and if it is the second starting slot (normal variable prize winning device 37), the upper byte will be 20h. Furthermore, if it is the big prize winning slot (special variable prize winning device 39), the upper byte will be 30h, and if it is the general prize winning slot 35, the upper byte will be 40h. Note that the "h" at the end of the value (e.g., 10h) indicates that the value is in hexadecimal.
[0188] Then, for each lower-level command (ACTION command), a value starting from 01h (01h~) is assigned as the lower-level byte value for each higher-level command, that is, for each winning slot.
[0189] Furthermore, since the value of the upper byte differs for each winning slot, even if the value of the lower byte is the same as the value of the lower byte assigned to another upper byte (another winning slot) (for example, 01h), it can function as a different command for controlling the performance (for example, 10h01h or 20h01h).
[0190] Furthermore, the game control device 100 may generate a command and send it to the performance control device 300 when it detects that a game ball has passed through the regular starting gate 34, in addition to the entry point. Alternatively, the regular starting gate 34 may be configured as a regular operating opening (entry point) into which a game ball can be entered.
[0191] [Values and effects of the winning command for the first starting gate] Figure 7 is a table and timing chart that explain the relationship between the value of the winning command and the performance related to the first starting gate (starting prize gate 36).
[0192] For example, when it is detected that a game ball has entered the first starting gate (starting prize gate 36), the game control device 100 generates a prize entry command for the first starting gate and sends the generated command to the performance control device 300.
[0193] As shown in Figure 7(a), each winning command for the first starting gate has a corresponding animation set, and when the animation control device 300 receives a winning command, the corresponding animation is executed. For example, the winning commands for the first starting gate all have a common upper byte of 10h and a lower byte of one of the values from 01h to 04h. For example, a command with an upper byte of 10h may be classified into either the aforementioned pre-read symbol type command (pre-read stop symbol command, etc.) or the pre-read variation type command (pre-read variation pattern command, etc.).
[0194] The performance control device 300 then executes performances associated with winning at the first starting gate (winning performance (pre-announcement performance, pre-read performance (pre-read announcement performance))) according to the value of the lower byte. For example, a winning performance can consist of a first element such as a light-up performance and a sound performance, and a second element such as a vibration performance.
[0195] For example, the light-up effect may involve illuminating the effect button 25, or illuminating the effect LEDs 46 on the frame decoration device 18, the upper effect unit 40a, or the side effect unit 40b. The effect sound can be generated from the speaker 19 (upper speaker 19a, lower speaker 19b). The vibration effect may involve vibrating the effect button 25, or vibrating the decoration device such as the side effect unit 40b, or providing an additional decoration device for the vibration effect to vibrate.
[0196] Furthermore, the lighting effects may also be provided using the general prize entry slot 35, the start prize entry slot 36, the normal variable prize entry device 37, and the special variable prize entry device 39, or the display LEDs 46 located near them. In this case, the display LED 46 corresponding to the prize entry slot into which the game ball entered can be illuminated, making it easy for the player to understand which prize entry slot the game ball entered.
[0197] For example, if the lower byte of the winning command for the first starting slot is 01h, the usage category will be "winning 1," and there will be no light effects or sound effects. There will also be no vibration effects.
[0198] Furthermore, the vibration control device 300 can retrieve a vibration control command for the vibration effect (for sub-control) from its memory, with the upper byte value being 55h. When there is no vibration effect, the lower byte value is 01h. The decorative devices such as the effect button 25 and the side effect unit 40b are equipped with vibration means (vibration devices) such as vibration motors. When the performance control device 300 receives a command for the performance side control, such as a winning command, from the game control device 100, it can retrieve a vibration effect command with the upper byte value being 55h from its memory and send it to the vibration means (vibration device).
[0199] In this way, by assigning the upper byte of 55h as the command for the vibration effect, the performance control device 300 can call and use the vibration effect command as a common command even for winning commands from winning slots other than the first starting slot. In this way, the performance control device 300 operates the vibration means by executing the transmission of the vibration effect command as a common performance control process, regardless of the type of winning slot, such as the starting slot, the main winning slot, or the general winning slot.
[0200] Next, for example, if the lower byte of the winning command for the first starting slot is 02h, the usage category becomes "winning 2," and a white light effect and a "piron" sound effect are generated. In this case, the lower byte value of the command for the vibration effect becomes 02h, the vibration pattern for the vibration effect is "brrr," and the vibration intensity is low.
[0201] Specifically, as shown in Figure 7(b), when a winning command is generated at the first start gate (ON), the performance control device 300 may immediately perform the performance corresponding to the lower byte (e.g., 02h) of the generated winning command. For example, if the lower byte of the winning command is 02h, a white light effect and a "piron" sound effect corresponding to the lower byte 02h of the winning command will be generated at the same time as the winning command is generated. In addition, a vibration sound "brrr" will be generated in the vibration effect corresponding to the lower byte 02h of the command, and the vibration effect will be executed at a low vibration intensity.
[0202] Next, returning to Figure 7(a), for example, if the lower byte of the winning command for the first starting slot is 03h, the usage category becomes "winning 3," and a red light effect and a "gogogo" sound effect are generated. In this case, the value of the lower byte of the command for the vibration effect becomes 03h, the vibration pattern for the vibration effect is "brrr...brrr," and the vibration intensity is medium.
[0203] Furthermore, for example, if the lower byte of the winning command for the first starting slot is 04h, the usage category becomes "winning 4," and a rainbow-colored light effect and a "kyuin" sound effect will occur. In this case, the lower byte value of the command for the vibration effect will be 04h, the vibration pattern for the vibration effect will be "brrr...brrr," and the vibration intensity will be high.
[0204] In this way, the performance control device 300 can make the performance mode of the vibration effect (for example, vibration pattern and vibration intensity) differ according to the command for controlling the performance side. The performance mode of the vibration effect may be divided into two parts: one that differs according to the command for the vibration effect (command in the upper byte 55h) and one that differs according to the winning command for each winning slot (command in the upper bytes 10h, 20h, 30h, and 40h). For example, the vibration intensity of the vibration effect may be set by the command for the vibration effect, and the vibration pattern may be set by the winning command for each winning slot.
[0205] Furthermore, the higher the usage category, from prize-winning category 1 to prize-winning category 4, the higher the probability (expected value of the pre-announcement effect) that the result of the variable display game based on the start memory generated upon winning will be a special result (for example, a big win or a small win). In this case, by making the type of pre-announcement effect (for example, the type of effect of the light effect, sound effect, or vibration effect) more flashy (for example, the vibration pattern or vibration intensity) according to the expected value, the expected value of the variable display game based on the generated start memory can be clearly communicated to the player, and the player's sense of anticipation can be heightened.
[0206] Furthermore, the performance control device 300 may set the variation commands (performance commands) to make the performance (reach performance) of the latter half of the variation display game based on the generated start memory different, depending on the usage classification (winning 1 to 4) of the winning command of the first start opening. For example, the performance control device 300 can set the variation display game based on the generated start memory to a no-reach variation when the winning command of the first start opening is winning 1, to an SP1 reach variation when it is winning 2, to an SP2 reach variation when it is winning 3, and to an SP3 reach variation when it is winning 4.
[0207] [Values and effects of the winning command for the second starting gate] Figure 8 is a table and timing chart explaining the relationship between the value of the winning command and the performance related to the second starting gate (normal variable winning device 37). In the following description, any information that overlaps with the explanation above in Figure 7 will be omitted as appropriate.
[0208] For example, when it is detected that a game ball has entered the second starting gate (normal variable prize winning device 37), the game control device 100 generates a prize winning command for the second starting gate and sends the generated command to the performance control device 300.
[0209] As shown in Figure 8(a), each winning command for the second starting gate has a corresponding animation assigned to it, and when the animation control device 300 receives a winning command, the corresponding animation is executed. For example, the winning commands for the second starting gate all have a common upper byte of 20h, and the lower byte can be one of the values from 01h to 04h. For example, a command with an upper byte of 20h may be classified as either a pre-read symbol command or a pre-read variation command as described above.
[0210] The performance control device 300 then executes performances associated with the entry of a ball into the second starting gate (winning performance (pre-announcement performance, pre-read performance (pre-read announcement performance))) according to the value of the lower byte. For example, similar to the winning performance for the first starting gate, the winning performance associated with the entry of a ball into the second starting gate can consist of a first element such as a light-up performance and a sound performance, and a second element such as a vibration performance.
[0211] For example, if the lower byte of the winning command for the second starting slot is 01h, the usage category will be "winning 1," and there will be no light effects or sound effects. There will also be no vibration effects.
[0212] Furthermore, the command used for the vibration effect has a higher byte value of 55h. When there is no vibration effect, the lower byte value is 01h. In this way, the effect control device 300 can use a command with a higher byte value of 55h as the vibration effect command, allowing it to call and use a common vibration effect command in response to the winning command not only at the first starting gate but also at the second winning gate.
[0213] Next, for example, if the lower byte of the winning command for the second starting slot is 02h, the usage category becomes "winning 2," and a blue light effect and a "piron" sound effect will occur. In this case, the value of the lower byte of the command for the vibration effect will be 02h, the vibration pattern for the vibration effect will be "brrr," and the vibration intensity will be low.
[0214] Furthermore, as shown in Figure 8(b), when a winning command is generated at the second starting port (ON), the performance control device 300 may immediately perform the performance corresponding to the lower byte (e.g., 02h) of the generated winning command. For example, if the lower byte of the winning command is 02h, a blue light effect and a "piron" sound effect corresponding to the lower byte 02h of the winning command will be generated at the same time as the winning command is generated. Also, in response to the lower byte 12h of the command for the vibration effect, a "brrr" vibration will be generated in the vibration effect and executed at a low vibration intensity.
[0215] Furthermore, the upper byte of the winning command for the second starting gate is 20h, which is a different value from the upper byte (10h) of the winning command for the first starting gate. Therefore, even if the lower bytes of the winning commands for the first and second starting gates are the same value (for example, 02h), the performance control device 300 can execute a different winning performance (blue light emission) for the second starting gate than the winning performance (white light emission) for the first starting gate described above in Figure 7. Note that the upper byte of the command for the vibration performance is 55h, which is common to both the first and second starting gates. Therefore, in order to make the vibration performance for the second starting gate different from the vibration performance ("vibration") for the first starting gate described above in Figure 7, the lower byte (12h) is different from the lower byte (02h) of the vibration performance for the first starting gate. Note that the winning command and the command for the vibration effect are linked by having the same lower 4 bits of the lower byte (the first digit of the hexadecimal number (h)), but they may be linked using other methods or rules, such as using a mapping table.
[0216] Next, returning to Figure 8(a), for example, if the lower byte of the winning command for the second starting slot is 03h, the usage category becomes "winning 3," and a red light effect and a "ping" sound effect are generated. In this case, the value of the lower byte of the command for the vibration effect becomes 13h, the vibration pattern for the vibration effect is "brrr brrr brrr," and the vibration intensity is medium.
[0217] Furthermore, for example, if the lower byte of the winning command for the second starting slot is 04h, the usage category becomes "winning 4," and a rainbow-colored light effect and a "kyuin" sound effect will occur. In this case, the lower byte value of the command for the vibration effect will be 04h, the vibration pattern of the vibration effect will be "brrr...brrr," and the vibration intensity will be high. Note that if you want to perform a vibration effect with the same effect as the vibration effect associated with winning at the first starting slot, you can use the same lower byte (04h) as the lower byte (04h) of the vibration effect at the first starting slot described above in Figure 7.
[0218] [Values and effects of the winning command for the first and second starting gates in the modified example] Next, referring to Figure 9, the relationship between the values of the winning commands for the first and second starting gates in the modified example and the corresponding effects will be explained.
[0219] Figure 9 is a table illustrating the relationship between the values of the winning commands and the effects related to the first and second starting gates in the modified example.
[0220] As shown in Figure 9(a), each of the winning commands for the first and second starting gates in the modified example has a corresponding animation set, and when the game control device 100 receives the winning command, the corresponding animation is executed. For example, the winning command for the first starting gate has a high-order byte of 10h, and the winning command for the second starting gate has a high-order byte of 20h.
[0221] Furthermore, if the lower byte value of the winning command for the first starting slot is 01h, the usage category becomes "winning 1," and there will be no light effects or sound effects. There will also be no vibration effects.
[0222] Similarly, for the winning command in the second starting slot, if the value of the lower byte is 01h, the usage category becomes "winning 1," and there will be no light effects, sound effects, or vibration effects.
[0223] Next, for example, if the lower byte value of the winning command for the first starting slot is 02h, the usage category becomes "winning 2," and a white light effect and a "piron" sound effect are generated. In this case, for the command for the vibration effect (upper byte 55h), the lower byte value becomes 02h, the vibration pattern for the vibration effect is "brrr," and the vibration intensity is low.
[0224] Similarly, for the second starting gate's winning command, if the lower byte value is 02h, the usage category becomes "winning 2," and a white light effect and a "piron" sound effect occur. In this case, for the vibration effect command (upper byte 55h), the lower byte value becomes 12h, the vibration pattern for the vibration effect is "brrr," and the vibration intensity is low.
[0225] Thus, in the prize winning animations for the first and second starting gates of the modified version, the first element, the light-up animation and sound effects, are common (white light and "piron"), while the second element, the vibration animation, is different ("buzz" or "buzz buzz"). The second element may be any animation other than the first element (light-up animation and sound effects), such as the movement animation of a movable mechanism. In addition to changing the vibration pattern of the second element's vibration animation (e.g., "buzz" or "buzz buzz") depending on the expected outcome of the variable display game, the timing of the animation may also be changed. Furthermore, although the first element, the light-up animation and sound effects, are common, the timing of the animation may be changed depending on the expected outcome of the variable display game.
[0226] Next, for example, if the lower byte value of the winning command for the first starting slot is 03h, the usage category becomes "winning 3," and a white light effect and a "piron" sound effect will occur. In this case, the lower byte value of the command for the vibration effect will be 03h, the vibration pattern for the vibration effect will be "brrr...brrr," and the vibration intensity will be medium.
[0227] Similarly, for the second starting gate's winning command, if the lower byte value is 03h, the usage category becomes "winning 3," and a white light effect and a "piron" sound effect occur. In this case, for the vibration effect command, the lower byte value becomes 13h, the vibration pattern for the vibration effect is "brrr brrr brrr," and the vibration intensity is medium.
[0228] Furthermore, for example, if the lower byte value of the winning command for the first starting slot is 04h, the usage category becomes "winning 4," and a white light effect and a "piron" sound effect are generated. In this case, the lower byte value of the command for the vibration effect becomes 04h, the vibration pattern for the vibration effect becomes "brrr...brrr," and the vibration intensity becomes high.
[0229] Similarly, for the winning command for the second starting slot, if the lower byte value is 04h, the usage category becomes "winning 4". In winning commands where the lower byte of the second starting slot is 04h, there will be no light effects or sound effects. In this case, for the command for the vibration effect, the lower byte value will be 14h, the vibration pattern for the vibration effect will be "brrr brrr brrr brrr", and the vibration intensity will be high. In other words, it is possible to configure the winning effect to include a vibration effect as the second element while omitting the light effects and sound effects as the first element.
[0230] Thus, in the winning command for the first starting gate of the modified example, for commands where the value of the lower byte is 02h to 04h, the first element, the light effect and sound effect, will be the same (white light or "piron"), while the second element, the vibration effect, will be different ("buzz", "buzz buzz...buzz buzz" or "buzz...buzz").
[0231] Furthermore, in the winning command for the second starting gate of the modified version, for commands where the lower byte value is 02h or 03h, the first element, the light effect and sound effect, will be the same (white light or "piron"), while the second element, the vibration effect, will be different ("buruburu" or "buruburuburu").
[0232] Furthermore, for winning commands where the lower byte value of the first starting gate in the modified version is 02h to 04h, and for winning commands where the lower byte value of the second starting gate in the modified version is 02h or 03h, the first element, such as the light effect and sound effect, can be the same (white light and "piron").
[0233] On the other hand, in the modified versions of the first and second starting gates, the probability of the winning command resulting from the variable display game based on the starting memory generated upon winning increases as the usage classification goes from winning 1 to winning 4. In this case, the expectation level cannot be conveyed because the lighting and sound effects, which are the first elements, are the same, but the expectation level can be conveyed to the player because the performance patterns of the vibration effects, which are the second elements, differ. For example, by making the performance patterns of the vibration effects more flashy (for example, the vibration pattern becomes longer and the vibration intensity becomes stronger) according to the expectation level, the player can increase their expectation of winning based on the difference in the second element.
[0234] For example, as shown in Figure 9(b), in the winning command of the first starting gate of the modified example, the breakdown of usage categories is 93.0% for winning category 1, 5.0% for winning category 2, 1.5% for winning category 3, and 0.5% for winning category 4. In other words, the higher the expected value of the usage category, the smaller the value (ratio) of the breakdown is set, making it easier to increase the player's expectation of winning when the vibration effect becomes a high-expectation type of effect. Note that the breakdown in Figure 9(b) specifically shows the case where the result of the variable display game based on the starting memory that occurred upon winning is a miss (because wins are rare), but in the case of a win, the values (ratios, selection rates) of the breakdown can be increased (larger) in the order of winning category 4 > winning category 3 > winning category 2 > winning category 1.
[0235] Furthermore, in the modified version's second starting gate winning command, the breakdown of usage categories is 85.0% for winning 1, 10.0% for winning 2, 3.5% for winning 3, and 1.5% for winning 4. In other words, in the modified version's second starting gate winning command, similar to the modified version's first starting gate winning command, the value (ratio) of usage categories with a higher expectation level is set to be smaller, making it easier to increase the player's expectation of winning when the vibration effect is in a high-expectation type.
[0236] In this way, the usage categories (predetermined conditions) that are established can be made different depending on the difference in the winning slots and the difference in the information generated when a prize is won. Also, the probability of executing the first element (lighting effect and sound effect) is the sum of the breakdown of winning options 2-4 (7.0%) for the winning command at the first starting slot, and the sum of the breakdown of winning options 2 and 3 (13.5%) for the winning command at the second starting slot. Therefore, the probability of executing the first element is higher when in a specific game state (time-saving state) where the game ball is in a normal power support state that makes it easier for the game ball to enter the second starting slot. In this way, the probability of executing the first element can be made different depending on the game situation at the time of winning. It is also possible to make the probability of executing the first element higher when in a normal game state where the game ball is in a normal state that makes it easier for the game ball to enter the first starting slot.
[0237] Furthermore, in the modified version, the winning command for the second starting gate has a higher proportion of the higher-expected usage categories (winning categories 2-4) that are more likely to be selected (drawn) than the winning command for the first starting gate of the modified version. However, the values (ratios) of the breakdown may be the same, and the winning command for the first starting gate of the modified version may be more likely to select the higher-expected usage categories. Note that the content of the performance and the values (percentages, selection rates) of the breakdown of that performance are different for each winning gate, but one of them may be the same and only the other may be different.
[0238] [Predictive presentation] Next, with reference to Figures 10 to 12, an example of the screen transitions of the display screen of the display device 41 when a pre-announcement effect (winning effect) is performed will be explained.
[0239] Figure 10 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and is an example (1) of screen transitions when a pre-reading effect is performed. Figure 11 is an example (2) of screen transitions when a pre-reading effect is performed, and Figure 12 is an example (2) of screen transitions when a pre-reading effect is performed.
[0240] In (a), the variable display game is not being played, and the display screen of the display device 41 shows a waiting screen corresponding to the waiting state. Also, the performance button 25 is not vibrating, and the performance LED 46 is not lit (off state). Decorative text (for example, "Chance!") may be attached to the performance LED 46.
[0241] The display screen of the display device 41 is provided with multiple variable display areas 610 (left area 610A, right area 610B, middle area 610C), a variable display area 615, and a start memory display area (hold consumption area 640, first hold display section 630a). The decorative special symbols (identification information, large symbols (symbols)) of the variable display area 610, name left symbol A, name right symbol B, and middle symbol C, and the small symbols of the variable display area 615 are displayed as stopped ("526"). Also, since the variable display game is not being executed, the variable hold display is not displayed in the hold consumption area 640.
[0242] The Special Feature 1 Reserved Count Display Unit 650 and the Special Feature 2 Reserved Count Display Unit 660 each display the number "0" indicating the number of reserved balls for Special Feature 1 and Special Feature 2, respectively, while the first reserved ball display unit 630a does not display any reserved balls. The first reserved ball display unit 630a displays a reserved ball corresponding to the start memory of the main variable display game (the first start memory of the Special Feature 1 variable display game in Figure 10) when the game is in a normal play state. In Figure 10(a), only the first reserved ball display unit 630a is displayed, but a second reserved ball display unit 630b may be provided to display a reserved ball corresponding to the second start memory of the secondary Special Feature 2 variable display game.
[0243] Additionally, the display screen shows, for example, a directional key switch image 717 and a game setting item display 730 at the top of the variable display area 610.
[0244] The directional key switch image 717 guides or suggests that the directional key switch 450 can be operated, and also functions as an image for an operation-promoting effect that encourages operation of the directional key switch 450.
[0245] Near the directional key switch image 717, indicators are displayed to guide or suggest the operation of the left and right switches of the directional key switch 450 (for example, the word "Switch") and to guide or suggest the operation of the forward and backward switches (for example, the word "Select"). In this way, explanations of the functions that change depending on the operation of each switch of the directional key switch 450 are displayed together with the directional key switch image 717, making it easier for players to understand how to operate the directional key switch 450.
[0246] The in-game setting item display 730 will show text (information) such as "Brightness Lv3" in an oval frame before the directional key switch 450 is operated, to indicate that it is customizable. Note that the oval frame may only display "Brightness" or "Brightness Setting," and the intensity indicator (level indicator) such as Lv3 is not required.
[0247] Furthermore, the in-game setting item display 730 also functions as a visual effect related to the operation of the directional key switches 450. When each switch of the directional key switches 450 is operated, the display of the selected setting item within the oval frame changes. Note that the display of the selected setting item can change not only when the customer waiting screen is displayed, but also when a variable display game is in progress, allowing for customization.
[0248] For example, each time one of the two switches on the directional key switch 450 is operated, the display switches in the following order (forward): "Pre-read illumination on" → "Vibration off" → "Premium off" → "Chance off" → "Volume Lv3" → "Brightness Lv2". Each time the other switch is operated, the display switches in the reverse order.
[0249] Furthermore, each time one of the two switches on the directional key switch 450 (front / back or up / down) is operated, the content of the currently displayed setting item is selected and set. Specifically, each time one of the two switches on the directional key switch 450 is operated, the setting items are selected in the following order (forward): "Pre-read light on" or "Pre-read light off" for the pre-read effect (winning effect), "Vibration on" or "Vibration off" for the button vibration effect, "Premium on" or "Premium off" for the premium up mode, "Chance on" or "Chance off" for the pre-read chance effect, "Volume Lv*" for the volume, and "Brightness Lv*" for the brightness. Each time the other switch is operated, the settings are selected in the reverse order. Here, * represents a number from 1 to 5. The front and back of the directional key switch 450 correspond to up and down in the directional key switch image 717.
[0250] Whether a setting item is on or off reflects the current on / off selection status for that setting item. Similarly, the level (Lv) reflects the current level selection status for that setting item. For example, the pre-announcement effect is an entry effect that can be executed when a game ball enters each winning slot, involving the illumination of the effect button and effect LED 46, and the sound of the effect. The button vibration effect is an effect where the effect button 25 vibrates in accordance with the effect. The premium up mode is a mode that makes premium effects more likely to occur. The pre-announcement chance effect allows you to choose whether to perform a pre-announcement effect when there is a high probability that the result of the variable display game will be a win (big win, small win). If the pre-announcement chance effect is off, not only the illumination of the effect button and effect LED 46, the sound of the effect, and the button vibration effect of effect button 25 will not be executed when a game ball enters each winning slot, but also the effects on the display screen will not be executed.
[0251] Next, in (i), when the Special Feature 1 Variation Display Game is executed by a ball entering the first starting opening (starting prize opening 36), the decorative special symbol (large symbol) is displayed in a variation display area 610 in the center of the display screen (↓↓↓). The decorative special symbol is displayed in a semi-transparent and high-speed manner so as not to interfere with other effects, making it difficult to see. At the same time, as the Special Feature 1 Variation Display Game, the variation of the decorative special symbol (small symbol) may be executed in the variation display area 615 in the corner of the display screen. In addition, the Special Feature 1 Variation Display Game is also executed in the Special Feature 1 display unit 51, and the special symbol is in the process of changing. Furthermore, in the reserve consumption area 640, a reserve in the process of changing related to the Special Feature 1 Variation Display Game is displayed, indicated by a reserve in the process of changing 633. Also, the effect button 25 and the effect LED 46 are not lit (off).
[0252] Next, in (c), a hold icon 633a corresponding to the start memory generated in the first hold display unit 630a upon winning a prize in the first start slot is displayed, and a pre-read performance (winning performance) is executed by the winning command generated upon winning. For example, as described above in Figures 7 and 9, the winning command related to the first start slot has a higher byte of 10h and a lower byte of 02h, which generates a white light effect on the performance LED 46 and a "piron" sound from the speaker 19. In addition, a vibration performance with a low vibration intensity, "burr," is executed by pressing the performance button 25. In this way, the performance control device 300 can execute a performance consisting of the first element (light effect, performance sound) of the pre-read performance using the performance LED 46 and speaker 19 as the first performance means, and an performance consisting of the second element (vibration performance) using the performance button 25 as the second performance means.
[0253] Furthermore, the lighting effect on the LED 46 may be synchronized with the lighting effect on the button 25, or the lighting effect on the button 25 may be performed instead of the lighting effect on the LED 46. In addition, a pre-announcement effect may be performed on the display screen. For example, a color change effect may be performed in which the color of a predetermined area on the display screen is changed to appear to the player as a lighting effect.
[0254] Subsequently, when the Special Feature 1 variable display game ends, the decorative special symbols are stopped and displayed in the variable display area 610 by the performance control device 300 (for example, "612"). Then, the hold icon 633a displayed in the first hold display unit 630a shifts to the hold consumption area 640, and the next Special Feature 1 variable display game can be executed based on the corresponding start memory.
[0255] On the other hand, if, after (i), another effect occurs, such as an effect related to the variable display game of Special Feature 1, the screen will transition as shown in (iii) of Figure 11.
[0256] In (U2), a hold icon 633a corresponding to the start memory generated in the first hold display unit 630a upon winning a prize in the first start slot is displayed, and for example, a prize winning command with the lower byte being 02h is generated upon winning a prize.
[0257] Here, when the lower byte is 02h, the first element is a white light-up effect and a "piron" sound effect, and the second element is a "burr" vibration effect with low vibration intensity (see Figure 10 (c)). However, the effect control device 300 executes a pre-announcement effect (winning effect) that restricts the generation of the sound effect and the execution of the vibration effect. Therefore, a pre-announcement effect in which a white light-up effect is performed on the effect LED 46 is executed. In this way, the effect control device 300 restricts at least a part of the first element (e.g., the sound effect) and all of the second element of the pre-announcement effect associated with winning at the first or second starting gate when another effect occurs or occurs and the operation of the effect button 25 becomes effective, that is, when a specific condition is met. The effect control device 300 may also restrict the light-up effect of the effect LED 46.
[0258] Next, in (E), as a performance related to the variable display game of Special Feature 1 during the change, a performance animation (movement animation, rotation animation) is performed in which the performance movable body 44 (movable mechanism, see Figure 4) moves to the front center of the display screen. The performance movable body 44 can display decorative characters that stimulate the player's anticipation of winning, such as "Push and come!".
[0259] Furthermore, an action prompt image 680 is displayed on the screen to encourage the user to press the performance button 25. When the performance button 25 is pressed, for example, a white light effect is activated, and the speaker 19 says, "Press it!" The pre-announcement effect using the performance LED 46 (for example, white light) may continue or may end and turn off.
[0260] In this way, specific notifications can be made to indicate that the operation of the performance button 25 has become effective, that is, that a specific condition has been met, through multiple effects such as motion effects, light effects, sound effects, and the display of operation prompt images 680. At that time, by restricting at least a part of the first element and all of the second element of the pre-read effect that is executed when the conditions for the occurrence of the pre-read effect (predetermined conditions) are met, the specific notification can be made more prominent and easier for the player to recognize. Note that the meeting of specific conditions may be limited to cases other than when the operation of the performance button 25 becomes effective through multiple effects. For example, specific conditions may be met when a new game ball enters the winning slot, when there is a high probability that the variable display game corresponding to the start memory generated based on that entry will result in a special outcome, or when an error occurs.
[0261] Subsequently, for example, the special feature 1 variable display game can develop into a reach animation. By developing into a reach animation, it is possible to heighten the player's anticipation of winning.
[0262] The vibration effect may occur during the execution of the change display game based on the start memory or during the hold shift. For example, as shown in Figure 12, when the vibration effect is executed during the execution of the change display game based on the start memory, when the screen transitions from (i) to (iii), the winning effect with white light and a "piron" sound is executed on (iii). Note that the vibration effect is not executed in the screen transition diagram of (iii).
[0263] (O) is when the special feature 1 variation display game is executed based on the start memory in (U3) when the pre-reading effect (winning effect) was performed. When the special feature 1 variation display game is executed, the reserve icon 633a shifts to the reserve consumption area 640.
[0264] Furthermore, when the Special Feature 1 variable display game is executed based on the corresponding start memory in (O), a vibration effect with a low vibration intensity called "Buru" is performed. After that, for example, the Special Feature 1 variable display game can develop into a reach effect.
[0265] Furthermore, when a hold occurs as described in (c), a vibration effect may be executed, and then when the special feature 1 variation display game based on the corresponding start memory described in (e) is executed, the vibration effect may be executed again. In this case, a vibration effect that has a higher probability of the variation display game result being a win (for example, a vibration with a high intensity, "Buzz...Buzz...") may be performed than the vibration effect executed when a hold occurs as described in (c) (for example, a "Buzz" with a low vibration intensity), thereby overwriting (developing) the probability of a win. Furthermore, the vibration effect may be executed during a hold shift.
[0266] Thus, the timing of the first element, such as the light-up effect and sound effect, may be set to the timing when a game ball enters the winning slot, i.e., when the start memory (hold) is created, while the timing of the second element, the vibration effect, may be set to the timing when the start memory is created, or when the change display game based on the start memory is executed, or when the hold shift occurs.
[0267] [Game Mode Function] Next, the characteristics of the game mode function will be explained with reference to Figure 13.
[0268] Figure 13 is a screen transition diagram illustrating the configuration of the game mode function.
[0269] Figure 13(a) is the same screen transition diagram as Figure 10(a), and the display screen of the display device 41 shows a waiting screen corresponding to the waiting status.
[0270] For example, if the directional key switch 450 is operated while the machine is in a waiting state, the display of the setting items on the in-game setting item display 730 will switch or the contents of the setting items will be selected and set, as described above in Figure 10 (a). Alternatively, the machine may call up the menu display screen 715 for the game mode function (customization function), as shown in Figure 13 (s). The menu display screen 715 for the game mode function can be accessed while the machine is in a waiting state and no game is being played (i.e., a special symbol variation display game or a normal symbol variation display game in normal symbol ST state). The machine returns to the game screen when a special symbol 1 variation display game is executed by a ball entering the start prize slot 36.
[0271] Furthermore, if the performance button 25 is operated while the system is in a waiting state, the menu display screen 715 for the game mode function may be called up. In this case, the waiting screen may display an operation prompt image 680 that mimics the performance button 25 or text such as "Menu" to inform the player that the menu display screen 715 for the game mode function can be called up by operating the performance button 25.
[0272] As shown in (K), the menu display screen 715 for the game mode function (customization function) displays a menu for making various settings, and the menu contents include items such as "Customize," "Volume / Brightness," "Performance Reproduction," "Smartphone Link," "Initialization," and "Exit," which can be selected as image objects. In addition, the selected item (in this case, "Customize" shown with a solid line) can be displayed in a different manner from the other items shown with dotted lines (solid line frame, thick frame, high brightness, different color, etc.).
[0273] For example, "Customize" allows you to set the presentation style during gameplay, "Volume / Brightness" allows you to adjust the volume of speaker 19 and the brightness of the display screen, etc. "Performance Replay" allows you to recreate (play back) past performances, and "Smartphone Link" allows you to display various information from the gaming machine 10 on the player's smartphone or mobile device through login authentication. "Initialize" allows you to reset the settings made in the menu to the default (initial state).
[0274] The player can select a menu item by, for example, operating the directional key switch 450 (cross key switch) forward / backward or left / right, and then confirm the selected item by pressing the effect button 25. Alternatively, the selected item may be confirmed by pressing a button switch located in the center of the directional key switch 450 instead of the effect button 25. The display screen also shows an image 717 of the directional key switch 450 indicating that it can be operated, and an image 719 indicating that the player should press the effect button 25 as the confirmation operation.
[0275] When an item selected by the directional key switch 450 is confirmed by the performance button 25, the display screen transitions from the menu display screen 715 to the screen corresponding to the selected item. If the "Exit" item is selected and confirmed, the screen returns to the customer waiting screen (A). For example, if the "Customize" item is selected and confirmed, the screen transitions to the customization screen 780 (Ki).
[0276] (Ki) is the display screen showing customization screen 780.
[0277] In (Ki), the contents of the in-game settings display 730, which was displayed in the upper right corner of the display screen in (A), are displayed in a list format. Note that the customization screen 780 in (Shi) does not display brightness and volume, but it may be displayed. The customization screen 780 has a larger display area compared to the in-game settings display 730 in (A), making it easier to grasp the settings and their contents. In addition, the names of the settings can be made clearer by using more text to match the larger display area.
[0278] For example, on the customization screen 780, setting items such as "Preview Glow & Sound", "Vibration Effect", "Premium Upgrade", and "Preview Chance" are displayed, and "On" and "Off" are displayed selectably on the right side of each setting item. The player can select a customization setting item by operating the up and down directions of the direction key switch 450, for example, and can select "On" or "Off" by operating left and right. The selected item (solid line) can be displayed in a different manner from the unselected item (dotted line). By pressing the effect button 25, the selected item can be determined (confirmed), and the display can return to the (Kana) menu display screen 715.
[0279] [Value and Effect of Pay-Out Command for General Winning Port] FIG. 14 is a table and timing chart for explaining the relationship between the value of the pay-out command for the general winning port 35, the effect, and the pay-out.
[0280] For example, when it is detected that a game ball has won in the general winning port 35, the game control device 100 may generate a pay-out command for the general winning port 35 and transmit the generated command to the effect control device 300.
[0281] As shown in FIG. 14(a), corresponding effects are set for each of the pay-out commands of the general winning port 35, and when the effect control device 300 receives the pay-out command, the corresponding effect can be executed. For example, the pay-out command of the general winning port 35 has a common upper byte of 40h and a lower byte that is any value from 05h to 08h.
[0282] Then, the effect control device 300 can execute effects (winning effect, pay-out effect) associated with the pay-out when a game ball wins in the general winning port 35 according to the value of the lower byte. For example, similar to the winning effects of the first start port and the second start port, the effects associated with the pay-out when a game ball wins in the general winning port 35 can be constituted by a vibration effect as the second element. Note that a light emission effect or an effect sound as the first element may be included in the constitution of the effect associated with the pay-out of the general winning port 35.
[0283] For example, if the lower byte of the payout command for general prize slot 35 is 05h, the usage category becomes payout 1, and the number of prize balls (number of game balls awarded, number of game values awarded, amount of game value awarded) added to the number of balls held (number of balls held by the game machine (number of usable game values)) will be 5 balls. Also, the command for the vibration effect has an upper byte of 55h, and can call and use commands that are common to the prize winning commands for the first and second start slots. And, corresponding to the lower byte 05h of the command for the vibration effect, a "brrr" vibration is generated in the vibration effect and it is executed with a low vibration intensity.
[0284] Next, for example, if the lower byte of the payout command for general prize slot 35 is 06h, the usage category becomes payout 2, and the number of prize balls added to the player's ball count becomes 10. In this case, the lower byte value of the command for the vibration effect becomes 06h, the vibration pattern for the vibration effect is "brrr", and the vibration intensity is low.
[0285] Next, for example, if the lower byte of the payout command for general prize slot 35 is 07h, the usage category will be payout 3, and the number of prize balls added to the player's ball count will be 15. In this case, the lower byte value of the command for the vibration effect will be 07h, the vibration pattern for the vibration effect will be "brrrrr", and the vibration intensity will be medium.
[0286] Furthermore, for example, if the lower byte of the payout command for general prize slot 35 is 08h, the usage category becomes payout 4, and the number of prize balls added to the player's holdings will be different from the above. In this case, the value of the lower byte of the command for the vibration effect will be 08h, the vibration pattern for the vibration effect will be "brrrrrrr", and the vibration intensity will be high.
[0287] Furthermore, the frame control device 200 can add the number of prize balls to the player's holdings (addition of holdings) according to the type of prize opening when a game ball enters not only the general prize opening 35 but also the start prize opening 36, the normal variable prize opening device 37, and the special variable prize opening device 39. The performance control device 300 may perform vibration effects according to the corresponding payout commands.
[0288] Furthermore, for example, when the number of prize balls added to the player's hand is large (for example, 15 balls), the game control device 100 may perform sub-control (performance control) to allocate payout commands to those with fewer prize balls (for example, 10 balls and 5 balls), as shown in Figure 14(b), and then have the performance control device 300 execute the vibration performance in sequence.
[0289] In Figure 14(b), when a game ball enters the general prize slot 35, a payout command is generated (ON). The frame control device 200 then assigns the number of prize balls corresponding to the type of prize slot the ball entered into as numerical data and adds it to the number of balls held (ball addition). For example, if the result of the ball addition by the frame control device 200 is output as 15 balls (ON), the game control device 100 receives the result of the ball addition (ON) and, through sub-control, can allocate it to a payout command of 10 balls (lower byte 06h) and a payout command of 5 balls (lower byte 05h).
[0290] The performance control device 300 can receive payout commands (upper byte 40h) for the assigned general prize slot 35 from the game control device 100. Specifically, it can receive payout commands for 10 balls (lower byte 06h) and 5 balls (lower byte 05h) as assigned payout commands, and can assign (set) corresponding vibration effects to each.
[0291] Subsequently, the performance control device 300 can sequentially execute the vibration effect set by the 10-ball payout command (a "brrr" vibration at low intensity) and the vibration effect set by the 5-ball payout command (a "brrr" vibration at low intensity).
[0292] In this way, the number of prize balls can be divided into predetermined increments (for example, 10 balls), and payout commands corresponding to the number of prize balls added to the player's hand (for example, 15 balls) can be assigned to a predetermined number or less (a payout command for a predetermined number (10 balls) and a payout command for the remaining number (5 balls)). By executing the vibration effect in sequence, payouts can be made continuously. As a result, players can enjoy the feeling of their hand increasing through payouts for a longer period, enhancing the enjoyment of the game.
[0293] [Effects of the Embodiment]
[0294] In this embodiment, the gaming machine 10 includes one or more prize-winning openings (start prize-winning opening 36 (first start prize-winning opening), normal variable prize-winning device 37 (second start prize-winning opening), special variable prize-winning device 39 (big prize-winning opening), general prize-winning opening 35) provided so that game balls flowing down the game area 32 can be won, and a performance control means (performance control device 300) capable of executing performances related to the game (symbol variable game, variable game, variable display game, special symbol variable display game), and in a gaming machine capable of generating a state advantageous to the player (for example, a special game state or a specific game state) when the result of the game is a special result (for example, a big win or a small win), the performance control means ensures that one of a plurality of predetermined conditions is met when a game ball is won into a prize-winning opening (for example, detection of a game ball in any of the prize-winning openings, or when a prize is won An effect can be executed when information regarding the type of winning slot is generated, when the random value for determining the jackpot of the special figure 1 variation display game after the detection reaches a predetermined value (jackpot value or minor jackpot value), or when the variation pattern random value reaches the value of one of several specific variation patterns (such as the variation of SP1, SP2, SP3 reach). An effect consists of a first element (e.g., a light effect or sound effect) and a second element (e.g., a vibration effect). In the first element, a common effect (e.g., a white light effect or a "piron" sound effect) may be executed regardless of predetermined conditions, and in the second element, different effects (e.g., different vibration patterns or vibration intensities of vibration effects) may be executed depending on predetermined conditions. The degree to which the game result will be a special result differs depending on the difference in the effects of the second element.
[0295] With this type of gaming machine 10, the first element performs a common animation regardless of predetermined conditions, and the second element performs different animations depending on predetermined conditions. Since the expectation of a special result in the game differs depending on the animation, the variety of animations can be increased, enhancing the enjoyment of the game.
[0296] In this embodiment, the predetermined conditions for the gaming machine 10 differ depending on the type of prize entry point (start prize entry point 36 (first start entry point), normal variable prize entry device 37 (second start entry point), special variable prize entry device 39 (large prize entry point), general prize entry point 35) or the information generated at the time of winning.
[0297] With this type of gaming machine 10, the predetermined conditions that are met differ depending on the type of winning slot and the information generated when a win is achieved, thus increasing the variety of effects and enhancing the enjoyment of the game.
[0298] In this embodiment, the gaming machine 10 includes one or more prize-winning openings (starting prize-winning opening 36 (first starting opening), normal variable prize-winning device 37 (second starting opening), special variable prize-winning device 39 (big prize-winning opening), general prize-winning opening 35) into which game balls flowing down the game area 32 can be awarded, and a performance control means (performance control device 300) capable of executing performances related to the game (symbol variable game, variable game, variable display game, special symbol variable display game), and is a gaming machine capable of generating a state advantageous to the player (for example, a special game state or a specific game state) when the result of the game is a special result (for example, a big win or a small win), and the performance control means is one of a plurality of predetermined conditions when a game ball is awarded into a prize-winning opening. An effect can be executed when one predetermined condition is met (for example, when a game ball is detected at the start port 1 switch 36a, or when the random value for determining a jackpot in the special figure 1 variable display game after the detection becomes a predetermined value). The effect consists of at least one of the first or second elements. In the first element, a common effect (for example, a white light effect or a "piron" sound effect) may be executed regardless of the predetermined condition. In the second element, different effects (for example, different vibration patterns or vibration intensities of vibration effects) may be executed depending on the predetermined condition. Depending on the difference in the effects of the second element, the expectation that the game result will be a special result will differ, and the effect can be executed by consisting of the second element without the first element.
[0299] With this type of gaming machine 10, the first element performs a common animation regardless of predetermined conditions, and the second element performs different animations depending on predetermined conditions. Since the expectation of a special result in the game differs depending on the animation, the variety of animations can be increased, enhancing the enjoyment of the game. Furthermore, since animations composed of only the second element can be performed without the first element, the variety of animations can be increased even further, enhancing the enjoyment of the game.
[0300] In this embodiment, the gaming machine 10 includes one or more prize-winning openings (start prize-winning opening 36 (first start prize-winning opening), normal variable prize-winning device 37 (second start prize-winning opening), special variable prize-winning device 39 (big prize-winning opening), general prize-winning opening 35) into which game balls flowing down the game area 32 can be awarded, and performance control means (performance control device 300) capable of executing performances related to the game (symbol variable game, variable game, variable display game, special symbol variable display game), and in a gaming machine capable of generating a state advantageous to the player (for example, a special game state or a specific game state) when the result of the game is a special result (for example, a big win or a small win), the performance control means ensures that one of a plurality of predetermined conditions is met when a game ball is awarded into a prize-winning opening (for example, detection of a game ball at the start prize-winning opening 1 switch 36a, or the special symbol 1 variable display game after such detection). The game can execute a special effect when the random value used to determine a jackpot reaches a predetermined value. The special effect consists of a first element (e.g., a light-up effect or a sound effect) and a second element (e.g., a vibration effect). The first element may execute a common effect (e.g., a white light-up effect or a "piron" sound effect) regardless of predetermined conditions. The second element may execute different effects (e.g., different vibration patterns or vibration intensities for vibration effects) depending on predetermined conditions. The degree to which the game result will be a special outcome differs depending on the difference in the effects of the second element. When a specific condition is met in conjunction with the fulfillment of a predetermined condition, the execution of at least a part of the first element and all of the second element of the execution effect can be restricted. When the specific condition is met, a specific notification is executed to indicate that the specific condition has been met.
[0301] According to such a gaming machine 10, the first element executes a common effect regardless of predetermined conditions, and the second element executes different effects depending on the predetermined conditions, and the degree of expectation that the result of the game becomes a special result due to the difference in the effects is different. Therefore, the variations of the effects can be increased and the interest of the game can be enhanced. Further, when a specific condition is satisfied, at least a part of the first element and all of the second element in the configuration of the effect executed when the predetermined condition is satisfied can be restricted. Therefore, more variations of the effects can be increased and the interest of the game can be enhanced. Further, when a specific condition is satisfied and a specific notification is executed, at least a part of the first element and all of the second element in the configuration can be restricted. Therefore, the effect executed when the predetermined condition is satisfied can be made inconspicuous, and the specific notification can be made easily recognizable to the player and can be made an easy-to-understand notification.
[0302] In the present embodiment, the gaming machine 10 includes one or a plurality of winning ports (start winning port 36 (first start port), normal variable winning device 37 (second start port), special variable winning device 39 (big winning port), general winning port 35) provided so that the game balls flowing down in the game area 32 can win, and an effect control means (effect control device 300) capable of executing an effect related to a game (symbol variation game, variation game, variation display game, special figure variation display game). In a gaming machine capable of generating a state advantageous to the player (for example, a special game state or a specific game state) when the result of the game becomes a special result (for example, a big win or a small win), the effect control means can execute an effect triggered by the satisfaction of one of a plurality of predetermined conditions when a game ball wins in the winning port (for example, detection of a game ball by the start port 1 switch 36a or when a random number value for determining a big win in the special figure 1 variation display game after the detection becomes a predetermined value). The effect is composed of a first element (for example, a light emission effect or an effect sound) and a second element (for example, a vibration effect). In the first element, a common effect (for example, a white light emission effect or an effect sound of "Piron") can be executed regardless of the predetermined conditions. In the second element, different effects (for example, different vibration modes or vibration intensities of the vibration effect) can be executed depending on the predetermined conditions. Due to the difference in the effects of the second element, the degree of expectation that the result of the game becomes a special result is different, and the execution probability of the first element is different according to the game situation when the predetermined condition is satisfied.
[0303] With this type of gaming machine 10, the first element performs a common animation regardless of predetermined conditions, and the second element performs different animations depending on predetermined conditions. Since the expectation of a special result differs depending on the animation, the variety of animations can be increased, enhancing the enjoyment of the game. Also, since the expectation level changes depending on the animation of the second element, the animation of the second element can stimulate the player's anticipation for a special result, further enhancing the enjoyment of the game. Furthermore, by having different execution probabilities for the first element depending on the game situation when the predetermined conditions are met, the variety of animations can be increased even further, enhancing the enjoyment of the game.
[0304] In this embodiment, the gaming machine 10 includes one or more prize-winning openings (start prize-winning opening 36 (first start prize-winning opening), normal variable prize-winning device 37 (second start prize-winning opening), special variable prize-winning device 39 (big prize-winning opening), general prize-winning opening 35) into which game balls flowing down the game area 32 can be awarded, and a performance control means (performance control device 300) capable of executing performances related to the game (symbol variable game, variable game, variable display game, special symbol variable display game) using at least one of the first performance means or the second performance means, and is a gaming machine capable of generating a state advantageous to the player (e.g., a special game state or a specific game state) when the result of the game is a special result (e.g., a big win or a small win), in which the performance control means is capable of generating a state advantageous to the player (e.g., a special game state or a specific game state), among a plurality of predetermined conditions when game balls are awarded into the prize-winning openings An effect can be executed when one predetermined condition is met (for example, when a game ball is detected at the start port 1 switch 36a, or when the random value for determining a jackpot in the special figure 1 variable display game after the detection becomes a predetermined value). An effect consists of a first element (for example, a light-up effect or an effect sound) and a second element (for example, a vibration effect). In the first element, a common effect (for example, a white light-up effect or an effect sound of "piron") may be executed regardless of the predetermined condition. In the second element, different effects (for example, different vibration patterns or vibration intensities of vibration effects) may be executed depending on the predetermined condition. Depending on the difference in the effect of the second element, the expectation that the game result will be a special result will differ. The effect control means executes the first element with the first effect means and executes the second element with the second effect means.
[0305] With this type of gaming machine 10, the first element performs a common animation regardless of predetermined conditions, and the second element performs different animations depending on predetermined conditions. Since the expectation of a special result differs depending on the animation, the variety of animations can be increased, enhancing the enjoyment of the game. Also, since the expectation level changes depending on the animation of the second element, the animation of the second element can stimulate the player's anticipation for a special result, further enhancing the enjoyment of the game. Furthermore, by having the first element executed by the first animation means and the second element executed by the second animation means, the variety of animations can be increased even further, enhancing the enjoyment of the game.
[0306] In this embodiment, the gaming machine 10 includes one or more prize-winning openings (start prize-winning opening 36 (first start prize-winning opening), normal variable prize-winning device 37 (second start prize-winning opening), special variable prize-winning device 39 (big prize-winning opening), general prize-winning opening 35) into which game balls flowing down the game area 32 can be entered, and a performance control means (performance control device 300) capable of executing performances related to the game (symbol variable game, variable game, variable display game, special symbol variable display game), and in a gaming machine capable of generating a state advantageous to the player (for example, a special game state or a specific game state) when the result of the game is a special result (for example, a big win or a small win), the performance control means ensures that one of a plurality of predetermined conditions is met when a game ball enters a prize-winning opening (for example, detection of a game ball at the start-up opening 1 switch 36a, and the The performance can be executed when the random value used for determining the jackpot of the special display game after detection reaches a predetermined value. The performance consists of a first element (e.g., a light-up performance or a sound effect) and a second element (e.g., a vibration performance). In the first element, a common performance (e.g., a white light-up performance or a "piron" sound effect) can be executed regardless of predetermined conditions. In the second element, different performances (e.g., different vibration patterns or vibration intensities of vibration performances) can be executed depending on predetermined conditions. The expected probability of the game result being a special outcome differs depending on the difference in the performance of the second element. The first period from the fulfillment of the predetermined conditions to execution of the common performance of the first element can be made the same for each, while the second period from the fulfillment of the predetermined conditions to execution of the different performances of the second element can be made different.
[0307] With this type of gaming machine 10, the first element executes a common animation regardless of predetermined conditions, and the second element executes different animations depending on predetermined conditions. Since the expectation of a special result in the game differs depending on the animation, the variety of animations can be increased, enhancing the enjoyment of the game. Furthermore, the first element's common animations can have the same first period from the fulfillment of the predetermined conditions to their execution, resulting in a unified and easy-to-understand animation that enhances the enjoyment of the game. Additionally, the second element's different animations can have different second periods from the fulfillment of the predetermined conditions to their execution, further increasing the variety of animations and enhancing the enjoyment of the game.
[0308] 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.
[0309] 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]
[0310] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting 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. A gaming machine comprising one or more prize-winning openings into which game balls flowing down a game area can be entered, and a performance control means capable of executing game-related performances, wherein a state advantageous to the player can be generated when the result of the game is a special result, The aforementioned performance control means can execute the performance when one of a plurality of predetermined conditions is met when a game ball enters the prize slot. The aforementioned production consists of a first element and a second element, In the first element, a common performance can be executed regardless of the predetermined conditions. In the second element, different effects may be performed depending on the predetermined conditions. A gaming machine characterized in that the degree to which the game result will be the special result differs depending on the difference in the presentation of the second element.
2. The gaming machine according to claim 1, characterized in that the predetermined conditions that are met differ depending on the type of prize winning slot or the information generated at the time of winning.