Gaming machine

The gaming machine improves player engagement by introducing customizable modes, information calculation, and suggestion effects, enhancing gameplay dynamics and player interest.

JP2026087028APending Publication Date: 2026-05-27NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-11-15
Publication Date
2026-05-27

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates customizable modes with varying degrees of advantage, information calculation, specific notifications, suggestion effects, and customization options to reflect player actions, offering multiple suggestion effects with different winning expectations.

Benefits of technology

Enhances player enjoyment by providing dynamic and engaging gameplay experiences through customizable settings and notifications.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the enjoyment of the game. [Solution] The present invention provides a gaming machine comprising: setting means capable of setting one of several modes, each having a different degree of advantage in the game; information calculation means capable of calculating specific game information using the amount of game value used in the game and the amount of game value granted in the game; specific notification execution means capable of executing specific notifications according to the calculated specific game information; suggestion effect means capable of executing suggestion effects that can suggest the mode when a specific notification is being executed; and customization means capable of customizing the suggestion effects, wherein there are multiple suggestion effects, each with a different expected value of winning, and the suggestion effect means is capable of executing one of the multiple suggestion effects in a variable game in which the results of customization by the customization means are reflected.
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0006] In a typical form of the present invention, there are provided setting means capable of setting one of each mode defined so that the degree of advantage of the game is different, information calculation means capable of calculating specific game information using the amount of used game value used in the game and the amount of given game value given in the game, specific notification execution means capable of executing specific notification according to the calculated specific game information, suggestion effect means capable of executing a suggestion effect capable of suggesting the mode when the specific notification is being executed, and customization means capable of customizing the suggestion effect, and there are a plurality of the suggestion effects having different expectations of winning results, and the suggestion effect means can execute any one of the plurality of the suggestion effects in a variable game in which the result of customization by the customization means is reflected. [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 diagram shows the game control device (main control board) housed in the main board case, viewed from the front. [Figure 6] This is an explanatory diagram showing the relationship between the control status of the game control device (main control CPU) and the content displayed on the integrated display device, performance display device, and main display. [Figure 7] This figure shows an example of a customization function provided in a gaming machine. [Figure 8] This figure shows an example of a normal indication effect. [Figure 9] This figure shows an example of a chance indication effect. [Figure 10] This figure shows an example of a highly exciting indicator animation. [Figure 11] This figure shows an example of a pre-announcement type setting suggestion effect (normal suggestion effect). [Figure 12] This figure shows an example of a pre-announcement type setting suggestion effect (chance suggestion effect). [Figure 13] This figure shows an example of the behavior of the setting suggestion effect (normal suggestion effect) when a power outage occurs. [Modes for carrying out the invention]

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

[0010] [Overall diagram of the gaming machine] Figure 1 is a diagram illustrating a gaming machine 10 as a pachinko machine. In this embodiment, the gaming machine 10 is a sealed-type gaming machine (smart pachinko machine), and the game balls, which serve as the game medium, circulate inside the gaming machine and are not assigned as game value to a tray such as an upper tray. Instead of game mediums (game balls), game value is assigned as numerical data. Note that the configuration of the following embodiment can also be applied to gaming machines that are not sealed-type.

[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be able to open and close and rotate. The opening / closing frame consists of a front frame 12 (main frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the pivot end that is attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 constitute an outer frame unit.

[0012] A game board 30 (see Figure 2) is mounted 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 to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent material, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent material holding frame that holds the transparent material.

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

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

[0015] Decorative devices 18a, 18b, 18c capable of emitting light effects according to the game state are arranged at the upper part, the right side part, and the left side part of the glass frame 15. 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 emission 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 arranged at the upper right corner part and the upper left corner part of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is arranged at the lower part of the front frame 12. These upper speakers 19a and the lower speaker 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The effect operation device is on an 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-shaped 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 main display 41. The directional key switch 450 may have a button switch in the center, in addition to the left, right, forward, and backward 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, forward, and backward. Furthermore, the gaming machine 10 may have, independently of the directional key switch 450, a light intensity adjustment switch for adjusting the light intensity of the display LED 46 and a switch for adjusting the volume of the speaker 19.

[0019] By operating the performance control device (especially the performance button 25), the player can initiate performances in the special symbol variation display game and other games displayed on the main display 41 that involve the player's input. 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 the special symbol variation display game (special symbol variation display game), and unless otherwise specified, the term "variation display game" in this specification refers to the special symbol variation display game.

[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 during a variable display game consists of multiple game states. The normal game 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 easier to enter the second start entry point of the normal variable prize entry device 37, and a state in a variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability change state, probability change state). Special game states include the jackpot state and the minor win game state (minor win state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and includes the normal electric support state (including the so-called RUSH state). The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state. In the following, "jackpot" and "minor win" will be collectively referred to as "win" as appropriate. Similarly, the jackpot game state (jackpot state) and the minor win game state (minor win state) will be collectively referred to as "win game state" or "win game" as appropriate.

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

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

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

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

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

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

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

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

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

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

[0032] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the counting signal described above. 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 main display 41 is positioned, which is a display device that functions as a performance display device (variable display device) for displaying multiple pieces of identification information in a variable manner. The main display 41 is, for example, 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 main display 41 is not limited to a liquid crystal display, but may also be a display such as an organic EL.

[0037] The display screen (display section) of the main display 41 is provided with multiple variable display areas, and each variable display area displays identification information (special symbols) or images that enhance the variable display game. If there are other displays capable of displaying images besides the main display 41, the main display 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 main display 41, be movable from near the periphery of the main display 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 port 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 main display 41 or the like.

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

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

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

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

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

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

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

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

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

[0055] If a game cannot be started, for example, if a game is already in progress and has not yet ended, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory count (normal variation reserve count) is less than the upper limit, that memory count is increased (+1). The game control device 100 (main control 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 (main control RAM 111c) is a starting storage means that stores a predetermined number of extracted random values ​​as starting memories that grant the right to execute the special figure variable display game, based on the entry of a game ball into the starting prize slot 36 or the starting prize area (starting slot) of the normal variable prize slot 37, up to a predetermined upper limit.

[0060] When a winning ball is detected to start a special symbol variation display game, various random values ​​are extracted, such as the jackpot random value, the jackpot symbol random value (special symbol random value), and the variation pattern random value. These random values ​​are stored as special symbol start memories in the special symbol hold memory area (part of the RAM) of the game control device 100, up to a predetermined number of times (for example, a maximum of 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and the special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, as well as on the display screen of the main display 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 main display 41 executes a decorative special feature variation display game in which multiple types of identification information are displayed in a variable manner in accordance with the special feature variation display game on the special feature 1 display unit 51 or the special feature 2 display unit 52. The identification information on the main display 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) on the main display 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 numbers etc. mentioned above in the order of left (first special symbol), right (second special symbol), middle (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 on the main display 41 in a changing and changing manner. In this way, the identification information (decorative special symbols) displayed on the main display 41 changes (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 main display 41 displays various performances 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 on the main display 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 unit 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 slot 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 main display 41 changes to the special result pattern (for example, a state where numbers such as "777" are lined up).

[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 symbol variable display game, and the player enters a minor prize state. Correspondingly, the display pattern of the main display 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.

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

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

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

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

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

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

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

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

[0076] The power supply unit 400 includes a normal power supply unit 410 which has an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower level DC voltages such as DC 12V and DC 5V from a DC 32V voltage, a backup power supply 420 which supplies power voltage to the main control 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. Power from the backup power supply 420 is supplied to the game control device 100's game microcomputer 111 (especially the built-in main control RAM 111c) and the performance control device 300 (especially the built-in performance control RAM 322), so that the data stored in the main control RAM 111c is retained even during a power outage or after a power interruption. This makes it possible to restore the game control state to its state before the power interruption after power is restored (recovered, power restored). 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 the power is turned on or after a power outage is restored.

[0078] Furthermore, the game control device 100 is equipped 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 main control RAM 111c in the game microcomputer 111 (especially the game information storage area) and the information stored in the RAM in the frame control device 200. Initialization here basically means clearing the information to zero, but the base information storage area and setting information storage area, which will be described later, can maintain their current values ​​without being cleared to zero. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

[0079] The RAM clear switch 112 is 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 main control CPU 111a (central processing unit: microprocessor), a read-only main control ROM 111b (read-only memory), and a main control RAM 111c (random access memory) that can be read and written at any time.

[0081] The main control ROM 111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.). The main control RAM 111c is used as a work area for the main control CPU 111a and as 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 if a power outage occurs.

[0082] Furthermore, the main control ROM 111b stores a variation pattern table for determining variation patterns (variation modes and variation times) 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 determining 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] In particular, the main control ROM 111b of this embodiment stores multiple types (six types in this embodiment) of probability setting values ​​(setting values ​​M) for specifying the probability that the hit judgment result executed by the main control CPU 111a will be a hit result (hereinafter referred to as "hit probability"). The main control CPU 111a then performs a hit judgment based on the hit probability corresponding to the setting value M set as a reference value. Each of the multiple types of setting values ​​M corresponds one-to-one with a hit probability. The setting value M to be set as a reference value (the setting value M of the gaming machine 10 currently reflected) can be arbitrarily selected and changed by a setting change operation described later. That is, the setting change operation functions as a setting means that allows setting one of the modes (each setting value M) which are defined to have different degrees of advantage in the game. For example, for each of the multiple types of setting values ​​M, the probability of winning corresponding to setting value M="1" can be set to 1 in 99.9, the probability of winning corresponding to setting value M="2" to 1 in 94.98, the probability of winning corresponding to setting value M="3" to 1 in 89.9, the probability of winning corresponding to setting value M="4" to 1 in 84.89, the probability of winning corresponding to setting value M="5" to 1 in 79.92, the probability of winning corresponding to setting value M="6" to 1 in 69.94, and so on.

[0084] Furthermore, if the gaming machine 10 can take on multiple game states with different winning probabilities (especially a normal game state and a probability variation state), the setting value M may be set individually according to each game state. For example, while defining the six setting values ​​M described above to define six levels of winning probabilities (low probability) for the normal game state, six separate setting values ​​M may be defined to define six levels of winning probabilities (high probability) for the probability variation state. More specifically, while setting values ​​M for the normal game state are defined as above, the probability of winning for the probability variation state can be set as follows: setting value M = "1" is 1 in 49.95, setting value M = "2" is 1 in 47.49, setting value M = "3" is 1 in 44.95, setting value M = "4" is 1 in 42.45, setting value M = "5" is 1 in 39.96, setting value M = "6" is 1 in 34.97, and so on.

[0085] The main control RAM 111c is provided with a game information storage area, the contents of which are erased when the RAM clear switch 112 is cleared, and a base information storage area and a setting information storage area, the contents of which are not erased even when the RAM clear switch 112 is cleared. The information stored in the game information storage area includes, for example, information that can identify the game state (values ​​of the probability change flag, the change reduction flag, and the jackpot flag), information that can identify the progress of the game (measured values ​​of the game time described later, the number of round games played during a winning game state, etc.), start entry information (values ​​of various random numbers) acquired in response to entry into each start entry gate (first start gate or second start gate), operation entry information (values ​​of various random numbers) acquired in response to entry into the normal start gate 34, and information on unoutput commands. Information that can identify errors (values ​​of error flags described later) is also stored in this game information storage area. On the other hand, the base information storage area of ​​the main control RAM 111c is used as a storage area to store information (base information) that can identify the calculated base value, which will be described later. In addition, the setting information storage area of ​​the main control RAM 111c can store the above setting value M as a reference value that is referred to when determining a hit.

[0086] The main control CPU 111a executes the game control program in the main control 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 figures, 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 symbol 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.

[0087] Furthermore, in processing related to the special symbol variation display game, the main control CPU 111a obtains one of several variation pattern tables stored in the main control ROM 111b. Specifically, the main control CPU 111a selects and obtains one of several 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 starts stored, etc. Here, the main control CPU 111a acts as a variation distribution information acquisition means that obtains one of several variation pattern tables stored in the main control ROM 111b when executing the special symbol variation display game.

[0088] 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.

[0089] 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.

[0090] 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.

[0091] 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.

[0092] 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.

[0093] 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.

[0094] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing 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).

[0095] 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.

[0096] 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.

[0097] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using 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.

[0098] 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.

[0099] 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.

[0100] 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.

[0101] 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.

[0102] 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).

[0103] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (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 integrated display device 50 and the main display 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.

[0104] 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.

[0105] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the value of the counting counter capable of counting (measuring, calculating) specific game information (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 corresponds to the increase in game balls from a reference point, based on the point when the number of game balls decreased the most (when the loss of game balls on the player's side was maximized) 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.

[0106] 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 for storing the counter value in the main control RAM 111c of the game control device 100. 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.

[0107] 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.

[0108] For example, when the counter value is less than 90000, the safety device (complete function) status becomes inactive (the normal state where the complete function activation warning Owa, complete function activation notification Ono, or complete function activation notification Oan 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 notification state, which notifies (warns) that the safety device will activate (is scheduled to activate), or a complete function activation notification state, which means the safety device is currently activated (the state where the complete function activation notification Oan is executed, the activated state, the activated state).

[0109] When the counter value reaches 95000 (the baseline value), if a big win or a small win is occurring, the system enters a complete function activation notification state (the complete function activation notification Ono is being executed). If neither a big win nor a small win is occurring, the system enters a complete function activation notification state. Therefore, if the safety device enters the complete function activation notification state (activated state) before a big win or small win occurs, the game will immediately enter a game stop state (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 enter the complete function activation notification state (activated state) before a big win or small win occurs.

[0110] On the other hand, when a big win or small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, in operation state). Furthermore, if the counter value reaches 90000 to 94999, the complete function activation warning state may be generated even during a big win or small win. For example, if the counter value reaches 94000 during a big win or small win, the complete function activation warning Owa can be issued, displaying a message such as "○○ more shots until the complete function is activated," thereby indicating that the complete function is about to activate. Additionally, if the counter value reaches the standard value (95000) in that situation, the complete function activation warning state may be maintained even during a big win or small win (without going through the complete function activation notification state), and the game may transition to the complete function activation notification state after the big win or small win ends.

[0111] In the Complete Function Activation Warning state, the performance control device 300 displays a Complete Function Activation Warning Owa on the main display 41 to warn of the possibility of the Complete Function activating. As the Complete Function Activation Warning Owa, it displays a countdown of the remaining number (the difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000), and also displays predetermined text (for example, "It will stop soon" or "There are XX more shots until the Complete Function activates"). 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 Ono on the main display 41 to notify of the activation of the Complete Function (for example, displaying the text "It will stop after the win ends"). For example, the Complete Function Activation Warning Owa and the Complete Function Activation Notification Ono may be displayed on a part of the main display 41, or they may be displayed on the front layer without interrupting other displays or other performances, while obscuring some of other displays or other performances on the back layer.

[0112] 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 Oan (for example, the text "Stopped Playing") on the main display 41 to indicate that the complete function is activated. For example, the complete function activation notification Oan is displayed across the entire screen of the main display 41, and other displays and other effects other than the complete function activation notification Oan may be either terminated or obscured (restricted) by the complete function activation notification Oan on the front layer so that they cannot be seen 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 in operation. Furthermore, the safety device activation flag (safety device activation flag) is reset to 0 (safety device activation flag = 0) during the RAM initialization process (RAM clear process), and the safety device is deactivated.

[0113] 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).

[0114] As can be seen from the above description, the gaming machine 10 of this embodiment is capable of executing specific notifications (Complete function activation warning Owa, Complete function activation notification Ono, or Complete function activation notification Oan) according to specific game information (MY) calculated in the normal game state, high base state (time reduction state or RUSH state), probability variation state, or winning game state. In particular, the specific notifications include a first specific notification (Complete function activation warning Owa) and a second specific notification (Complete function activation notification Ono or Complete function activation notification Oan). Furthermore, the gaming machine 10 of this embodiment has the following functions (a) and / or (b).

[0115] (i) In each of the above game states, if the specific game information (MY) is less than the first predetermined value (for example, 90000), the specific notification (Complete function activation warning Owa, Complete function activation notice Ono, or Complete function activation notification Oan) will not be executed, and the first specific notification (Complete function activation warning Owa) will be executed when the specific game information (MY) reaches the first predetermined value (for example, 90000). (b) In each of the above game states, when the specific game information (MY) becomes a second predetermined value (e.g., 95000) which is greater than the first predetermined value (e.g., 90000), a second specific notification (Complete function activation notification Ono or Complete function activation notification On) is issued.

[0116] In addition, the gaming machine 10 may be equipped with the following function (c) instead of the above (a). (h) In each of the above game states, if the specific game information (MY) is greater than the third predetermined value (for example, 5000), the specific notification (Complete function activation warning Owa, Complete function activation notice Ono, or Complete function activation notification Oan) is not executed, and the first specific notification (Complete function activation warning Owa) is executed when the specific game information (MY) reaches the third predetermined value (for example, 5000).

[0117] Furthermore, the gaming machine 10 may be equipped with the following function (d) instead of the above (b). (ii) In each of the above game states, when the specific game information (MY) becomes a fourth predetermined value (e.g., 0) which is less than the third predetermined value (e.g., 5000), the second specific notification (Complete function activation notification Ono or Complete function activation notification On) is made.

[0118] [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).

[0119] When the power is turned on, if the RAM clear switch 112 is ON, the system enters the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) is executed to initialize the main control RAM 111c (especially the game information storage area). Alternatively, when the RAM clear switch 112 is ON, the system may initially 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, the main control 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.

[0120] Then, after completing the RAM clear process, the game control device 100 (main control CPU 111a) executes the setting change mode and / or setting confirmation mode described later. After that, the main control CPU 111a executes data recovery processing based on the information stored in the backup area of ​​the main control RAM 111c. In this data recovery processing, the main control CPU 111a sets the contents backed up during the power outage into the normal storage area (work area) of the main control RAM 111c, restoring the game machine 10 to the state before the power outage. Furthermore, the main control CPU 111a sends a power outage recovery command to the performance control device 300 indicating that the game control state has been restored and the game state before the power outage occurred. As a result, the performance control device 300 (performance control CPU 311) can execute a notification (power restoration notification) in response to the power restoration operation. When executing the above-described setting confirmation mode, the main control CPU 111a sends a setting confirmation start command (described below) to the performance control device 300 at the start of the setting confirmation mode, and sends a setting confirmation end command to the performance control device 300 at the end of the setting confirmation mode. When the performance control device 300 (performance control CPU 311) receives the setting confirmation start command, it waits to execute the above-described power restoration notification until it receives the setting confirmation end command.

[0121] Subsequently, the state of the gaming machine 10 transitions to a control state (playable state) in which control processing related to the game can be executed, and the main control CPU 111a executes various processes (normal processing) related to the game. If a power outage occurs during a variable game (while symbols are changing) and power is restored, the performance control device 300 (performance control CPU 311) resumes the execution of the performance in the next variable game upon receiving a power outage restoration command. In other words, the performance that was being executed during the variable game at the time of the power outage is canceled, and during the period when the variable game at the time of the power outage continues after power is restored, the performance of that variable game is either not performed, or a special notification of a different form (such as the display of a special image) is executed.

[0122] On the other hand, if the RAM clear switch 112 is off when the power is turned on, the main control CPU 111a performs the above-mentioned data recovery process and sends power outage recovery commands to the performance control device 300 without going through the above-mentioned RAM clear process and the setting change mode and / or setting confirmation mode. In addition, if the RAM clear switch 112 is off when the power is turned on, a configuration may be adopted in which the setting change mode and / or setting confirmation mode are executed when a predetermined condition is met (such as when an operation on the setting change operation means is detected separately from the RAM clear switch 112).

[0123] [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 main display 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.

[0124] The performance control device 300 includes a control microcontroller (performance control CPU 311), a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the main display 41 according to commands and data from the performance control CPU 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.

[0125] The performance control CPU 311 is connected to a performance control ROM 321 that stores programs executed by the CPU and various data, and a performance control RAM 322 that provides a workspace. The performance control CPU 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.

[0126] The performance control CPU 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 performance LED 46, controls the drive of the motors and solenoids of the performance movable body 44, and manages the performance time.

[0127] 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.

[0128] 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.

[0129] 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).

[0130] 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 main display 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

[0131] 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 performance control CPU 311 via an address / data bus.

[0132] 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 performance control CPU 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 performance control CPU 311.

[0133] 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 and the electronic components controlled by it, which have the configuration described above.

[0134] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The main control CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores the regular diagram start memory based on the input of the game ball detection signal from the gate switch 34a provided in the regular diagram start gate 34. Based on the regular diagram start memory, it extracts a random value for determining whether the regular diagram is a hit (regular diagram hit random value) and compares it with a determination value stored in the main control ROM 111b to determine whether the regular diagram variation display game is a hit or a miss. This determination may be performed at the start of the regular diagram variation display game (at the start or immediately before the start).

[0135] 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.

[0136] 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 main control 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).

[0137] 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 main control 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).

[0138] The main control CPU 111a of the game control device 100 outputs control signals (performance control commands) including the judgment results of the special figure 1 variation display game and the special figure 2 variation display game to the performance control device 300. 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 symbols in a variation 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 balls flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).

[0139] Furthermore, the performance control device 300 displays decorative special feature variation display games on the main display 41 that correspond to the special feature variation display games 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 performances related to the game (variation display games, etc.).

[0140] Then, if the result of the special symbol variation display game is a minor win or a major win, the main control 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 main control 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 enabling the inflow of game balls into the major prize slot.

[0141] 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.

[0142] In the case of a gaming machine other than a Type 1 and Type 2 mixed machine (modified version), the gaming control device 100 can generate a high probability state (specific gaming state) as a gaming state after the end of the special gaming state, based on the result pattern of the special symbol variation display game. The high probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Furthermore, regardless of whether the high probability state is generated based on the result pattern of the special symbol variation display game (special symbol 1 variation game or special symbol 2 variation display game), both the special symbol variation display game and the special symbol variation display game will be in the high probability state. In the high probability state (probability variation state), the gaming control device 100 sets a special symbol high probability flag to indicate the high probability state.

[0143] Furthermore, in this embodiment, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control device may set the regular symbol variation display game and the regular variation prize device 37 to a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also set and regular power support is performed.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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).

[0148] 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.

[0149] 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).

[0150] 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).

[0151] For example, in the main processing, the game control device 100 checks for abnormalities in the main control RAM 111c, and if the main control RAM 111c is abnormal, it prohibits access to the main control RAM 111c and prevents the game from being executed unless the RAM clear switch 112 is on. For example, an abnormality in the main control RAM 111c can be determined by whether the checksum stored in the main control RAM 111c when the power is cut off (during a power outage) matches the checksum at the time the power is turned on. When the main control 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 the power is turned on.

[0152] 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).

[0153] 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.

[0154] 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.

[0155] 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.

[0156] The game control device 100 can send the following commands to the performance control device 300 during the main processing that begins when the power is turned on: a power outage recovery command indicating that the power has been restored or turned on; a RAM initialization-related command related to RAM initialization; a setting confirmation start command indicating that the setting confirmation mode has started; and / or a setting confirmation end command indicating that the setting confirmation mode has ended. The RAM initialization-related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared for clearing.

[0157] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.

[0158] 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).

[0159] 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 variation patterns of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the main display 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.

[0160] 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.

[0161] 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.

[0162] 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.

[0163] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:

[0164] When the performance control device 300 receives a power outage recovery command, it displays text such as "Restoring" on the main display 41 (power restoration notification). When it receives a RAM initialization command, it displays text such as "Clearing RAM" on the main display 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 main display 41.

[0165] When the performance control device 300 receives a setting change start command (described later), it issues a notification indicating that it is in setting change mode (setting change notification). Furthermore, when the performance control device 300 receives a setting change end command while the setting change notification is running, it terminates the setting change notification. In addition, when the performance control device 300 receives a setting confirmation start command along with a power outage recovery command, it waits for the power restoration notification to start and issues a notification indicating that it is in setting confirmation mode (setting confirmation notification). Furthermore, when the performance control device 300 receives a setting confirmation end command while the setting confirmation mode is running, it terminates the setting confirmation notification and starts the power restoration notification.

[0166] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the main display 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 content of the error may also be displayed on the main display 41. For malicious errors such as magnetic errors detected by the magnetic sensor switch, the error indication (text indication, etc.) on the main display 41 may be displayed on the full screen of the main display 41, interrupting other displays and other performances. Alternatively, for malicious errors, the error indication on the main display 41 may be displayed on the full screen of the front layer, while hiding it on the back layer so that it cannot be seen, without interrupting other displays and other performances. On the other hand, for errors other than malicious errors, the error indication on the main display 41 may be displayed on a part of the main display 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.

[0167] When the performance control device 300 receives a counter information command, it displays information regarding the counter value of the counting counter on the main display 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 main display 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.

[0168] 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 main display 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.

[0169] 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 main display 41, it executes a variation-related performance setting process to set the performance related to the decorative special symbol variation display game on the main display 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 integrated display device 50, and transmits the variation command and decorative stop symbol command to the performance control device 300.

[0170] 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 main display 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 main display 41, in which decorative special symbols are varied and temporarily stopped. In addition, in the variation-related performance setting process, the lighting patterns of the performance LEDs 46 and the sound patterns of speakers 19a and 19b can be set according to pre-announcement performances and variation performances.

[0171] Here, "reach" (reach state) refers to a display state on the main display 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 main display 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.

[0172] Therefore, for example, if a decorative special feature variation display game displayed on the main display 41 in response to a special feature variation display game displays multiple identification information in a variable manner 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.

[0173] 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.

[0174] 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 V-entry jackpots mentioned above, 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).

[0175] 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).

[0176] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the stop of the decorative special symbol variation display game on the main display 41. 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 stop of the decorative special symbol variation display game after the variation time has elapsed from the start of the decorative special symbol variation display game.

[0177] 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.

[0178] When the performance control device 300 receives a special figure 1 hold number command or a special figure 2 hold number command, it displays hold indications corresponding to the special figure start memory (special figure hold) on the main display 41 or the like, in the same number as the special figure 1 hold number or the special figure 2 hold number. Also, when the performance control device 300 receives a general figure hold number command, it may display hold indications corresponding to the general figure start memory (general figure hold) on the main display 41 or the like, in the same number as the general figure hold number. When the performance control device 300 receives a preview variation pattern command and a preview stop symbol command as preview commands, it selects and sets a preview notice performance (preview performance, preview notice) with a lottery probability corresponding to the preview command. Examples of the preview notice performance include a continuous notice performance, a hold change notice (hold change performance, preview hold change performance), etc. Examples of the continuous notice performance include a chance preview performance related to a decorative stop symbol. The hold change notice indicates that the display mode (color, shape, pattern, effect, etc.) of the hold indication changes from the normal (default) one, and the expectation degree of the variable display game based on the hold winning is higher than when the hold does not change (normal).

[0179] When the performance control device 300 receives a left hitting instruction notice command and a right hitting instruction notice command as hitting method instruction notice commands, it can execute a left hitting instruction display and a right hitting instruction display on the main display 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance of blessing and notifying a V win on the main display 41.

[0180] In addition, it is assumed that the performance control device 300 can receive commands necessary for control from the game control device 100 other than the above. Also, the performance control device 300 may set or control performances related to the general figure variable display game, similar to the above-mentioned performances related to the special figure variable display game.

[0181] 〔Setting change function〕 Figure 5 shows the game control device 100 housed in the main board case 500, viewed from the front (rear side of the game machine 10). Figure 6 is an explanatory diagram showing the relationship between the control state of the game control device 100 (main control CPU 111a) and the displayed content on the integrated display device 50, the performance display device 152, and the main display 41.

[0182] As shown in Figure 5, the game control device 100 includes, as a configuration related to the selection and change of the above-mentioned setting value M (probability of winning), a setting operation unit 153 which is the target of operations when starting and ending the setting change mode and setting confirmation mode, a performance display device 152 which displays the setting value M (more specifically, display information indicating the setting value M) in the setting change mode and setting confirmation mode, and a setting change operation means (setting means) which is the target of setting change operations when changing the setting value M in the setting change mode. In the illustrated example, the above-mentioned RAM clear switch 112 is also used as the setting change operation means. On the other hand, a switch other than the RAM clear switch 112 may be used as the setting change operation means instead.

[0183] The setting operation unit 153 is a cylindrical cylinder having a slit-shaped keyhole 153a on its protruding end face into which a setting key (not shown) is inserted. The setting operation unit 153 is configured to be rotated by a predetermined angle in the outer direction by the setting key inserted into the keyhole 153a. Specifically, the setting operation unit 153 is displaceable between an off position (shown in Figure 5) where the longitudinal direction of the keyhole 153a faces up and down, and an on position where the longitudinal direction of the keyhole 153a faces left and right. In particular, the setting operation unit 153 can be operated by rotating the setting key inserted into the keyhole 153a, which rotates 90 degrees clockwise from the off position to the on position, and 90 degrees counterclockwise from the on position to the off position. The setting operation unit 153 is configured to allow insertion and removal of the setting key from the keyhole 153a only when it is in the off position.

[0184] The main board case 500 housing the game control device 100 has an opening 501 that exposes the RAM clear switch 112 and an opening 502 that exposes the protruding end face of the setting operation unit 153, allowing the RAM clear switch 112 and the setting operation unit 153 to be operated without opening the main board case 500. On the other hand, the performance display device 152 is covered by the main board case 500, which is made of a transparent synthetic resin material, so that the display contents are visible but inaccessible.

[0185] As shown in Figure 5 or Figure 6, the performance display device 152 is equipped with four 7-segment display units 152a, each consisting of a 7-segment type display (LED lamp). Each 7-segment display unit 152a is configured to display integers from "0" to "9" and letters such as "b" and "E" depending on the combination of the illuminated positions of the segments. Figure 6 shows the illumination states of the performance display device 152. After power-on, the main control CPU 111a basically illuminates the base value described above on the performance display device 152 (when the game is ready to play). In this case, as shown in Figure 6, "b" is displayed on the leftmost 7-segment display unit 152a of the performance display device 152, and a numerical value indicating the base value is displayed using the three 7-segment display units 152a on the right (Figure 6 shows the state where "98" is displayed).

[0186] Furthermore, the main control CPU 111a illuminates the performance display device 152 to display the aforementioned setting value M during the setting change mode and setting confirmation mode. In this case, as shown in Figure 6, the 7-segment display unit 152a on the far right of the performance display device 152 is used to display the numerical values ​​"1" to "6" that represent the setting value M. The setting value M displayed during the setting confirmation mode is the setting value M that is set as the reference value at that time (i.e., the setting value M currently reflected in the gaming machine 10). On the other hand, the setting value M displayed during the setting change mode represents the setting value M that has been selected as the target setting. During the setting change mode, the setting value M changes sequentially each time the RAM clear switch 112, which is used as a setting change operation means, is operated. For example, if the setting value M "1" is set as the reference value, "1" will be displayed at the start of the setting change mode, and thereafter, each time a setting change operation is performed, the numerical values ​​from "1" to "6" will loop in the order of "2" → "3"... "6" → "1" → "2"... The same applies if a setting value M other than "1" is set as the reference value. For example, if setting value M "5" is set as the reference value, "5" will be displayed when setting change mode starts, and then it will change in the order of "6" → "1" → "2"... "6" → "1" → "2"... each time a setting change operation is performed thereafter.

[0187] The main control CPU 111a can transition the state of the gaming machine 10 (the control state of the main control CPU 111a) to the setting change mode when the first transition operation (the operation to transition to the setting change mode) is performed. Here, the first transition operation means that, in the gaming machine 10 which is in a power-off state, the door opening / closing sensor (not shown) is in the detection state (i.e., the glass frame 15 and front frame 12 are open), the setting operation unit 153 is switched to the ON position, and the RAM clear switch 112 is turned ON while the power switch (not shown) is turned ON (power is turned on). In other words, an operation including a clear operation (initialization of the main control RAM 111c) is defined as the first transition operation (the condition for transitioning the state of the gaming machine 10 to the setting change mode). Furthermore, the first transition operation includes the operation of turning the setting operation unit 153 to the ON position using a setting key. In addition, the first transition operation includes the operation of turning the door opening / closing sensor to the detection state. As a result, the gaming machine 10 can only switch the main control CPU 111a to setting change mode when it meets several predetermined conditions. Furthermore, only the administrator of the gaming parlor can switch the state of the gaming machine 10 to setting change mode and change the reference value (winning probability) (general players, etc., cannot switch the state of the gaming machine 10 to setting change mode).

[0188] The main control CPU 111a can initialize (clear) the main control RAM 111c when transitioning to the setting change mode. In this case, the main control CPU 111a erases the game information stored in the game information storage area of ​​the main control RAM 111c, while not erasing (maintaining) the setting information stored in the setting information storage area of ​​the main control RAM 111c and the base information stored in the base information storage area of ​​the main control RAM 111c. In addition to initializing the main control RAM 111c when transitioning to the setting change mode (first transition operation) as described above, the main control CPU 111a in this embodiment can also initialize the main control RAM 111c again when exiting the setting change mode.

[0189] In setting change mode, with the setting operation unit 153 maintained in the ON position, the RAM clear switch 112 can be operated to display a numerical value representing an arbitrary setting value M on the performance display device 152. The main control CPU 111a terminates the setting change mode when the setting key is operated and the setting operation unit 153 is displaced from the ON position to the OFF position. In this case, the main control CPU 111a sets the setting value M displayed on the performance display device 152 as a reference value. As a result, in the subsequent playable state, the setting value M set as a reference value at the end of the setting change mode becomes the probability of winning in the win determination. The main control CPU 111a can also switch the display on the performance display device 152 from the setting value M to the base value upon termination of the setting change mode (transition to the playable state).

[0190] Here, the main control CPU 111a can send a setting change start command to the performance control CPU 311 when the setting change mode starts due to the first transition operation. The main control CPU 111a can also send a setting change end command to the performance control CPU 311 when the setting change mode ends due to the displacement of the setting operation unit 153 to the off position during the setting change mode. On the other hand, the performance control CPU 311 can perform a setting change notification during the period from when it receives the setting change start command until when it receives the setting change end command. In this case, as shown in Figure 6, the performance control CPU 311 can display a special image including the words "Setting Change in Progress" using almost the entire display area of ​​the main display 41.

[0191] Furthermore, the main control CPU 111a can change the display content of the batch display device 50 to something different from the normal display content during the period from the start to the end of the setting change mode. For example, as shown in Figure 6, the main control CPU 111a can turn off all the lights on the batch display device 50.

[0192] The main control CPU 111a can transition the state of the gaming machine 10 (the control state of the main control CPU 111a) to the setting confirmation mode when the second transition operation (the operation to transition to the setting confirmation mode) is performed. Here, the second transition operation refers to the operation of turning on the power switch (turning on the power) while the RAM clear switch 112 is turned off (without operating the RAM clear switch 112) when the gaming machine 10 is in a power-off state, the door opening / closing sensor is in the detection state (i.e., the glass frame 15 and front frame 12 are open), and the setting operation unit 153 is switched to the ON position. In other words, the operation including the power restoration operation is defined as the second transition operation (the condition for transitioning the state of the gaming machine 10 to the setting confirmation mode). It should be noted that the main control CPU 111a is only transitioned to the setting confirmation mode when a plurality of predetermined conditions are met, similar to the case of the setting change mode. Furthermore, only the manager of the amusement parlor can switch the state of the amusement machine 10 to the setting confirmation mode and check the reference value (winning probability) (general players, etc., cannot switch the state of the amusement machine 10 to the setting confirmation mode). However, the second transition operation does not include a clear operation to initialize the main control RAM 111c (it includes a power restoration operation).

[0193] Furthermore, as described above, the main control CPU 111a is configured to send a power outage recovery command to the performance control CPU 311 when power is turned on (power restoration operation) without a RAM clear process. Upon receiving the power outage recovery command, the performance control CPU 311 starts power restoration notification. On the other hand, when a second transition operation, including power restoration operation, is performed (when transitioning to setting confirmation mode), the main control CPU 111a outputs a setting confirmation start command in addition to the power outage recovery command to the performance control CPU 311. Furthermore, upon receiving the power outage recovery command and the setting confirmation start command, the performance control CPU 311 waits to start power restoration notification until it receives a setting confirmation end command. In other words, power restoration notification is not performed during setting confirmation mode, but starts after the setting confirmation mode ends. The performance control CPU 311 can also start the power restoration notification, which has been waiting due to the transition to setting confirmation mode, when the setting confirmation mode ends and the door opening / closing sensor is no longer detected.

[0194] In setting confirmation mode, with the setting operation unit 153 maintained in the ON position, the performance display device 152 can continuously display a numerical value indicating the setting value M set as the reference value at that time. The main control CPU 111a terminates the setting confirmation mode when the setting key is operated and the setting operation unit 153 is displaced from the ON position to the OFF position. In this case, upon termination of the setting confirmation mode (transition to the playable state), the main control CPU 111a can switch the display on the performance display device 152 from the setting value M to the base value (display in the playable state shown in Figure 6).

[0195] Here, the main control CPU 111a can send a setting confirmation start command to the performance control CPU 311 when the setting confirmation mode starts due to the second transition operation. The main control CPU 111a can also send a setting confirmation end command to the performance control CPU 311 when the setting confirmation mode ends due to the displacement of the setting operation unit 153 to the off position during the setting confirmation mode. On the other hand, the performance control CPU 311 can perform a notification that the system is in setting confirmation mode (setting confirmation in progress notification) during the period from when it receives the setting confirmation start command until it receives the setting confirmation end command. In this case, as shown in Figure 6, the performance control CPU 311 can display a special image including the words "Setting Confirmation in Progress" using almost the entire display area of ​​the main display 41.

[0196] Furthermore, the main control CPU 111a can change the display content of the batch display device 50 to something different from the normal display content during the period from the start to the end of the setting confirmation mode. For example, as shown in Figure 6, the batch display device 50 can be set to a fully illuminated state.

[0197] [Customization Features] In the gaming machine 10 of this embodiment, when a player's customization operation (operation on the directional key switch 450 or the performance button 25) is detected in various game states (normal game state, time-saving state or RUSH state, or probability variation state, etc.), it is possible to set (customize) the performance patterns of various performances corresponding to the operation. In particular, in the gaming machine 10 of this embodiment, during a variable game (while a variable performance is being executed) in various game states (hereinafter, especially the RUSH state), it is possible to execute an indication performance (hereinafter referred to as "setting indication performance P") that notifies or suggests the currently reflected setting value M of the gaming machine 10, along with the complete function activation warning Owa. Furthermore, the customization function provided in the gaming machine 10 of this embodiment makes it possible to select (determine) the performance pattern (performance type) of the setting indication performance P from a plurality of predetermined performance types (in the following description, there are three: "normal type", "chance type", and "super hot type").

[0198] Figure 7 shows an example of the customization functions provided in the gaming machine 10.

[0199] Figure 7(A) shows the display screen (waiting screen or demo screen) on the main display 41 in the waiting state. As shown in the figure, the waiting screen displays the characters α, β, and γ related to the machine model and game content, along with the performance button images 601 as various objects related to the customization function (hereinafter referred to as "customization-related objects").

[0200] The performance button image 601 is composed of an image (object) that mimics the performance button 25. The performance button image 601 also includes text (in Figure 7(A), "Menu") that guides (suggests, explains) that the menu display screen can be accessed by operating (pressing) the performance button 25. When the performance button 25 is pressed while the customer waiting screen shown in Figure 7(A) is displayed, the display screen on the main display 41 transitions to the menu display screen (Figure 7(B)).

[0201] Figure 7(B) shows the menu display screen that is accessed from the customer waiting screen. On the menu display screen, in addition to the performance button image 601 mentioned above, the directional key switch image 602, the menu image 603, and the menu explanation image 604 are displayed.

[0202] The effect button image 601 shown in Figure 7(B) includes text (in Figure 7(B) that indicates, suggests, and explains that pressing the effect button 25 will confirm the currently selected item in the menu image 603 (the selection will be finalized). The directional key switch image 602 is composed of an image (object) that mimics the directional key switch 450.

[0203] The menu image 603 is composed of images (objects) that display each of the selectable items defined in the gaming machine 10. In particular, in the example shown in Figure 7(B), the menu image 603 displays "Preview Up," "Suggestion Effect Type," and "Initialization" as the respective items.

[0204] "Preview Enhancement" is an item for customizing various preview effects (pre-announcement effects and / or other preview effects) that are performed during the variable game (for example, customizing the appearance rate of each effect). When "Preview Enhancement" is selected, pressing the effect button 25 will transition the display screen to a settings screen (not shown) for setting (confirming) the customization of the above-mentioned preview effects.

[0205] The "Suggestion Effect Type" is an item used to perform customizations related to the above-mentioned Suggestion Effect P setting. When the effect button 25 is pressed while "Suggestion Effect Type" is selected, the display screen can be changed to the Suggestion Effect Customization screen (Figure 7(C)) for selecting the type of Suggestion Effect P setting.

[0206] "Initialization" is an item used to perform an initialization operation that returns each setting (each customization content) in "Preview Up" and / or "Suggestive Performance Type" to a predetermined default value (initial state). When "Initialization" is selected, pressing the performance button 25 will transition the display screen to a confirmation screen (not shown) for performing the initialization of the above customizations.

[0207] In menu image 603, the user can switch between selected items by operating the directional key switches 450 (for example, the up and down keys shown in black in Figure 7(B)). In particular, displaying the selected item in a different way from the other items that are not selected makes it easier to recognize the currently selected item. Figure 7(B) shows an example where the border surrounding the currently selected "Suggestion Presentation Type" text is made thicker to visually distinguish it from other items.

[0208] The menu description image 604 is displayed together with the menu image 603 (to the right in Figure 7(B)) and is configured as an image (object) that displays a description of the item selected in the menu image 603. In other words, when the item selected in the menu image 603 is switched by operating the directional key switch 450, the description displayed in the menu description image 604 can also be switched accordingly. In particular, in the example shown in Figure 7(B), the text "You can configure various suggestion effects" is displayed as the description of the selected "Suggestion Effect Type".

[0209] Then, on the menu display screen, when the performance button 25 is pressed while one item in the menu image 603 is selected, the selection of that item is confirmed (confirmed as a selected item). In particular, in this embodiment, when the performance button 25 is pressed while "Suggestive Performance Type" is selected, the display screen can be transitioned to the suggestive performance customization screen.

[0210] Figure 7(C) shows the suggestion effect customization screen accessed from the menu display screen. In addition to the effect button image 601 and directional key switch image 602 shown above, the suggestion effect customization screen displays a type selection menu image 605. The type selection menu image 605 is composed of images (objects) for selecting each item ("Normal Type", "Chance Type", and "Super Hot Type") corresponding to the customization content defined in the setting suggestion effect P.

[0211] Furthermore, in the type selection menu image 605, by operating the directional key switch 450 (for example, the up and down keys shown in black in Figure 7(C)), it is possible to switch between the items to be selected from each category: "Normal Type," "Chance Type," and "Super Hot Type." In particular, by displaying the selected item in a different way from the other items that are not selected, it is possible to make it easier to recognize the currently selected item. In Figure 7(C), an example is shown in which the border surrounding the currently selected "Chance Type" is made thicker to visually distinguish it from the other items.

[0212] Then, when the performance button 25 is pressed while any of the items are selected, the customization details for that item are set (confirmed), and the display screen transitions (returns) to the customer waiting screen in Figure 7(A) or the RUSH screen in Figure 7(D).

[0213] The customized settings will be reflected immediately, for example, from the moment the performance button 25 that confirms the above selection (setting) is pressed (customization operation), or after a predetermined period of time has elapsed (for example, at the start of the next variable game).

[0214] Figure 7(D) also shows the display screen during RUSH (especially during the variable game in RUSH state) (hereinafter referred to as the "RUSH screen"). On the RUSH screen, various objects that constitute the various variable effects (variable game effects) performed in the variable game during RUSH state are displayed on the main display 41. In particular, in the example shown in Figure 7(D), the following objects that constitute the variable game effect are displayed on the main display 41: a variable display image 710, a hold display image 711, a play instruction notification object 721, a RUSH count display object 722, and a RUSH state indication object 723.

[0215] The variable display image 710 is composed of an image (display object) representing a decorative special symbol consisting of the left symbol, the middle symbol, and the right symbol. In particular, the variable display image 710 shown in Figure 7(D) is an image that represents a state in which all the numbers on the left symbol, the middle symbol, and the right symbol are changing. Alternatively, the variable display image 710 may be an image that represents a state in which the left and right symbols show the same number, and only the number on the middle symbol is changing (a near-miss state).

[0216] The hold display image 711 is composed of an image (display object) that includes a hold display 711a representing the current start memory count (for example, the special figure 2 start memory count) and a hold display 711b representing the hold currently in play. In Figure 7(D), an example is shown in which two start memories (holds) are displayed in the hold display 711a and the hold in the current play game is displayed in the hold display 711b.

[0217] The playing method notification object 721 is composed of an image (object) that includes characters and other elements that notify the playing method determined according to the game state. In the example shown in Figure 7(D), the playing method notification object 721 is composed of an image that includes the characters "Right-handed play" and multiple right-pointing arrows, suggesting the playing method determined in the RUSH state (so-called right-handed play). The playing method notification object 721 may be a still image object or a video object (for example, a video showing the situation in which each of the above arrows moves to the right). The RUSH state indication object 723 is composed of an image (object) that includes characters (in Figure 7(D), "○○RUSH!") and other elements that suggest the current game state is the RUSH state.

[0218] The RUSH count display object 722 is configured as an image (object) containing characters that indicate the number of variable games played since entering the RUSH state (number of games played), or the number of remaining variable games that will maintain the RUSH state (remaining RUSH counts). In the example shown in Figure 7(D), the RUSH count display object 722 contains characters indicating the remaining RUSH counts ("36 / 70"). Therefore, as variable games are played, the display of the RUSH count display object 722 changes from "36 / 70" → "35 / 70" → "34 / 70"... Alternatively, the RUSH count display object 722 may be configured as an image containing characters that indicate the number of games played. In this case, as variable games are played, the display of the RUSH count display object 722 can change from "36 / 70" → "37 / 70" → "38 / 70"...

[0219] The RUSH state indication object 723 is composed of an image (object) that includes text indicating that the current game state is the RUSH state. In the example shown in Figure 7(D), the RUSH state indication object 723 is composed of text indicating that the game is in the RUSH state ("〇〇RUSH!") and a shape (rectangle) surrounding the text.

[0220] Furthermore, the RUSH screen shown in Figure 7(D) displays customization-related objects (performance button image 601, directional key switch image 602, and customization status display object 606) along with the various objects that constitute the variable game effects described above.

[0221] The respective aspects of the performance button image 601 and the directional key switch image 602 are the same as those displayed on the customer waiting screen in Figure 7(A). Furthermore, in this RUSH screen, just as with the customer waiting screen in Figure 7(A), pressing the performance button 25 allows the display on the main display 41 to transition from the RUSH screen to the menu display screen (Figure 7(B)).

[0222] The customization status display object 606 is configured as an image (object) for displaying the customization details (performance type) related to the currently reflected setting suggestion performance P. In particular, in the example shown in Figure 7(D), the words "Chance Type" are displayed as the performance type of the currently reflected setting suggestion performance P. In addition, on the RUSH screen, the directional key switch image 602 may be displayed in a manner that includes text prompting operation on the directional key switch 450, such as "Switch," and the display (selection target) of each performance type ("Normal Type," "Chance Type," and "Super Hot Type") displayed on the customization status display object 606 can be switched according to the operation on the directional key switch 450. When the performance button 25 is pressed, one of the performance types displayed (selected) on the customization status display object 606 can be reflected. With this configuration, on the RUSH screen in Figure 7(D), the customization details (performance type) related to the setting suggestion performance P can be switched (changed) without transitioning to the menu display screen in Figure 7(B).

[0223] Furthermore, a configuration may be adopted that allows the display and hiding of customization-related objects on the RUSH screen (effect button image 601, directional key switch image 602, and customization status display object 606) to be switched according to a predetermined operation by the player (operation on the effect button 25, directional key switch 450, and / or other switches). This allows the customization-related images to be hidden when the player does not wish to perform customization, so as not to interfere with the variable game effects during RUSH.

[0224] [Setting suggestion effect P] The setting suggestion effect P of this embodiment is executed during RUSH mode and when the complete function activation warning Owa is executed, triggered by MY reaching the first predetermined value or the second predetermined value described above. In particular, the setting suggestion effect P of this embodiment can be executed by any effect means (notification means) in a manner that notifies or suggests the setting value M (current setting value M) that is currently reflected as a reference value in the gaming machine 10, under the control of the effect control device 300 (effect control CPU 311). More specifically, the setting suggestion effect P can be realized as an effect consisting of: display on the main display 41 (display screen) according to a predetermined display mode (display object and / or screen brightness at the time of display); operation of an effect movable body 44 (effect button 25, etc.) according to a predetermined operation mode (operation pattern); sound output from the speaker 19 according to a predetermined sound mode (type of sound or voice and / or volume); illumination of various effect LEDs 46 according to a predetermined light emission mode (light emission pattern and / or light emission brightness); or an effect consisting of a combination of two or more of these.

[0225] Also, as described above, the setting suggestion effect P is executed together with the complete function operation warning Owa that is triggered when MY reaches a predetermined value or a second predetermined value (a situation where it can be inferred that the player has obtained a certain amount of profit through the game). By executing the setting suggestion effect P along with the complete function operation warning Owa (a warning indicating that the game will end soon), it is possible to suggest to the player who has finished the game the setting value M of the gaming machine 10 in the situation where the player has played the game and obtained sufficient profit in the game. Therefore, the player can be made to recognize at which setting value M the complete function operation warning Owa was reached, and a motivation (for example, aiming for complete achievement with different setting values M) for the player to play the game on the same type of gaming machine 10 again in the future can be given.

[0226] More specifically, for example, when it is suggested through the setting suggestion effect P that the setting value M is "1" or "2" (a low setting), an impression can be given to the player that even with a low setting, a gaming profit can be obtained until the complete function operation warning Owa is reached, giving the player a motivation to play the game on the gaming machine 10 again. Also, when it is suggested through the setting suggestion effect P that the setting value M is "3" or "4" (an intermediate setting), an impression can be given to the player that even with an intermediate setting, a gaming profit can be obtained until the complete function operation warning Owa is reached, giving the player a motivation to play a game with a higher setting where more profit can be obtained on the same gaming machine 10. Furthermore, when it is suggested through the setting suggestion effect P that the setting value M is "5" or "6" (a high setting), an impression can be given to the player that a gaming profit can actually be obtained until the complete function operation warning Owa is reached at a high setting, giving the player a motivation to play the game on the same gaming machine 10 again.

[0227] Furthermore, in the gaming machine 10 of the present embodiment, the production type of the setting suggestion production P can be customized (set or changed) by the above customization function. Therefore, the player can select the mode of the setting suggestion production P that can be executed according to his or her preference. In particular, the gaming machine 10 of the present embodiment is provided with a "normal type", a "chance type", and a "heated type" in which different appearance rates (occurrence rates, execution frequencies) and / or production modes are defined for each production type of the setting suggestion production P. That is, when a predetermined customization operation (an operation related to the determination of one production type on each screen of FIG. 7(C) or FIG. 7(D)) is performed by the player, the production control device 300 (production control CPU 311) can execute the setting suggestion production P in a mode determined by any one of the "normal type", the "chance type", and the "heated type".

[0228] Hereinafter, for the sake of simplicity of notation, the setting suggestion production P defined as the "normal type" is appropriately referred to as "normal suggestion production Pn", the setting suggestion production P defined as the "chance type" is referred to as "chance suggestion production Pc", and the setting suggestion production P defined as the "heated type" is referred to as "heated suggestion production Ph", respectively.

[0229] The normal suggestion effect Pn can be executed (selected) when the current setting value M is "1" or "2" (that is, in the low setting), on the premise that "normal type" is reflected as the customized content of the effect type. Further, the normal suggestion effect Pn is set with a lower hit expectation (expectation) than either of the other chance suggestion effect Pc and intense heat suggestion effect Ph. More specifically, for example, the effect control device 300 (effect control CPU 311) refers to an effect table determined such that the selection rate (distribution rate) of the normal suggestion effect Pn when the variable game is not a hit result is higher than in either the case of the chance suggestion effect Pc or the intense heat suggestion effect Ph, and performs the selection (lottery) of the normal suggestion effect Pn. In this effect table, the selection rates (distribution rates) of the normal suggestion effect Pn, the chance suggestion effect Pc, and the intense heat suggestion effect Ph when the variable game is a hit result may all be the same, or may be set to increase in the order of the normal suggestion effect Pn, the chance suggestion effect Pc, and the intense heat suggestion effect Ph.

[0230] The chance suggestion effect Pc can be executed (selected) when the current setting value M is "3" or "4" (that is, in the intermediate setting), on the premise that "chance type" is reflected as the customized content of the effect type. Further, the chance suggestion effect Pc is set with an expectation higher than that of the normal suggestion effect Pn and lower than that of the intense heat suggestion effect Ph. More specifically, for example, the effect control device 300 (effect control CPU 311) refers to an effect table determined such that the selection rate (distribution rate) of the chance suggestion effect Pc when the variable game is not a hit result is lower than in the case of the normal suggestion effect Pn and higher than in the case of the intense heat suggestion effect Ph, and performs the selection (lottery) of the chance suggestion effect Pc. In this effect table, the selection rates (distribution rates) of the normal suggestion effect Pn, the chance suggestion effect Pc, and the intense heat suggestion effect Ph when the variable game is a hit result may all be the same, or may be set to increase in the order of the normal suggestion effect Pn, the chance suggestion effect Pc, and the intense heat suggestion effect Ph.

[0231] The "Super Hot" indication effect Ph can be executed (selected) when the current setting value M is "5" or "6" (i.e., a high setting), assuming that the "Super Hot Type" is reflected in the customization of the effect type. Furthermore, the "Super Hot" indication effect Ph is set to have a higher expected value than any of the other "Normal" indication effect Pn and "Chance" indication effect Pc. More specifically, for example, the effect control device 300 (effect control CPU 311) selects (draws) the "Super Hot" indication effect Ph by referring to an effect table that is set so that the selection rate (distribution rate) of the "Super Hot" indication effect Ph when the fluctuating game does not result in a win is lower than that of either the "Normal" indication effect Pn or the "Chance" indication effect Pc. Note that in this effect table, the selection rates (distribution rates) of the "Normal" indication effect Pn, "Chance" indication effect Pc, and "Super Hot" indication effect Ph when the fluctuating game results in a win may all be the same, or they may be set to be in the order of "Normal" indication effect Pn, "Chance" indication effect Pc, and "Super Hot" indication effect Ph.

[0232] Depending on the customization of each of the suggestive effects Pn, Pc, and Ph described above, it is possible to change the balance between the actual (occurrence rate, execution frequency) per game, the probability (reliability) of it leading to a winning result that the player can recognize when it occurs, and the current setting value M for each suggestive effect Pn, Pc, and Ph.

[0233] More specifically, regarding the normal suggestion effect Pn, while its appearance rate is the highest, when the normal suggestion effect Pn occurs, it is possible to make the player recognize that the current setting value M is low (in a low setting) and the reliability is low. Also, regarding the chance suggestion effect Pc, while its appearance rate is lower than that of the normal suggestion effect Pn, when the chance suggestion effect Pc occurs, it is possible to make the player recognize that the current setting value M is intermediate (in an intermediate setting) and the reliability is higher than that of the normal suggestion effect Pn (with a reliability above a certain level). Furthermore, regarding the intense heat suggestion effect Ph, while its appearance rate is the lowest, when the intense heat suggestion effect Ph occurs, it is possible to make the player recognize that the current setting value M is high (in a high setting) and the reliability is high.

[0234] As described above, regarding the setting suggestion effect P executed together with the complete function operation warning Owa, by enabling customization to select each effect type with a different balance between the appearance rate, the height of the reliability and the setting value M, the player can select the setting suggestion effect P according to their preference. In particular, for a player who hopes that the appearance frequency of the effect is high even if the winning reliability and the suggested setting value M are low, or a player who hopes to increase the opportunity to grasp the current setting value M regardless of its high or low level, by selecting (setting) the "normal type" (normal suggestion effect Pn), the mode of the setting suggestion effect P along with their hope will be realized. Also, for a player who does not hope that the low-reliability effect appears frequently, or a player who hopes to grasp the current setting value M only when it is in a high setting, by selecting (setting) the "intense heat type" (intense heat suggestion effect Ph), the mode of the setting suggestion effect P along with their hope will be realized. Furthermore, for a player who hopes for an intermediate mode between the above "normal type" (normal suggestion effect Pn) and "intense heat type" (intense heat suggestion effect Ph), by selecting (setting) the ""chance type"" (chance suggestion effect Pc), the mode of the setting suggestion effect P along with their hope will be realized.

[0235] Therefore, according to the customization methods for each suggestive effect Pn, Pc, and Ph in this embodiment, it is possible to enhance the enjoyment of players with different tastes (preferences).

[0236] The following describes examples of the normal indication effect Pn, the chance indication effect Pc, and the super hot indication effect Ph.

[0237] [Normal Suggestion Presentation Pn] Figure 8 shows an example of a normal indication effect Pn. Specifically, Figure 8(A) shows the display mode of the main display 41 during the first half (first half of the effect) of the normal indication effect Pn during one variation game, and Figure 8(B) shows the display mode of the main display 41 during the second half (second half of the effect) of the normal indication effect Pn during the same variation game.

[0238] As shown in the figure, the normal suggestion effect Pn is realized by displaying the various variable game effects shown in Figure 7(D), including the variable display image 710, the hold display image 711, the play instruction notification object 721, the RUSH count display object 722, and the RUSH state suggestion object 723 (not shown), as well as the complete function activation warning Owa, along with dedicated suggestion effect-related objects (character image 741 and dialogue image 742).

[0239] In the fluctuating display image 710 shown in Figure 8, the left and right symbols are in a temporary stop state (reach state) showing the same number (7 in Figure 8) (the same applies to Figures 9 and 10 described later). In the temporary stop state, the left and right symbols are generally stationary, but they may also undergo dynamic changes in their display manner within a recognizable range that visually represents the same number, such as vibrating up and down in small increments. Furthermore, the size of each symbol in the fluctuating display image 710 may be displayed smaller to avoid interference with other performance displays during the reach state. In addition, to avoid interference with the normal suggestion performance Pn or other performance displays, each symbol in the fluctuating display image 710 may be displayed semi-transparently and rapidly fluctuating to make it difficult to see, or it may be hidden.

[0240] Character image 741 is composed of an image (object) that imitates a character α related to the machine model and gameplay. In particular, character α is defined as a character that can only be displayed (selected) when the normal suggestion effect Pn is executed (when the setting is low). That is, character α is not displayed (selected) when the chance suggestion effect Pc or the super hot suggestion effect Ph is executed. As a result, by displaying character α during the normal suggestion effect Pn, it is possible to give the player the impression that the current setting value M is low (it is a low setting).

[0241] Furthermore, the character image 741 displays character α with its mouth closed during the first half of the performance (see Figure 8(A)) and with its mouth open during the second half of the performance (see Figure 8(B)). In other words, the character image 741 can be composed of a video or a combination of multiple still images that change character α's mouth from a closed state in the first half of the performance to an open state in the second half of the performance.

[0242] Furthermore, the character α may be configured to be displayable even when other variable game effects other than the suggestive effects Pn, Pc, and Ph are being executed. In this case, the lowest expected winning probability (expected value) among the characters that can be displayed in the gaming machine 10 (characters α, β, and γ shown in Figure 7(A)) may be set for character α. This allows the display of character α during the execution of the normal suggestive effect Pn to give the player the impression that the setting is low, as well as that the probability of winning is low.

[0243] The dialogue image 742 is configured as an image (display object) that mimics the dialogue in a manner that makes the player recognize that the character α in the character image 741 is speaking. In particular, in the first half of the presentation, the dialogue image 742 displays a state where the character "···" representing silence is shown in a speech bubble (an object mimicking a speech bubble) (see Fig. 8(A)), and in the second half of the presentation, it displays a state where the character "弐" suggesting the set value M is shown in the speech bubble (see Fig. 8(B)). That is, the dialogue image 742 can be composed of a video or a combination of a plurality of still images in a manner that changes the character described in the speech bubble from "···" in the first half of the presentation to "弐" in the second half of the presentation. Thereby, while directing the player's attention to the speech bubble by displaying "···" in the speech bubble in the first half of the presentation, the display of "弐" in the speech bubble in the second half of the presentation enables the player to more clearly recognize that it is a low setting (specifically, that the current set value M is specifically "2").

[0244] Therefore, according to the above normal suggestion presentation Pn, in a situation where the complete function operation warning Owa is being executed, through the display of the character α in the character image 741 and / or the character in the speech bubble in the dialogue image 742 (particularly, "弐" in the second half of the presentation), it is possible to suggest to the player that the current set value M is low (is a low setting) and the reliability (particularly, the possibility that the variable game will result in a win) is low.

[0245] Note that the specific form of the normal suggestion presentation Pn is not limited to the form shown in Fig. 8, and various changes are possible within the range that can exhibit the function of suggesting to the player that the current set value M is low and the win expectancy is low (is a low setting and low expectancy). For example, by changing the form of the above character image 741 or its presence or absence, changing the form of the dialogue image 742 or its presence or absence, adding display objects such as other related images, and / or changing the operation of the presentation movable body 44 or its presence or absence, and / or changing the form (type or volume) of the output sound (voice) or its presence or absence, etc., it is possible to arbitrarily change the specific form of the normal suggestion presentation Pn.

[0246] Furthermore, the display colors of at least some of the character image 741, dialogue image 742, and / or other display objects in the normal suggestion effect Pn may be displayed in a color (e.g., blue) that has a lower expected winning probability than the default color (e.g., white). This allows the player to get a stronger impression that the normal suggestion effect Pn is an effect with a low expected winning probability (reliability) through the display of such a color.

[0247] Furthermore, the example in Figure 8 mainly describes an example in which a low setting and low expectation level can be indicated by the display of character α in character image 741 and the content of the text in dialogue image 742. However, instead of this, or in conjunction with this, a configuration may be adopted to inform or indicate a low setting and low expectation level by displaying other arbitrary display objects, operating the performance movable body 44 in a specific manner, outputting a specific sound (voice) from the speaker 19, and / or illuminating various performance LEDs 46 in a specific light emission manner.

[0248] [Chance-indicating animation PC] Figure 9 shows an example of a chance indication effect PC. In particular, Figure 9(A) shows the display mode of the main display 41 during the first half (first half of the effect) of the chance indication effect PC during one spin game, and Figure 9(B) shows the display mode of the main display 41 during the second half (second half of the effect) of the chance indication effect PC during the same spin game.

[0249] As shown in the figure, the chance indication effect Pc is realized by displaying the various variable game effects shown in Figure 7(D), including the variable display image 710, the hold display image 711, the play instruction notification object 721, the RUSH count display object 722, and the RUSH state indication object 723 (not shown), as well as the complete function activation warning Owa, along with dedicated indication effect-related objects (character image 751 and indication object 752).

[0250] Character image 751 is composed of an image (object) that imitates a character β related to the machine model and gameplay. In particular, character β is defined as a character that can only be displayed (selected) when the chance indication effect Pc is executed (when the setting is intermediate). That is, character β is not displayed (selected) when the normal indication effect Pn or the super hot indication effect Ph is executed. As a result, when the chance indication effect Pc is executed, the mere display of character β can give the player the understanding that the current setting value M is intermediate (intermediate setting).

[0251] Furthermore, the character image 751 displays character β positioned in the lower right corner of the screen during the first half of the performance (see Figure 9(A)), and displays character β positioned near the center of the screen during the second half of the performance (see Figure 9(B)). In other words, the character image 751 can be composed of a video or a combination of multiple still images that changes the display position of character β from the lower right corner of the screen during the first half of the performance to near the center of the screen during the second half of the performance (for example, moving character β from the lower right corner of the screen to near the center of the screen).

[0252] Furthermore, the character β may be configured to be displayable even when other variable game effects other than the suggestive effects Pn, Pc, and Ph are being executed. In this case, the character β may be assigned an intermediate expectation level among the characters α, β, and γ (higher than character α and lower than character γ). This allows the display of character β during the chance suggestive effect Pc to give the player the understanding that it is set to an intermediate level, as well as that there is a certain level of reliability (in particular, a certain probability that the variable game will result in a win).

[0253] The suggestion object 752 is configured as an image (display object) including characters or the like that can notify or suggest the current set value M to the player. In particular, in the first half of the effect, the suggestion object 752 displays a state (see FIG. 9(A)) in which characters (Chinese numerals) suggesting the set value M scroll (change) from top to bottom within a graphic object of a predetermined shape (a rectangle in FIG. 9). Also, the suggestion object 752 displays a state (see FIG. 9(B)) in which the character "four" suggesting the set value M is shown within the above graphic object in the second half of the effect. That is, the suggestion object 752 can be configured by a combination of a moving image or a plurality of still images in such a manner that in the first half of the effect, the characters within the graphic object are changed, and in the second half of the effect, the character "four" is statically displayed within the graphic object. Thereby, while directing the player's attention to the graphic object by the changing display of the characters within the graphic object in the first half of the effect, the player can be made to more clearly recognize that it is an intermediate setting (in particular, that the current set value M is specifically "4") by the display of the character "four" within the graphic object in the second half of the effect.

[0254] Therefore, according to the above chance suggestion effect Pc, in a situation where the complete function operation warning Owa is being executed, it is possible to suggest to the player that the current set value M is intermediate (is an intermediate setting) and that there is a certain degree of reliability leading to a winning result through the display of character β in the character image 751 and / or the display of characters (in particular, the "four" in the second half of the effect) in the suggestion object 752.

[0255] Furthermore, the specific form of the chance indication effect Pc is not limited to the form shown in Figure 9, and various changes are possible as long as it can function to suggest to the player that the current setting value M is in the middle and has a certain probability of winning (that it is an intermediate setting and has a moderate probability of winning). For example, the specific form of the chance indication effect Pc can be arbitrarily changed by changing the form of the character image 751 or whether or not it is present, changing the form of the suggestion object 752 or whether or not it is present, adding other display objects such as related images, and / or changing the operation of the effect movable body 44 or whether or not it is present, and / or changing the form (type or volume) of the output sound (voice) or whether or not it is present.

[0256] Furthermore, the display colors of at least some of the character images 751, suggestion objects 752, and / or other display objects in the chance suggestion presentation PC may be displayed in colors (e.g., yellow or green) that have an intermediate probability of winning, different from the default color (e.g., white). This allows the player to get a stronger impression that the chance suggestion presentation PC has a certain probability of winning (reliability) through the display of these colors.

[0257] Furthermore, the example in Figure 9 mainly describes an example in which it can be suggested that the setting is intermediate and the expectation level is medium, through the display of character β in character image 751 and the content of the text in suggestion object 752. However, instead of this, or in conjunction with this, a configuration may be adopted to notify or suggest that the setting is intermediate and the expectation level is medium by displaying any other display object, operating the performance movable body 44 in a specific manner, outputting a specific sound (voice) from the speaker 19, and / or illuminating various performance LEDs 46 in a specific light emission manner.

[0258] [Extremely exciting suggestive effect Ph] Figure 10 shows an example of the "Super Hot" indication effect Ph. Specifically, Figure 10(A) shows the display mode of the main display 41 during the first half (first half of the effect) of the "Super Hot" indication effect Ph during one spin game, and Figure 10(B) shows the display mode of the main display 41 during the second half (second half of the effect) of the "Super Hot" indication effect Ph during the same spin game.

[0259] As shown in the figure, the super-hot suggestion effect Ph is realized by displaying the various variable game effects shown in Figure 7(D), including the variable display image 710, the hold display image 711, the play instruction notification object 721, the RUSH count display object 722, and the RUSH state suggestion object 723 (not shown), as well as the complete function activation warning Owa, along with dedicated suggestion effect-related objects (character image 761 and suggestion object 762).

[0260] Character image 761 is composed of an image (object) that imitates a character γ related to the machine model and gameplay. In particular, character γ is defined as a character that can only be displayed (selected) when the high-excitement indication effect Ph is executed (when the machine is set to a high setting). That is, character γ is not displayed (selected) when the normal indication effect Pn or the chance indication effect Pc is executed. As a result, by displaying character γ during the high-excitement indication effect Ph, the player can be made to recognize that the current setting value M is high (it is a high setting).

[0261] Furthermore, in the first half of the performance, the character image 761 displays character γ in the center of the display screen, overlapping with a portion of the variable display image 710 (see Figure 10(A)), while in the second half of the performance, character γ is hidden (see Figure 10(B)). In other words, the character image 761 can be composed of a combination of video or multiple still images in which character γ is displayed in the center of the display screen in the first half of the performance, but not displayed in the second half of the performance.

[0262] Note that the character γ may be configured to be displayable even when executing a variable game effect other than each of the suggestive effects Pn, Pc, and Ph. In this case, the highest expected degree among the characters α, β, and γ may be set for the character γ. Thereby, when executing the intense suggestive effect Ph, by simply displaying the character γ, in addition to the high setting, it is possible to give the player a recognition that the reliability (especially the possibility that the variable game results in a winning outcome) is high.

[0263] The suggestive object 762 is configured as an image (display object) including characters or the like that can notify or suggest the current setting value M to the player. In particular, the suggestive object 762 is not displayed in the first half of the effect (see FIG. 10(A)). On the other hand, in the second half of the effect, the suggestive object 762 is positioned between the variable display image 710 and the hold display image 711, and is displayed in a state where a character (in FIG. 10(B), "six") that suggests the setting value M is represented within a graphic object having a predetermined shape (in FIG. 10(B), a cloud shape). That is, the suggestive object 762 can be configured by a video or a combination of a plurality of still images in a mode where it is not displayed in the first half of the effect and statically displays a cloud-shaped graphic object and the character "six" within the graphic object in the second half of the effect. Thereby, in the first half of the effect, while directing the player's attention to the display on the display screen by displaying the character γ, in the second half of the effect, by displaying the "six" within the cloud-shaped graphic object that appears, it is possible to make the player more clearly recognize that the current setting is high (especially that the current setting value M is specifically "6").

[0264] Therefore, according to the above intense suggestive effect Ph, in a situation where the complete function operation warning Owa is being executed, through the display of the character γ in the character image 761 and / or the display of the character ("six") included in the suggestive object 762 displayed in the second half of the effect, it is possible to suggest to the player that the current setting value M is high (a high setting) and that there is a certain degree of reliability leading to a winning outcome.

[0265] Note that the specific form of the intense heat suggestion effect Ph is not limited to the form shown in FIG. 10, and various changes are possible within the range that can exhibit the function of suggesting to the player that the current set value M is high and the hit expectation degree is high (being a high setting and a high expectation degree). For example, changes in the form of the above character image 761 or its presence or absence, changes in the form of the suggestion object 762 or its presence or absence, addition of display objects such as other related images, and / or changes in the operation of the effect movable body 44 or its presence or absence, and / or changes in the form (type or volume) of the output sound (voice) or its presence or absence, etc., can arbitrarily change the specific form of the intense heat suggestion effect Ph.

[0266] Also, at least a part of the display colors of the character image 761, the suggestion object 762, and / or other display objects in the intense heat suggestion effect Ph may be displayed in a color (for example, red or rainbow color) with a high hit expectation degree set different from the default color (for example, white). Thereby, the display by this display color can give a stronger impression to the player that the intense heat suggestion effect Ph is an effect having a high hit expectation degree (reliability).

[0267] Furthermore, in the example of FIG. 10, mainly, an example that can suggest being a high setting and a high expectation degree by the display of the character γ of the character image 761 and the content of the characters of the suggestion object 762 has been described. However, instead of this, or together with this, by the display of any other display object, operating the effect movable body 44 in a specific operation mode, outputting a specific sound (voice) from the speaker 19, and / or making the various effect LEDs 46 emit light in a specific light emission mode, a configuration for notifying or suggesting being a high setting and a high expectation degree may be adopted.

[0268] 〔Pre-reading type setting suggestion effect P〕 In the gaming machine 10 of this embodiment, it is also possible to execute a setting suggestion performance P by referring to pre-read information (pre-read command) that is generated when a start memory is generated (especially when a ball enters the second start prize entry slot). More specifically, the performance control device 300 (performance control CPU 311) can receive a pre-read command from the gaming control device 100 and select (execute) a pre-read type setting suggestion performance P based on a selection rate (distribution rate).

[0269] The pre-announcement type setting suggestion effect P refers to an effect that is performed before the start of a variable game (variable game) targeting a variable game of reserve (start memory) that has been generated when a game ball enters a predetermined starting entry point (such as the first starting entry point 36 or the second starting entry point), and that can notify or suggest the possibility (reliability) of the variable game resulting in a winning outcome and the current setting value M. In particular, the pre-announcement type setting suggestion effect P may occur immediately when a ball enters the predetermined starting entry point, or it may occur after a certain period of time has elapsed since the ball entered. Furthermore, the pre-announcement type setting suggestion effect P may continue across multiple variable games prior to the variable game in question. Moreover, when the pre-announcement type setting suggestion effect P continues across multiple variable games, a method may be adopted in which a predetermined type of notification is continuously executed across the multiple variable games, or a method may be adopted in which a predetermined type of notification is discontinuously (intermittently) executed across the multiple variable games. Furthermore, the specific form of the pre-announcement type setting suggestion effect P can be realized by any effect (notification effect) that enables the notification or suggestion described above. That is, the pre-announcement type setting suggestion effect P can be realized by the display on the main display 41 (display screen), the operation of the effect movable body 44 (effect button 25, etc.), the output of sound from the speaker 19, the illumination of various effect LEDs 46, or a combination of two or more of these, which enable the notification or suggestion described above.

[0270] Furthermore, different pre-announcement type setting suggestion effects P are set for each of the "normal type," "chance type," and "super hot type" related to the customization content described above. Hereinafter, the pre-announcement type setting suggestion effects P defined as "normal type" will be referred to as "pre-announcement type normal suggestion effects Pn," the pre-announcement type setting suggestion effects P defined as "chance type" will be referred to as "pre-announcement type chance suggestion effects Pc," and the pre-announcement type setting suggestion effects P defined as "super hot type" will be referred to as "pre-announcement type super hot suggestion effects Ph."

[0271] The following describes the specific forms of pre-announcement type setting suggestion effects P (in particular, pre-announcement type normal suggestion effects Pn).

[0272] Figure 11 shows an example of a pre-read type normal indication effect Pn. In particular, Figure 11(A) shows the display mode of the main display 41 in the variable game two changes prior (two games prior) to the variable game that is the target of the pre-read (hereinafter referred to as the "target variable game") (hereinafter referred to as the "two previous variable game"), and Figure 11(B) shows the display mode of the main display 41 in the variable game two changes prior to the target variable game and in the variable game one change prior (one game prior) (hereinafter referred to as the "previous variable game").

[0273] The pre-reading normal suggestion effect Pn shown in Figure 11 is realized through the pre-reading hold change effect and the continuous setting suggestion effect 771.

[0274] The pre-read hold change effect is a type of effect that suggests a high probability that the spinning game corresponding to the hold display 711a or spinning hold display 711b will result in a win by displaying the hold display 711a or spinning hold display 711b in a display manner different from the normal (default) display manner (color, shape, pattern, effect, etc.). In particular, in the pre-read hold change effect shown in Figure 11, the display color of the hold display 711a (shown with hatching in the figure) corresponding to the target spinning game is displayed in a color different from the default color (the display color of the hold display 711a corresponding to other spinning games), or is changed from the default color.

[0275] More specifically, in the pre-read hold change effect shown in Figure 11, in the second-to-last spin game, the hold display 711a is displayed in a different color from the default color (a different color from other hold displays 711a or the hold display 711b during spin), or its display color is changed from the default color to a different color (see Figure 11(A)). Then, in the previous spin game that follows the end of the second-to-last spin game, the hold display 711a corresponding to the target spin game is displayed in a position closer to the hold display 711b during spin, while maintaining the different color from the default color mentioned above (see Figure 11(B)). Furthermore, in the target spin game that follows the end of the previous spin game, the hold display 711b during spin corresponding to the target spin game is displayed in a different color from the default color mentioned above. Note that the display color of the hold display 711a may be changed during the process of the spin transitioning from the second-to-last spin game to the previous spin game, and / or from the previous spin game to the target spin game. Also, the display color of the hold display 711b during spin may be changed while the target spin game is running. As a result, in the pre-reading normal suggestion effect Pn, the execution of the hold change effect can indicate a high probability that the target spinning game will result in a win.

[0276] On the one hand, the continuous setting suggestion presentation 771 is a presentation in a manner that can suggest the current setting value M and is executed continuously or intermittently in the process of the variation transitioning from the previous variation game through the pre-variation game to the target variation game. In particular, in the normal suggestion presentation Pn shown in FIG. 11, the continuous setting suggestion presentation 771 is realized by displaying a character image 771a and a dialogue image 771b in a manner that changes as the variation game progresses.

[0277] The character image 771a is configured as an image (object) imitating the same character α as the character image 741 shown in FIG. 8. On the other hand, the character image 771a shown in FIG. 11 displays the state where the mouth of character α is closed during the previous variation game (see FIG. 11(A)), the state where the mouth of character α is slightly open during the pre-variation game (see FIG. 11(B)), and the state where the mouth of character α is wide open during the target variation game (see FIG. 11(C)).

[0278] The dialogue image 771b is configured as an image (object) in a similar manner to the dialogue image 742 shown in FIG. 8. On the other hand, the dialogue image 771b shown in FIG. 11 displays the state where the characters "···" representing silence in the speech bubble are shown during the previous variation game (see FIG. 11(A)), the state where the characters "Setting is" warning of the setting value M are shown in the speech bubble during the pre-variation game (see FIG. 11(B)), and the state where the character "Two" suggesting the setting value M is shown in the speech bubble during the target variation game (see FIG. 11(C)).

[0279] Therefore, according to the above predictive normal suggestion presentation Pn, in the situation where the complete function operation warning Owa is being executed, it is possible to suggest the high reliability of the winning result across multiple variation games (especially the low possibility of the target variation game being a winning result), and the current setting value M (especially the low setting value M).

[0280] In addition, in the gaming machine 10 of the present embodiment, in addition to the pre-reading type normal suggestion effect Pn shown in FIG. 11, the pre-reading type chance suggestion effect Pc and the pre-reading type intense heat suggestion effect Ph can be executed in the same manner. In this case, for example, instead of displaying the character α in the continuous setting suggestion effect 771 related to the normal suggestion effect Pn, the character β is displayed as the continuous setting suggestion effect in the chance suggestion effect Pc, and the character γ is displayed as the continuous setting suggestion effect in the intense heat suggestion effect Ph, etc., so that a display mode (effect mode) that allows the player to recognize the differences in the reliability and the height of the setting value M in each of the suggestion effects Pn, Pc, Ph can be realized.

[0281] Also, the pre-reading type chance suggestion effect Pc and the pre-reading type intense heat suggestion effect Ph may also include a pre-reading hold change effect, similar to the pre-reading type normal suggestion effect Pn. In particular, in this case, in each of the suggestion effects Pn, Pc, Ph, the display color modes of the hold display 711a or the in-variation hold display 711b may be different from each other. For example, the display color of the hold display 711a or the in-variation hold display 711b is set to a color with a low win expectation level different from the default color (e.g., white) in the normal suggestion effect Pn (e.g., blue), a color with an intermediate win expectation level different from the default color in the chance suggestion effect Pc (e.g., yellow or green), and a color with a high win expectation level different from the default color in the intense heat suggestion effect Ph (e.g., red or rainbow color). Thereby, a display mode (effect mode) that allows the player to recognize the differences in the reliability in each of the suggestion effects Pn, Pc, Ph due to the differences in the modes of the pre-reading hold change effect can be realized.

[0282] Therefore, according to the above-described pre-reading type setting suggestion effect P, in a situation where the complete function operation warning Owa is being executed, by the effect modes spanning a plurality of variable games (the pre-previous variable game, the previous variable game, and the target variable game), it is possible to suggest to the player the height of the current setting value M and the possibility leading to the win result. For this reason, the variations in the effect modes in the setting suggestion effect P that can be executed together with the complete function operation warning Owa can be increased.

[0283] [Pre-announcement type setting suggestion effect P] In the gaming machine 10 of this embodiment, it is further possible to execute a pre-announcement type setting suggestion effect P. More specifically, for example, when the effect control device 300 (effect control CPU 311) selects the setting suggestion effect P by lottery, it refers to a table that distributes the pre-announcement type setting suggestion effect P and other setting suggestion effects P (non-operation promotion effect type) at a predetermined selection rate (distribution rate), and can select (execute) the pre-announcement type setting suggestion effect P by lottery.

[0284] The pre-announcement type setting suggestion effect P of this embodiment includes a notification pre-announcement effect P1 and a setting notification effect P2. The notification pre-announcement effect P1 is an effect that suggests the executability of the setting notification effect P2. In particular, the notification pre-announcement effect P1 of this embodiment is realized by an effect (operation promotion effect) that prompts the player to operate (press) an operation means (effect button 25) that is the trigger for executing the setting notification effect P2.

[0285] Also, the setting notification effect P2 is an effect that suggests the set value M. In particular, the setting notification effect P2 of this embodiment is realized by an effect (operation corresponding effect) that is executed when there is an operation on the effect button 25 during the execution of the notification pre-announcement effect P1. More specifically, when there is an operation on the effect button 25 within a predetermined period (hereinafter referred to as the "operation valid period") defined based on the start of the notification pre-announcement effect P1, the effect control device 300 (effect control CPU 311) ends the notification pre-announcement effect P1 and executes the setting notification effect P2. On the other hand, when there is no operation on the effect button 25 within the operation valid period, the effect control device 300 (effect control CPU 311) ends the notification pre-announcement effect P1 and does not execute the setting notification effect P2.

[0286] Regarding the preview-type setting suggestion effect P as well, different effect contents are set for each of the "normal type", "chance type", and "intense heat type" related to the customization content described above. Hereinafter, the preview-type setting suggestion effect P defined as the "normal type" will be appropriately referred to as the "normal suggestion effect Pn of the preview type", the preview-type setting suggestion effect P defined as the "chance type" will be referred to as the "chance suggestion effect Pc of the preview type", and the preview-type setting suggestion effect P defined as the "intense heat type" will be referred to as the "intense heat suggestion effect Ph of the preview type", respectively. Further, the notification preview effect P1 in the normal suggestion effect Pn of the preview type will be referred to as the "normal preview effect Pn1", and the setting notification effect P2 will be referred to as the "normal notification effect Pn2". Furthermore, the notification preview effect P1 in the chance suggestion effect Pc of the preview type will be referred to as the "chance preview effect Pc1", and the setting notification effect P2 will be referred to as the "chance notification effect Pc2". Similarly, the notification preview effect P1 in the intense heat suggestion effect Ph of the preview type will be referred to as the "intense heat preview effect Ph1", and the setting notification effect P2 will be referred to as the "intense heat notification effect Ph2".

[0287] Hereinafter, the specific mode of the preview-type setting suggestion effect P (particularly, the chance suggestion effect Pc of the preview type) will be described.

[0288] FIG. 12 is a diagram showing an example of the chance suggestion effect Pc of the preview type. Particularly, FIG. 12(A) shows the display mode of the main display 41 when the chance preview effect Pc1 is being executed, and FIG. 12(B) shows the display mode when the chance notification effect Pc2 is being executed.

[0289] As shown in FIG. 12(A), the chance preview effect Pc1 is realized by the display of the button image 780 and the gauge image 781 on the display screen. The button image 780 includes an image (display object) imitating the form of the effect button 25 and characters (in FIG. 12(A), "Setting?") displayed over the image, which suggest the possibility of notifying the current set value M. Thereby, the player can be made to recognize that, triggered by an operation on the effect button 25, the suggestion of the current set value M (the chance notification effect Pc2) is executed (started).

[0290] The gauge image 781 is displayed as an image resembling a gauge representing the remaining time, according to the operation validity period set for the chance notification effect Pc1. For example, the gauge image 781 is displayed in a manner in which a black bar expands and contracts according to the remaining time. This allows the player to intuitively recognize the remaining time during which they can operate the effect button 25 to trigger the chance notification effect Pc2.

[0291] Then, if the performance button 25 is operated within the valid operation period of the chance notification performance Pc1 shown in Figure 12(A), the button image 780 and gauge image 781 on the display screen will be hidden, and the display will switch to the display related to the chance notification performance Pc2.

[0292] As shown in Figure 12(B), the chance notification effect Pc2 is realized by displaying character image 791 and suggestion object 792, which are identical in appearance to the character image 751 and suggestion object 752 shown in Figure 9(B). This gives the player the understanding that the current setting value M is in the middle (it is a middle setting). Furthermore, as described above, by setting different expectation levels for each character α, β, and γ, the player can be given the understanding that, in addition to it being a middle setting, there is a certain level of confidence (in particular, a certain probability that the current game will result in a win).

[0293] As described above, the chance notification effect Pc2 is executed when an action is performed on the effect button 25 within the valid operation period specified in the chance notification effect Pc1. On the other hand, if no action is performed on the effect button 25 within the valid operation period, the chance notification effect Pc1 is terminated (the button image 780 and gauge image 781 are hidden), the chance notification effect Pc2 is not performed (the character image 791 and suggestive object 792 are not displayed), and the display screen is returned to the normal variable game screen (the RUSH screen shown in Figure 7(D)).

[0294] Therefore, according to the above-mentioned pre-announcement type chance indication effect Pc, the chance indication effect Pc can be implemented as a series of effects that transition from chance pre-announcement effect Pc1 (notification of setting value M) to chance notification effect Pc2 (notification of setting value M), which can be executed together with the complete function activation warning Owa. This makes it possible to increase the variations in the effects of the chance indication effect Pc while the complete function activation warning Owa is being executed.

[0295] In particular, in this embodiment, if there is no operation on the performance button 25 while the chance notification performance Pc1 is being executed, the chance notification performance Pc2 (notification of the set value M) is not executed. Therefore, it is possible to realize a performance mode for the chance indication performance Pc that takes into account the needs of players who do not wish to know the current set value M.

[0296] In addition, in the gaming machine 10 of this embodiment, it is possible to perform the same actions for the normal indication effect Pn and the super-hot indication effect Ph, in addition to the pre-announcement type chance indication effect Pc shown in Figure 12. In this case, for example, instead of the character β and the word "four!" displayed in the chance notification effect Pc2 related to the chance pre-announcement effect Pc1, the character α and the word "two" can be displayed in the normal indication effect Pn (normal notification effect Pn2), and the character γ and the word "six!" can be displayed in the super-hot indication effect Ph (super-hot notification effect Ph2), thereby realizing a display mode (performance mode) that allows the player to recognize the difference in reliability and setting value M for each indication effect Pn, Pc, and Ph.

[0297] Furthermore, the specific forms of the above-mentioned pre-announcement type setting suggestion performance P (notification pre-announcement performance P1 and setting notification performance P2) are not limited to those shown in Figure 12. For example, the specific display content (display object) in notification pre-announcement performance P1 and / or setting notification performance P2 can be appropriately changed within the scope that achieves the purpose of notification pre-announcement performance P1 and setting notification performance P2. For example, notification pre-announcement performance P1 may be a performance that foreshadows the execution of setting notification performance P2, other than an operation prompting performance (a performance that does not require operation on the performance button 25), and a form may be adopted in which setting notification performance P2 is always executed after notification pre-announcement performance P1 has finished. In addition, the pre-announcement type setting suggestion performance P (notification pre-announcement performance P1 and setting notification performance P2) may be implemented in place of, or together with, a display on the display screen using other notification forms (suggestion forms, performance forms). In other words, the pre-announcement type setting suggestion effect P can be realized by displaying information on the main display 41 (display screen), operating the effect movable body 44 (effect button 25, etc.), outputting sound from the speaker 19, illuminating various effect LEDs 46 (lighting pattern and / or light intensity), or a combination of two or more of these, which can achieve the above objectives.

[0298] [Behavior of the setting suggestion effect P when a power outage occurs] In the gaming machine 10 of this embodiment, if a power outage occurs while the setting suggestion performance P is being executed when the complete function activation warning Owa is being executed, the complete function activation warning Owa will be stopped after power is restored, while the setting suggestion performance P can be executed (continued) for a predetermined period (hereinafter referred to as the "suggestion continuation period Δtp").

[0299] More specifically, during the execution of the setting suggestion effect P accompanied by the complete function operation warning Owa, when the power restoration from a power failure is detected (when the power restoration system command is received from the game control device 100), the effect control device 300 (effect control CPU 311) starts the effect in the next variable game (restarts the variable game effect). Then, after the timing of detecting the power restoration, the effect control device 300 (effect control CPU 311) does not execute (stops) the complete function operation warning Owa in the variable game, while executing the setting suggestion effect P over the suggestion continuation period Δtp defined starting from the timing of detecting the power restoration or the timing of restarting the variable game effect.

[0300] Hereinafter, specific aspects regarding the behavior of the setting suggestion effect P (particularly, the normal suggestion effect Pn) at the time of power failure occurrence will be described.

[0301] FIG. 13 is a diagram showing an example of the behavior of the normal suggestion effect Pn at the time of power failure occurrence.

[0302] In particular, FIG. 13(A) shows the display state of the main display 41 in the variable game at the time of power failure occurrence (hereinafter referred to as "pre-power-failure variable game"), FIG. 13(B) shows the display state of the main display 41 immediately after the start of the variable game after power restoration (hereinafter referred to as "post-power-restoration variable game"), and FIG. 13(C) shows the display state of the main display 41 after the suggestion continuation period Δtp has elapsed during the post-power-restoration variable game.

[0303] As shown in FIG. 13(A), in the pre-power-failure variable game, on the display screen of the main display 41, the complete function operation warning Owa and the suggestion effect-related objects (character image 741 and dialogue image 742) related to the normal suggestion effect Pn similar to FIG. 8(A) are displayed. In the pre-power-failure variable game shown in FIG. 13(A), each symbol represented by the variable display image 710 is in a reach state.

[0304] When power restoration is detected after a power failure occurs during the pre-power-failure variable game described above, the main display 41 starts displaying the variable game effects of the post-power-restoration variable game shown in FIG. 13(B) through a display for power restoration notification and the like.

[0305] In particular, in the screen display of the post-power-restoration variable game shown in FIG. 13(B), the display of the remaining number of RUSHes in the RUSH number display object 722 changes from "36 / 60" to "35 / 70" according to the progress of the variation (variable game) caused by the occurrence of the power failure and power restoration. In the post-power-restoration variable game shown in FIG. 13(B), the reach states of each symbol of the variable display image 710 in the pre-power-failure variable game are canceled, and all symbols are in a state of varying.

[0306] Furthermore, in the post-power-restoration variable game shown in FIG. 13(B), the display of the character image 741 also changes from the state where the mouth of character α was closed in the pre-power-failure variable game to the state where the mouth of character α is open. Furthermore, the display of the caption image 742 also changes from the state of displaying the characters "···" in the pre-power-failure variable game to the state of displaying the character "弐". Therefore, even if the player missed or did not notice the normal suggestion effect Pn (suggestion of the set value M) performed before the power failure, the player can confirm the normal suggestion effect Pn executed immediately after the power restoration (post-power-restoration variable game) and grasp the set value M at the time when the complete function operation warning Owa is reached (when the pre-power-failure variable game is executed).

[0307] Then, during the execution of the variable game after power is restored, once the aforementioned suggestion duration Δtp has elapsed, the display screen shown in Figure 13(C) is displayed. In particular, in the example shown in Figure 13(C), only the objects that constitute the normal variable game presentation (variation display image 710 and hold display image 711) are displayed on the display screen, and the suggestion presentation-related objects that constitute the complete function activation warning Owa and the normal suggestion presentation Pn (character image 741 and dialogue image 742) are both hidden. After a certain period of time has elapsed since the complete function activation warning Owa and the suggestion presentation-related objects were hidden, the complete function activation warning Owa may be executed if the conditions for executing the complete function activation warning Owa are met (for example, if MY exceeds 90000). In other words, a configuration may be adopted that allows the complete function activation warning Owa to be restarted after the above-mentioned period of time has elapsed. Alternatively, the duration Δtp for executing the normal indication effect Pn may be defined as the period until the current game state (RUSH state) ends (in the example in Figure 13, until 35 variations of the remaining RUSH turns are completed).

[0308] Furthermore, the behavior described above in the event of a power outage can also be applied to other setting suggestion effects P (chance suggestion effect Pc and super hot suggestion effect Ph).

[0309] [Effects of the Embodiment] The gaming machine 10 of this embodiment includes setting means (setting operation unit 153, RAM clear switch 112, etc.) that can set one mode (probability setting value, setting value M) from among various modes (setting value M = "1" to "6") which are determined to have different degrees of advantage in the game (for example, probability of winning), and information calculation means (game control device 100) that can calculate specific game information (MY) using the amount of game value used in the game (number of balls dispensed) and the amount of game value granted in the game (number of safe balls), and specific notification (complete machine) according to the calculated specific game information (MY) The system includes specific notification execution means (game control device 100, performance control device 300) capable of executing a function operation warning Owa, a complete function operation notification Ono, or a complete function operation notification Oan), suggestion performance means (performance control device 300) capable of executing a suggestion performance (setting suggestion performance P) that can suggest a mode (M) when a specific notification (for example, a complete function operation warning Owa) is being executed, and customization means (performance button 25 and / or directional key switch 450) that allows customization of the suggestion performance (P).

[0310] As a result, a suggestive animation (P) is executed along with a specific notification (Owa) that occurs when it can be inferred that the player has obtained a certain level of profit through the game, allowing the player to recognize the mode (setting value M) of the gaming machine 10 when the specific notification (Owa) was reached. Therefore, it is possible to give the player an incentive to play the same gaming machine 10 again in the future (for example, to aim for completion with a different setting value M). Thus, the enjoyment of playing the gaming machine 10 can be enhanced, and participation by more players can be encouraged. Furthermore, by making it possible to customize the suggestive animation (P) that is executed along with the specific notification (Owa), players can adjust the manner of the suggestive animation (P) according to their preferences. Thus, the enjoyment of playing the gaming machine 10 can be further enhanced.

[0311] Furthermore, the suggestive effect (P) can include a pre-announcement effect (notification pre-announcement effect P1) and a mode suggestive effect (setting notification effect P2). In particular, the pre-announcement effect (P1) can take the form of an effect that suggests the possibility of executing the mode suggestive effect (P2), and the mode suggestive effect (P2) can take the form of an effect that suggests the set mode (current setting value M) (see Figure 12).

[0312] This allows the suggestive effect (P) to be configured as a series of effects that transition from a notification effect (P1) that can foreshadow or suggest the setting value M to a mode suggestive effect (P2) that can foreshadow or suggest the setting value M. Therefore, the variations in the presentation style of the suggestive effect (P) during the specific notification (Owa) can be increased, further enhancing the enjoyment of the game.

[0313] In particular, the suggestive presentation means (300) can refrain from executing the mode suggestive presentation (P2) if there is no operation on the predetermined operation means (presentation button 25) during the execution of the preview presentation (P1).

[0314] This makes it possible to create a presentation style for suggestive effects (P) that takes into account the needs of players who do not wish to know the current mode (setting value M).

[0315] Furthermore, the gaming machine 10 of this embodiment includes setting means (setting operation unit 153, RAM clear switch 112, etc.) that can set one mode (probability setting value, setting value M) from among various modes (setting value M = "1" to "6") which are determined to have different degrees of advantage in the game (for example, probability of winning), and information calculation means (gaming control device 100) that can calculate specific game information (MY) using the amount of game value used in the game (number of balls dispensed) and the amount of game value granted in the game (number of safe balls), and specific notification (complete) according to the calculated specific game information (MY). The game machine 10 includes a specific notification execution means (game control device 100, performance control device 300) capable of executing a function activation warning (Owa), a complete function activation notification (Ono), or a complete function activation announcement (Oan), a suggestion performance means (performance control device 300) capable of executing a suggestion performance (setting suggestion performance P) that can suggest a mode (M) when a specific notification (for example, a complete function activation warning Owa) is being executed, and a customization means (performance button 25 and / or directional key switch 450) that allows customization of the suggestion performance (P). The game machine 10 also has multiple suggestion performances (normal suggestion performance Pn, chance suggestion performance Pc, super hot suggestion performance Ph) each with a different expected value of the winning result. The suggestion performance means (300) can execute any of the multiple suggestion performances (Pn, Pc, Ph) in a variable game in which the results of customization by the customization means (25, 450) are reflected.

[0316] As a result, a suggestive animation (P) is executed along with a specific notification (Owa) that occurs when it can be inferred that the player has obtained a certain level of profit through the game, allowing the player to recognize the mode (setting value M) of the gaming machine 10 when the specific notification (Owa) was reached. Therefore, it is possible to give the player an incentive to play the same gaming machine 10 again in the future (for example, to aim for completion with a different setting value M). Thus, the enjoyment of playing the gaming machine 10 can be enhanced, and participation by more players can be encouraged. Furthermore, by making it possible to customize the suggestive animation (P) that is executed along with the specific notification (Owa), players can adjust the manner of the suggestive animation (P) according to their preferences. Thus, the enjoyment of playing the gaming machine 10 can be further enhanced.

[0317] Furthermore, the suggestive animation (P) includes multiple suggestive animations (Pn, Pc, Ph) with different expected outcomes for winning, and one of these multiple suggestive animations (Pn, Pc, Ph) is executed based on the result of customization (selection of "Normal Type," "Chance Type," and "Super Hot Type"). Therefore, players can select (customize) the form of the setting suggestive animation P that can be executed from multiple suggestive animations (Pn, Pc, Ph) with different expected outcomes for winning (actual appearance rate or execution frequency) according to their own preferences. Thus, it can enhance the enjoyment of the game by meeting the needs of a wide range of players with different tastes (preferences).

[0318] In particular, multiple suggestive effects (Pn, Pc, Ph) include at least a first suggestive effect (e.g., a normal suggestive effect Pn) and a second suggestive effect (a chance suggestive effect Pc or a super hot suggestive effect Ph). The first suggestive effect has a higher degree of advantage in the suggested mode (M) and a higher expectation level compared to the second suggestive effect.

[0319] More specifically, the multiple suggestive effects (Pn, Pc, Ph) of this embodiment include at least a chance suggestive effect Pc as the first suggestive effect and a normal suggestive effect Pn as the second suggestive effect. The chance suggestive effect Pc has a higher degree of advantage in the suggested mode (M) and a higher expectation compared to the normal suggestive effect Pn. Furthermore, the multiple suggestive effects (Pn, Pc, Ph) include at least a super-hot suggestive effect Ph as the first suggestive effect and a normal suggestive effect Pn as the second suggestive effect. The super-hot suggestive effect Ph has a higher degree of advantage in the suggested mode (M) and a higher expectation compared to the normal suggestive effect Pn. Furthermore, the multiple suggestive effects (Pn, Pc, Ph) include at least a super-hot suggestive effect Ph as the first suggestive effect and a chance suggestive effect Pc as the second suggestive effect. The super-hot suggestive effect Ph has a higher degree of advantage in the suggested mode (M) and a higher expectation compared to the chance suggestive effect Pc.

[0320] This allows players to select (customize) the type of suggestive animation (Pn, Pc, Ph) that occurs during a specific notification (Owa) from two options: one that occurs when the settings are high and the probability of winning is high, resulting in a lower actual appearance rate or frequency of execution; and another that occurs when the settings are low and the probability of winning is low, resulting in a higher actual appearance rate or frequency of execution. This enables the customization of suggestive animations (Pn, Pc, Ph) to suit the tastes of a wide range of players.

[0321] Furthermore, the gaming machine 10 of this embodiment includes setting means (setting operation unit 153, RAM clear switch 112, etc.) that can set one mode (probability setting value, setting value M) from among various modes (setting value M = "1" to "6") which are determined to have different degrees of advantage in the game (for example, probability of winning), and information calculation means (gaming control device 100) that can calculate specific game information (MY) using the amount of game value used in the game (number of balls dispensed) and the amount of game value granted in the game (number of safe balls), and specific notification (complete) according to the calculated specific game information (MY). The system includes a specific notification execution means (game control device 100, performance control device 300) capable of executing a "Set Function Activation Warning Owa," a "Complete Function Activation Notice Ono," or a "Complete Function Activation Notification Oan," a suggestion performance means (performance control device 300) capable of executing a suggestion performance (setting suggestion performance P) that can suggest a mode (M) when a specific notification (for example, a "Complete Function Activation Warning Owa") is being executed, and a customization means (performance button 25 and / or directional key switch 450) that allows customization of the suggestion performance (P). Furthermore, if a power outage and subsequent restoration of power occurs during the execution of the suggestion performance (P) while a specific notification (Owa) is being executed, the specific notification (Owa) may be canceled. In addition, even if the specific notification (Owa) is canceled, the suggestion performance means (300) can continue to execute the suggestion performance (P) for a predetermined period (suggestion continuation period Δtp).

[0322] As a result, a suggestive animation (P) is executed along with a specific notification (Owa) that occurs when it can be inferred that the player has obtained a certain level of profit through the game, allowing the player to recognize the mode (setting value M) of the gaming machine 10 when the specific notification (Owa) was reached. Therefore, it is possible to give the player an incentive to play the same gaming machine 10 again in the future (for example, to aim for completion with a different setting value M). Thus, the enjoyment of playing the gaming machine 10 can be enhanced, and participation by more players can be encouraged. Furthermore, by making it possible to customize the suggestive animation (P) that is executed along with the specific notification (Owa), players can adjust the manner of the suggestive animation (P) according to their preferences. Thus, the enjoyment of playing the gaming machine 10 can be further enhanced.

[0323] Furthermore, if a power outage and subsequent restoration of power occur during the execution of an indicative performance (P) while a specific notification (Owa) is being displayed, the specific notification (Owa) will be canceled, while the indicative performance (P) that was being executed along with the specific notification (Owa) will continue to be executed. Therefore, even in situations where power is restored after an unintended power outage, the mode (M) of the gaming machine 10 at the time of the specific notification (Owa) can be indicated. Consequently, even if a player misses or does not notice the indicative performance (P) that was being performed before the power outage, the indicative performance (P) executed after the power is restored will allow the player to understand the mode (M) of the gaming machine 10 at the time of the specific notification (Owa).

[0324] In the gaming machine 10 of this embodiment, the suggestion performance means (300) can execute a suggestion performance (pre-read type setting suggestion performance P) based on pre-read information (pre-read command) when a start memory (hold) occurs (see Figure 11).

[0325] This allows the setting suggestion effect P to be implemented using a presentation pattern that spans multiple spinning games (the spinning game before the previous one, the spinning game before that, and the target spinning game) while a specific notification (Owa) is being executed. Therefore, the variety of presentation patterns for the setting suggestion effect P that can be executed together with the specific notification (Owa) can be increased, further enhancing the enjoyment of the game.

[0326] [Other variations] Modifications not mentioned above are summarized below. These modifications can also enhance the enjoyment of the game.

[0327] (I) The customization function described in the above embodiment (the customization function described in Figure 7) is just one example, and its specific form can be changed as appropriate. (I-1) For example, in addition to the customization functions for each item shown in the menu image 603 of Figure 7(B), a configuration may be adopted that allows other customization functions such as turning the so-called auto mode on and off and adjusting the volume and brightness. (I-2) In the above embodiment, the customization of suggestive effects (setting suggestive effects P) that are mainly performed in RUSH state has been described, but a configuration that allows customization of suggestive effects (P) that are performed in other game states (normal game state, time-saving state other than RUSH, probability variation state, or winning game state) may also be adopted.

[0328] (II) The customization items ("normal type", "chance type", and "super hot type") set in the suggestion effect (setting suggestion effect P) described in the above embodiment are examples of "customization related to suggestion effects" as defined in the claims, and their specific form can be changed as appropriate.

[0329] (II-1) For example, as a customization item for the suggestive effect (P), two different effect types may be set, each with a different mode that can be suggested (setting value M) and a different probability of winning, or four or more effect types may be set. For example, as an effect type for the setting suggestive effect P, only one of "chance type" (chance suggestive effect Pc) or "super hot type" (super hot suggestive effect Ph) may be selected, and a configuration may be adopted in which the setting suggestive effect P is executed (selected) only when the current setting value M is above an intermediate value (other than a low setting) and the probability of winning is above a certain level.

[0330] (II-2) In addition, other forms of suggestive effects (P) that can be changed by customization (customization targets) may be adopted from those described in the above embodiments. For example, the form of the output sound that constitutes the suggestive effect (P) (type of sound and / or volume, etc.), the form of light emission (light emission from the main display 41 and / or various effect LEDs 46, etc.) (light emission color and / or light intensity), the operation form of the effect movable body 44 (effect button 25, etc.), or two or more of these may be made customization targets.

[0331] (III) The setting suggestion effect P described in the above embodiment is an example of a "suggestion effect" as defined in the claims, and its specific form can be changed as appropriate. In particular, the "suggestion effect" can be performed in any form within the scope that it can perform the function of suggesting a mode (setting value M) when a specific notification (such as a complete function operation warning Owa) is being executed.

[0332] (IV) The normal suggestion effect Pn (Figures 8 and 11), the chance suggestion effect Pc (Figures 9 and 12), and the super hot suggestion effect Ph (Figure 10) described in the above embodiments are examples of "multiple suggestion effects with different expected values ​​of winning results" as defined in the claims, and their specific forms can be changed as appropriate. In particular, these "multiple suggestion effects" can be executed in any form within the scope that they can perform the function of having mutually different expected values ​​(the reliability of winning results can be perceived differently by the player) together with the suggestion of the mode (setting value M) when a specific notification (such as the complete function activation warning Owa) is being executed.

[0333] (V) The notification notification effect P1 (see Figure 12(A)) and the setting notification effect P2 (see Figure 12(B)) in the notification type setting suggestion effect P (see Figure 12) described in the above embodiment are examples of the "notification effect" and "mode suggestion effect" as defined in the claims, and their specific forms can be changed as appropriate. In particular, the "notification effect" can be executed in any form within the scope that allows it to perform its function of taking a performance form that suggests the possibility of executing the "mode suggestion effect". Also, the "mode suggestion effect" can be executed in any form within the scope that allows it to perform its function of taking a performance form that suggests the set mode (current setting value M).

[0334] (VI) The specific form of the pre-reading type setting suggestion effect P (see Figure 11) described in the above embodiment can also be changed as appropriate. For example, the pre-reading type setting suggestion effect P may be performed in place of or together with the above-described hold change effect, or in a form that includes a chance eye pre-reading effect. Alternatively, the pre-reading type setting suggestion effect P may be realized in place of or together with a display on the display screen by a predetermined operation of the effect movable body 44 (effect button 25, etc.) (such as the movable mechanism moving to the front of the main display 41), output of a predetermined form of sound from the speaker 19 (such as a predetermined sound effect or a sound suggesting a setting value M), and / or illumination of various effect LEDs 46 in a predetermined form.

[0335] (VII) The setting value M for specifying the probability of winning described in the above embodiment (multiple types of setting values ​​M = "1", "2", "3", "4", "5", "6") is an example of a "mode" ("each mode") within the scope of the claims, and its specific form can be changed as appropriate. In particular, as a "mode" ("each mode"), any suggestive quantity (setting value) that can define the degree of advantage of the game (especially different degrees of advantage) can be adopted in addition to the probability of winning.

[0336] (VII-1) For example, when it is possible to select (execute) multiple winning games with different numbers of rounds at a predetermined distribution rate at the time of a win (jackpot), multiple setting values ​​that can specify the level of the distribution rate in stages may be adopted as the suggestion amount. In this case, the higher the setting value, the more likely it is that a winning game with a large number of rounds (a state in which the game is more advantageous) will be selected (and the less likely it is that a winning game with a small number of rounds will be selected), and the lower the setting value, the more likely it is that a winning game with a small number of rounds (a state in which the game is less advantageous) will be selected (and the less likely it is that a winning game with a large number of rounds will be selected).

[0337] More specifically, for example, if the gaming machine 10 is equipped with a win with 5 rounds (5R win) and a win with 10 rounds (10R win), a configuration can be adopted in which the higher the setting value, the higher the selection rate of the 10R win per win (lower selection rate of the 5R win), and the lower the setting value, the lower the selection rate of the 10R win per win (higher selection rate of the 5R win).

[0338] (VII-2) As the above suggestive quantity, multiple setting values ​​may be adopted to progressively specify the frequency (more specifically, the duration and / or number of occurrences) of the easy-to-win state in the normal power support state. In this case, a setting value higher indicates a higher frequency of the easy-to-win state (a state with a high degree of advantage in the game is more likely to occur), and a setting value lower indicates a lower frequency of the easy-to-win state (a state with a high degree of advantage in the game is less likely to occur).

[0339] More specifically, for example, if the gaming machine 10 is equipped with a normal winning state in which the movable member 37b is opened and closed twice in a predetermined normal opening time (double-opening normal winning state) and a normal winning state in which it is opened and closed three times in the same normal opening time (triple-opening normal winning state), then a configuration can be adopted in which the higher the setting value, the higher the selection rate of the triple-opening normal winning state per normal winning win (lower selection rate of the double-opening normal winning state), and the lower the setting value, the lower the selection rate of the triple-opening normal winning state per normal winning win (higher selection rate of the double-opening normal winning state).

[0340] (VII-3) If the gaming machine 10 is a gaming machine other than the modified type 1 and type 2 mixed machine described above and is capable of entering a high probability state (probability variation state), then as the above-mentioned suggestion quantities, multiple setting values ​​may be adopted to progressively specify the high rate of occurrence of the probability variation state (probability variation entry rate), the high rate of transition from the probability variation state to the normal probability state (probability variation fall rate), and / or the large number of variable games in which the probability variation state can be internally entered during the so-called ST (Special Time) (probability variation ST count).

[0341] In this case, for example, a configuration can be adopted in which a higher setting value results in a higher probability of entering a bonus round (making it easier for a highly advantageous game state to occur), and a lower setting value results in a lower probability of entering a bonus round (making it harder for a highly advantageous game state to occur). More specifically, for example, if the gaming machine 10 is equipped with a bonus round win that transitions to (enters) a bonus round state after the end of a winning game, and a regular win that transitions to (enters) a non-bonus round state (such as a normal game state or a time-saving state) after the end of a winning game, a configuration can be adopted in which a higher setting value results in a higher selection rate of bonus round wins per win (a lower selection rate of regular wins), and a lower setting value results in a lower selection rate of bonus round wins per win (a higher selection rate of regular wins).

[0342] Furthermore, it is also possible to adopt a configuration in which a higher setting value results in a lower probability of falling out of the bonus round (making it less likely for a state with a low degree of advantage to occur), and a lower setting value results in a higher probability of entering the bonus round (making it more likely for a state with a low degree of advantage to occur). More specifically, for example, if the gaming machine 10 is equipped with a function that allows it to transition (enter) a non-bonus round state (such as a normal game state or a time-saving state) at a predetermined probability (probability of falling out of the bonus round) during the bonus round, it is possible to adopt a configuration in which a higher setting value results in a lower probability of falling out of the bonus round, and a lower setting value results in a higher probability of falling out of the bonus round.

[0343] Furthermore, it is also possible to adopt a configuration where a higher setting value results in more probability-increasing ST rounds (making it easier to maintain a state with a high degree of advantage in the game), and a lower setting value results in fewer probability-increasing ST rounds (making it more difficult to maintain a state with a high degree of advantage in the game). More specifically, for example, the game machine 10 can be equipped with a function that allows it to transition to (enter) ST after a winning game ends, and to change the number of times it takes a probability-increasing state (probability-increasing ST rounds) and the number of times it takes a non-probability-increasing state (e.g., a time-saving state) within the total number of rounds of the ST (e.g., 100 rounds). This configuration allows for a higher setting value to increase the number of probability-increasing ST rounds per total round (decreasing the number of non-probability-increasing ST rounds), and a lower setting value to decrease the number of probability-increasing ST rounds per total round (increasing the number of non-probability-increasing ST rounds).

[0344] (VII-4) Alternatively, a configuration may be adopted in which the overall degree of advantage of the game realized by such two or more combinations can be appropriately adjusted (changed) by using setting values ​​that define multiple states that can be taken by any two or more combinations of each element of the above-mentioned winning probability (jackpot probability), the selection ratio of multiple winning games with different numbers of rounds, the frequency of occurrence of the easy-to-win state in the normal electric support state, the probability of entering the probability variation, the probability of falling out of the probability variation ST, and the number of probability variation STs. More specifically, for example, a configuration can be adopted in which the higher the setting value, the more likely it is that a winning game with a high winning probability but fewer rounds will be selected. With this, it is possible to suppress excessive variation in the degree of advantage at each setting value (especially the degree of advantage becoming too high at high settings) as both the winning probability and the number of rounds of the winning game increase with higher setting values, while at the same time realizing a configuration of a game machine in which the overall degree of advantage increases with higher setting values ​​(a configuration in which the balance of the degree of advantage according to each setting value is appropriate).

[0345] 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.

[0346] 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]

[0347] 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 Main display 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 setting means that allows setting one of the various modes, each with a different degree of advantage in gameplay, An information calculation means capable of calculating specific game information using the amount of game value used in the game and the amount of game value awarded in the game, A specific notification execution means capable of executing a specific notification according to the calculated specific game information, A suggestion presentation means capable of performing a suggestion presentation that may indicate the mode when the aforementioned specific notification is being performed, The system includes a customization means that allows for customization of the suggestive presentation, There are multiple suggestive animations, each with a different probability of resulting in a winning outcome. The aforementioned suggestive presentation means is, A gaming machine characterized in that, in a variable game in which the results of the customization by the customization means are reflected, it is possible to execute any of the multiple suggestive effects.

2. The multiple suggestive performances include at least a first suggestive performance and a second suggestive performance, The gaming machine according to claim 1, wherein the first suggestive presentation has a higher degree of advantage and a higher expectation of the suggested mode compared to the second suggestive presentation.