Gaming machine
The gaming machine uses performance control and animation management to maintain player interest by strategically displaying and hiding animations, addressing the decline in enjoyment caused by visible high-probability suggestions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2024-11-28
- Publication Date
- 2026-06-09
AI Technical Summary
Gaming machines face a decline in player interest due to disruptions in animations suggesting high probabilities of obtaining specific results, leading to a loss of immersion and enjoyment.
A gaming machine with performance control means that executes animations suggesting high probabilities of specific results while hiding the specific displays, using a main control means, lottery means, and game state transition control to manage game states and animations, including a display means and operating means to enhance player interaction.
The solution suppresses the reduction in enjoyment by maintaining player immersion through strategic animation display and hidden suggestions of high probability results, thereby enhancing the gaming experience.
Smart Images

Figure 2026093549000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, a pachinko gaming machine equipped with a gaming area where gaming balls (gaming values) move, a launching device for launching gaming balls into the gaming area, etc. is known. The pachinko gaming machine has a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is performed. If the result of the special symbol lottery is a big win, the gaming state shifts to a special gaming state, and a plurality of special games are executed in the special gaming state. In each special game, a large winning port provided in the gaming area operates in an open state, and gaming balls are paid out based on the entry of gaming balls into the large winning port.
[0003] In addition, in this type of gaming machine, there is a machine in which when a player presses a predetermined button, an image for entering a machine menu or the like for setting the production mode related to the game to a mode preferred by the player is displayed (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] By the way, in gaming machines, it is required to suppress a decrease in the interest of the game.
[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of suppressing a decrease in the interest of the game.
Means for Solving the Problems
[0007] To achieve the above objective, the gaming machine of the present invention is A gaming machine comprising a gaming area (gaming area 4) on which a gaming medium moves, and which launches the gaming medium into the gaming area in response to the player's operation, A main control means (main control board 200) for controlling the progress of the game, A performance control means (performance control means 300) that performs performance control based on information transmitted from the main control means, A lottery means (special symbol lottery means 230) that conducts a lottery based on the fact that a game medium has entered a predetermined area (first start opening 46 or second start opening 49) provided in the game area, In a special game that is performed when the result of the aforementioned lottery is a specific result, there is a large prize slot (large prize slot 50) that makes it easy for balls to enter, A game state transition control means (game state transition control means 250) that transitions the game state between multiple types of game states, including a first game state and a second game state, A display means (liquid crystal display 32) capable of displaying an image, It is equipped with an operating means (directional pad 27) that can be operated by the player, The aforementioned performance control means can perform the display of changing and stopping performance symbols in the display means and can suggest the result of the lottery. The aforementioned performance control means is capable of displaying specific information related to the player's operation on the display means, The aforementioned performance control means is capable of executing a specific reach performance that suggests a relatively high probability of obtaining the specific result, and based on the execution of the specific reach performance, the specific display is hidden. The aforementioned performance control means is capable of executing a predetermined performance that leads to the specific reach performance, and based on the display of the display object related to the predetermined performance, the specific display is hidden.
[0008] Because the specific display related to the player's operation is hidden based on the execution of the specific reach animation or the display of the predetermined animation, it is possible to suppress the reduction in the effectiveness of the specific reach animation (an animation that suggests a relatively high probability of obtaining the specific result) and the animations leading to it, which would otherwise be caused by the specific display remaining on. In other words, it is possible to suppress the disruption of the animation by the specific display and the resulting loss of the player's immersion in the animation. This helps to suppress a decline in the enjoyment of the game. [Effects of the Invention]
[0009] According to the present invention, it is possible to suppress the decline in the enjoyment of the game. [Brief explanation of the drawing]
[0010] [Figure 1] This is a perspective view showing an example of a gaming machine according to an embodiment of the present invention, illustrating its external configuration. [Figure 2] This is a front view showing the external configuration of the gaming machine and its dedicated unit. [Figure 3] This is a front view showing the external configuration of the game board. [Figure 4] This is a front view showing the external configuration of the status display unit. [Figure 5] This is a block diagram showing the general configuration of a gaming machine. [Figure 6] The same diagram shows the jackpot lottery table. [Figure 7] This is a diagram showing the pattern selection table. [Figure 8] This is a state transition diagram of the game state. [Figure 9] This diagram also explains the display of changing and stopping patterns in the performance symbols, as well as the hold effect. [Figure 10] This is a diagram explaining the first specific indication. [Figure 11] This is a diagram explaining the second specific indication. [Figure 12] This is a diagram illustrating another form of the first specific indication. [Figure 13] This is a diagram for explaining the reach state (reach display). [Figure 14] This is a diagram for explaining the change (transition) of display when a weak reach effect is executed. [Figure 15] This is a diagram for explaining the change (transition) of display when a strong reach effect is executed. [Figure 16] This is a diagram for explaining the opportunity for non-display of a specific display. [Figure 17] This is a diagram for explaining the change (transition) of display when a special effect is executed in the time-saving state. [Figure 18] This is a diagram for explaining the change (transition) of display when a special effect is executed in the time-saving state.
Embodiments for Carrying out the Invention
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the following description, basically, “front and back” means that when a player is in front of the gaming machine, the player side is “front” and the gaming machine side is “back”. “Up and down” means that the upper surface side of the gaming machine is “up” and the lower surface side is “down”. “Left and right” means that the left hand side of the player playing on the gaming machine is “left” and the right hand side is “right”.
[0012] Unlike a conventional pachinko gaming machine, the gaming machine 1 of this embodiment enables the game to proceed without the player touching the game ball. The gaming machine 1 has an enclosed circulation type in which a certain number of game balls (game media) circulate inside the gaming machine. Also, the gaming machine 1 is a gaming machine in which game value as electronic information is used, and the game value is consumed or paid out by the game. Paying out the game value in the gaming machine 1 means electronically paying out (granting) the game value. Note that the invention according to this embodiment is not limited to the gaming machine 1, and is also applicable to a conventional pachinko gaming machine, that is, a pachinko gaming machine in which a player can touch a physical game ball and the game ball is paid out to a tray based on the entry of the game ball into a predetermined winning hole.
[0013] Figure 1 is a perspective view showing the external configuration of the gaming machine 1 according to this embodiment. The gaming machine of this embodiment comprises an outer frame 2 that forms the outer surface of the gaming machine, a game board 6 provided inside the gaming machine that forms a game area 4 on which game balls move, an inner frame 7 that holds the game board 6, a glass unit 8 that makes the game board 6 visible to the player but inaccessible to the player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is also attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that blocks the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a light-transmitting translucent material, and multiple front frame lamps 12 that emit special effects lights to enhance the game are provided inside the translucent portion. In addition, speakers 14 (sound output means) that emit special effects sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10. When a player rotates the grip unit 20 clockwise toward the game machine, a launching device (not shown) located inside the game machine is activated, and game balls are launched into the game area 4. The launching device in this embodiment can launch 99 game balls per minute (1.65 per second).
[0016] The front frame 10 is provided with a pressable effect button 26 (effect operation means), and when a player operates the effect button 26, the effects performed by the game machine may change. Furthermore, the front frame 10 is provided with a lever 15 (a means for controlling the effects). The lever 15 is configured to be able to be pulled towards the player and pushed away from the player. When the player pulls (or pushes) the lever 15, the effects performed by the game machine may change. The lever 15 is movable (tilted) at least between an initial position (OFF position) and an ON position that is closer to (or further away from) the initial position.
[0017] Below the front frame 10, to the right of the performance button 26, a directional pad 27 (operating means), a volume adjustment button 28, and a light intensity adjustment button 29 are provided. The directional pad 27 (directional buttons) includes at least an upper button (upper pressing part), a lower button (lower pressing part), a left button (left pressing part), and a right button (right pressing part) that are formed to be pressable. The volume adjustment button 28 and the light intensity adjustment button 29 each have a pressing part that is elongated in the front-to-back direction, and are formed so that the front side (front) and rear side (back) of the pressing part can be pressed.
[0018] The directional pad 27, volume control buttons 28, and brightness control buttons 29 are configured so that the pressable portion protrudes (stands out) from the surface surrounding the button. Because the pressable portion protrudes, it is easier for the player to touch and press.
[0019] As shown in Figure 2, a dedicated unit 400 (game value lending device, predetermined device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. The front of the dedicated unit 400 is provided with a banknote slot 406 into which banknotes can be inserted, a card insertion / discharge slot 402 into which cards (game value management media) can be inserted / discharged, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405, etc. The card is used to manage the number of game value owned by the player. In other words, the number of game value owned by the player can be ascertained by the card. The card may also be capable of storing a prepaid balance. Furthermore, the management of the number of game values using cards may be carried out by storing the number of game values on the card itself, or by storing the number of game values in a designated management device installed in the gaming hall, etc., and linking the number of game values stored in the management device, etc. with the identification information stored on the card (such as the player's ID or the unique identification number for each card).
[0020] In the dedicated unit 400, an operation (press operation) on the lending button 403 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the lending button 403 is pressed, the stored value, etc., that is stored as a prepaid balance in the banknotes or cards inserted into the banknote slot 406 is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In addition, in the dedicated unit 400, an operation (press operation) on the replay button 404 is accepted as a lending operation (game value transfer operation) that transfers game value to the game machine 1. When the replay button 404 is pressed, the game value owned by the player, which is managed by the card (game value linked to the card), is consumed, and a predetermined number (for example, 125 units) of game value is credited to the game machine 1. In other words, in this embodiment, an operation on the loan button 403 or the replay button 404, which are loan operation means, is received as a loan operation (game value transfer operation), and based on the loan operation, a predetermined number of game values are transferred (loaned) from the dedicated unit 400 to the game machine 1.
[0021] As shown in Figure 1, a game value display device (game ball count display device) 211 and a counting button (counting operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation on the dedicated unit 400, the game machine 1 stores a value corresponding to a predetermined number of game values in the game value storage area of the frame control board 201, which will be described later. Hereinafter, the value shown in the game value storage area (stored value) will be called the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values that can be used for playing. The number of balls held is displayed on the game value display device 211. The game value display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed on the 7-segment display.
[0022] The gaming machine 1 is equipped with a frame control board 201 (see Figure 5), which controls the value (number of balls held) stored in the game value memory area. The frame control board 201 decreases the number of balls held based on the detection of a game ball being launched. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. Furthermore, when game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 increases the number of balls held by the amount of game value being transferred. Furthermore, when game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 decreases the number of balls held by the amount of game value being transferred. The frame control board 201 also controls the display of the number of balls held on the game value display device 211, and changes the display content of the game value display device 211 according to the increase or decrease in the number of balls held.
[0023] The counting button 212 is operated when sending (returning, transferring) all or part of the number of balls held (game value stored in the game value memory area) to the dedicated unit 400. The counting button 212 is equipped with a press part (operation part), and the press part is formed to be pressable. When a player finishes playing, they operate (press) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values are transferred from the game machine 1 to the dedicated unit 400. After the game values have been transferred to the dedicated unit 400, when the card return button 405 of the dedicated unit 400 is operated (pressed), a card that allows the player to know the number of game values they possess is ejected from the dedicated unit 400 (card insertion / discharge port 402).
[0024] Figure 3 is a front view showing the external configuration of the game board 6. The game board 6 is provided with a circular outer rail 28, and the area enclosed by the outer rail 28 is the game area 4 on which the game balls move. In addition, an inner rail 30 is provided in an arc shape along the outer rail 28 at the left end of the game area 4, and the outer rail 28 and inner rail 30 guide the game balls launched from a launching device (not shown) located below the game board 6 into the game area 4.
[0025] In the center of the game board 6, there is a performance unit 36 which includes a liquid crystal display 32 (performance display device, display means) that displays performance images and the like to enhance the game, and a display frame 34 formed to surround the liquid crystal display 32. Above the center of the liquid crystal display 32, there is a lighting device 38 (lighting means) which constitutes the performance unit 36 and outputs performance lights and the like to enhance the game.
[0026] In this embodiment, the game balls are prevented from passing in front of the liquid crystal display 32, and the game balls launched from the launcher fall into either the game area 4a on the left side of the liquid crystal display 32 or the game area 4b on the right side. In addition, numerous game pins (not shown) are driven into the game area 4 so as to intersect with the surface of the game board 6, causing the direction of movement of the game balls as they move through the game area 4 to change randomly.
[0027] Furthermore, an opening 40 is formed on the left side of the display frame 34, through which game balls falling from the game area 4a to the left of the liquid crystal display 32 can pass. Game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 located below the liquid crystal display 32. The upper surface of this stage 44 is a smooth curved surface, and a gap is formed between the stage 44 and the glass unit 8, allowing game balls to fall downwards from the stage 44. Game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downwards from near the center of the stage 44.
[0028] Below the center of the stage 44, there is a first start opening 46 (first area, predetermined area) into which game balls (including game balls that have fallen downward from near the center of the stage 44) can enter. Inside the first start opening 46, there is a first start opening switch 100 (see Figure 5) that detects game balls that have entered the first start opening 46. When the first start opening switch 100 detects a game ball (a game ball entering the first start opening 46), it outputs a detection signal to the main control board 200. Based on the detection signal input from the first start opening switch 100, the main control board 200 executes a first special symbol lottery (first lottery) as a special symbol lottery. Based on the detection signal input from the first start opening switch 100, the main control board 200 also executes the payout of prize balls (for example, 1 ball). Game balls that have entered the first start opening 46 are collected inside the game machine.
[0029] To the left of the first start opening 46 in the game area 4, there are multiple (3) general prize openings 47 (upper left general prize opening 47a, left-center general prize opening 47b, and lower left general prize opening 47c). The game board 6 is also equipped with a general prize opening switch 101 (see Figure 5) that detects game balls that enter the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c. When the general prize opening switch 101 detects a game ball (entry of a game ball into the upper left general prize opening 47a, left-center general prize opening 47b, or lower left general prize opening 47c), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 3 balls) based on the detection signal input from the general prize opening switch 101. Furthermore, one general prize slot switch 101 may be provided for each of the upper left general prize slot 47a, the left middle general prize slot 47b, and the lower left general prize slot 47c, or one may be provided for multiple (for example, three) general prize slots 47. In addition, general prize slots 47 and general prize slot switches corresponding to these general prize slots may also be provided.
[0030] A passage gate 48 is provided in the game area 4b to the right of the liquid crystal display 32, through which game balls pass without being collected inside the game machine. A gate switch 102 (see Figure 5) is also installed inside the passage gate 48 to detect when a game ball has passed through. When the gate switch 102 detects a game ball (passing through the passage gate 48), it outputs a detection signal to the main control board 200. The main control board 200 then performs a regular symbol lottery to determine whether a regular win has occurred, based on the input of the detection signal from the gate switch 102.
[0031] In the game area 4b to the right of the liquid crystal display 32, a second start port 49 (second area, predetermined area) is provided below the passage gate 48. A second start port switch 103 (see Figure 5) is also installed inside the second start port 49 to detect game balls that have entered the second start port 49. When the second start port switch 103 detects a game ball (a game ball entering the second start port 49), it outputs a detection signal to the main control board 200. The main control board 200 then executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. The main control board 200 also executes the payout of prize balls (for example, 1 ball) based on the input of the detection signal from the second start port switch 103. Game balls that have entered the second start port 49 are collected inside the game machine.
[0032] The second starting opening 49 is provided with a standard mechanism 54 (first movable part) that can operate between a reduced state (closed state) (a state in which it is difficult for game balls to enter the second starting opening 49) and an enlarged state (open state) (a state in which it is easy for game balls to enter the second starting opening 49). The standard mechanism 54 has a built-in drive device such as a solenoid and is controlled to enter the enlarged state under predetermined conditions when a regular win is achieved in the regular symbol lottery.
[0033] Furthermore, a large prize slot 50 (third area) is provided in the game area 4b to the right of the liquid crystal display 32. A count switch 104 (see Figure 5) for detecting game balls that have entered the large prize slot 50 is also installed inside the large prize slot 50. When the count switch 104 detects a game ball (a game ball entering the large prize slot 50), it outputs a detection signal to the main control board 200. The main control board 200 then dispenses prize balls (for example, 15 balls) based on the detection signal input from the count switch 104. The main control board 200 also counts the number of game balls that have entered the large prize slot 50 based on the detection signal input from the count switch 104. The game balls that have entered the large prize slot 50 are then collected inside the game machine.
[0034] The large prize opening 50 is equipped with a special mechanism 56 (second movable part, specific movable part) that can operate between a closed state (impossible entry state) in which game balls cannot enter the large prize opening 50 and an open state (impossible entry state) in which game balls can enter. The special mechanism 56 has a built-in drive device such as a solenoid and is controlled to be in the open state under predetermined conditions in the special game state which is started when a big win is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery). The special mechanism 56 is also controlled to be in the open state under predetermined conditions in the minor win game state which is started when a minor win is achieved in the special symbol lottery (second special symbol lottery).
[0035] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see Figure 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on the detection of game balls passing through the specific area (passage of the specific area by game balls). The distribution means can be switched between a specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the specific area, and a non-specific area passage state, in which game balls that enter the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passage state, game balls that enter the large prize opening 50 are distributed to the specific area. As a result, it becomes impossible for game balls that enter the large prize opening 50 to pass through the discharge area. On the other hand, when the sorting means is displaced to a non-specific area passage state, game balls that enter the large prize opening 50 are sorted to the discharge area. This makes it impossible for game balls that enter the large prize opening 50 to pass through the specific area. The sorting means is displaced by the specific area solenoid. Game balls that enter the large prize opening 50 are first detected by the count switch 104, and then sorted by the sorting means to either the specific area or the discharge area, and after passing through that area, are discharged to the discharge path. At this time, game balls sorted to the specific area are detected by the specific area switch 107.
[0036] At the bottom of the game area 4, there is an outlet 62 for collecting game balls that fall out of the game area 4 without entering any of the prize winning holes 46, 47, 49, or 50 into the game machine. Inside the game machine, there is an outlet passage (not shown) through which the game balls collected (discharged) from the game area 4 pass. In this game machine, all game balls launched into the game area 4 (all game balls collected from the game area 4) pass through the outlet passage. That is, game balls launched into the game area 4 are collected from the game area 4 and flow into the outlet passage by entering any of the prize winning holes 46, 47, 49, or 50 or by passing through the outlet 62. Specifically, game balls that enter each prize winning hole 46, 47, 49, or 50 are detected by switches 100, 101, 103, or 104 located inside the prize winning hole, and then guided into the outlet passage. Furthermore, the game balls collected from the outlet 62 are guided to the discharge path. An out switch 106 (see Figure 5) is also installed in the discharge path. When the out switch 106 detects game balls passing through the discharge path (discharge of game balls from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 then counts the number of game balls discharged from the game area 4 based on the detection signal input from the out switch 106.
[0037] The game ball launching device is configured such that the launch output of the game balls changes by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game balls are launched so that they fall into the game area 4a (first game area 4a, left-handed area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game balls are launched so that they fall into the game area 4b (second game area 4b, right-handed area) on the right side of the liquid crystal display 32.
[0038] The player adjusts the amount of rotation of the grip unit 20 according to the game situation to launch the game ball so that it falls through the left game area 4a, or passes through the opening 40, passage 42, and stage 44 and enters the first starting opening 46 (left-handed shot), or launches the game ball so that it falls through the right game area 4b, passes through the passage gate 48, or enters the second starting opening 49, or enters the large prize opening 50 (right-handed shot). In this embodiment, left-handed shot may be called the first game method, and right-handed shot may be called the second game method.
[0039] In the gaming machine of this embodiment, when a game ball falls through the left-side game area 4a, the game ball does not pass through the passage gate 48, and therefore does not enter (win) the second starting opening 49 or the large prize opening 50. Also, when a game ball falls through the right-side game area 4b, the game ball does not enter the first starting opening 46 or the general prize opening 47.
[0040] As shown in Figure 3, a status indicator unit 70 is provided in the lower right part of the game board 6, outside the game area 4, which indicates the various states of the game machine by turning on and off lamps or the like.
[0041] Figure 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is equipped with a normal symbol display unit 72, a normal hold display unit 74, a first special symbol display unit 76, a first special hold display unit 78, a second special symbol display unit 81, a second special hold display unit 82, and a game status display unit 84.
[0042] The regular symbol display unit 72 is composed of two lamps. When a regular symbol lottery is held, the two lamps flash to display a changing regular symbol, and the two lamps light up or turn off to display a stopped regular symbol, thereby displaying the result of the regular symbol lottery.
[0043] The normal hold display unit 74 consists of two lamps and displays the normal hold number corresponding to the number of normal hold numbers that are held, when a normal symbol is already being displayed in a variable or stopped state when a game ball passes through the passage gate 48, or when a normal symbol lottery cannot be performed even if a random value for normal symbol lottery is acquired. The normal hold number is displayed by a combination of lighting, extinguishing, or flashing the two lamps.
[0044] The first special symbol display unit 76 is composed of a 7-segment display. When a game ball enters the first start opening 46 and a lottery for the first special symbol is held, the 7-segment display flashes to display the first special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the first special symbol in a stationary state, thereby displaying the result of the lottery for the first special symbol.
[0045] The first special reserve display unit 78 consists of two lamps and displays the number of first special reserves corresponding to the number of first special random values that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the first start opening 46, and even if a random value for special symbol lottery (lottery information) is acquired, a special symbol lottery cannot be performed. The first special reserve display unit 78 displays 0 to 4 first special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0046] The second special symbol display unit 81 is composed of a 7-segment display. When a game ball enters the second start opening 49 and a second special symbol lottery is held, the 7-segment display flashes to display the second special symbol in a variable manner, and the 7-segment display lights up in one of several different modes to display the second special symbol in a stationary state, thereby displaying the result of the second special symbol lottery.
[0047] The second special reserve display unit 82 consists of two lamps and displays the number of second special reserves corresponding to the number of second special reserves that are being held in reserve when, for example, the first special symbol or the second special symbol is already being displayed in a variable or stopped state when a game ball enters the second start opening 49, and even if a random value for special symbol lottery is acquired, a special symbol lottery cannot be performed. The second special reserve display unit 82 displays 0 to 4 second special reserves by combining the lighting, extinguishing, or flashing of the two lamps.
[0048] The game state display unit 84 is composed of six lamps, and the type of game state currently set is displayed by the combination of lighting, extinguishing, or flashing the six lamps. As will be described in detail later, in this embodiment, as shown in Figure 8, multiple game states can be set, including a normal state, a time-saving state, and a special game state. In the time-saving state, compared to the normal state, the variation time of the first special symbol or the second special symbol is shortened, and the trigger for executing the special symbol lottery occurs more frequently.
[0049] Figure 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board that includes a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, sub-control board 202, and frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASICs (gate arrays, etc.), ROM (an example of an information storage medium), or RAM, and software consisting of a given program pre-stored in ROM, etc.
[0050] The main control board 200 receives input signals from input means such as the gate switch 102, the first start gate switch 100, the second start gate switch 103, the general prize gate switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the regular prize 54 and the special prize 56 based on the calculation results.
[0051] The sub-control board 202 receives signals from the main control board 200 and input signals from the performance button switch 150, performs various calculations to execute performances in accordance with the progress of the game, and controls the operation of performance devices such as the front frame lamp 12, speaker 14, liquid crystal display 32, and lighting device 38 based on the calculation results.
[0052] The frame control board 201 receives signals from the main control board 200 and input signals from the counting buttons 212, and performs control related to the number of balls held (game balls), as well as control of the game value display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0053] The main control board 200 is composed of a random number generation means 210, a normal symbol lottery means 220, a normal display control means 222, a normal bonus item control means 224, a special symbol lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290, among others.
[0054] The random number generation means 210 is a means for generating random numbers for the lottery, and is implemented by a random number generator that generates hardware random numbers or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to cycle within a predetermined count range). In this embodiment, "random numbers" include not only values that are generated randomly in a mathematical sense, but also values that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.
[0055] The normal symbol lottery means 220, based on the input of a detection signal from the gate switch 102 which detects each game ball passing through the passage gate 48, obtains a random value for normal symbol lottery from the random number generation means 210 and stores it in the normal random number storage means 2912 of the main memory 290. The normal symbol lottery is then performed to determine whether a normal win occurs based on the random value for normal symbol lottery read from the normal random number storage means 2912.
[0056] In detail, the ordinary random number storage means 2912 is provided with four ordinary hold storage areas, ordinary hold storage area 1 to ordinary hold storage area 4, as storage areas for storing the acquired ordinary symbol lottery random values, and one ordinary hold storage area is provided as a storage area for storing the ordinary symbol lottery random values read from ordinary hold storage area 1 and used for the ordinary symbol lottery until the display of the changing and stopping of the ordinary symbols is finished. Then, when the normal symbol lottery means 220 obtains a random value for normal symbol lottery from the random number generation means 210, if the random value for normal symbol lottery is not stored in any of the normal hold memory areas 1 to 4, it first stores the obtained random value for normal symbol lottery in normal hold memory area 1. Then, when the random value for normal symbol lottery is stored in normal hold memory area 1, if the normal symbol is not in a fluctuating display or stopped display, that is, if the random value for normal symbol lottery is not stored in the normal hold memory area and control to open the normal mechanism 54 is not being executed, it immediately reads the random value for normal symbol lottery from normal hold memory area 1 and performs a normal symbol lottery, and stores the random value for normal symbol lottery obtained from the normal symbol lottery in the normal hold memory area. On the other hand, if the regular symbols are in a variable display state or stopped display state, that is, if a random value for the regular symbol lottery is stored in the regular symbol hold memory area, or if control is being executed to open the regular mechanism 54, the random value for the regular symbol lottery is held in the regular symbol hold memory area 1.
[0057] Then, if a random value for normal symbol lottery is already held in the normal hold memory area 1, and a detection signal is input from the gate switch 102 to acquire a random value for normal symbol lottery, the normal symbol lottery means 220, on the condition that the number of random values for normal symbol lottery held in normal hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of normal hold values is less than 4, stores the random value for normal symbol lottery in the normal hold memory area with the smallest ordinal number among normal hold memory areas 1 to 4 that does not currently hold a random value for normal symbol lottery.
[0058] Then, when the display of the variation and stop of the normal symbols is finished, the normal symbol lottery means 220 erases the random values for normal symbol lottery stored in the normal reserve memory area. If there are random values for normal symbol lottery stored in normal reserve memory area 1, and provided that control to open the normal mechanism 54 is not currently being executed, it reads the random values for normal symbol lottery from normal reserve memory area 1 to perform a normal symbol lottery, and stores the random values for normal symbol lottery that were used in the normal symbol lottery in the normal reserve memory area. If there are any remaining random values for normal symbol lottery in normal reserve memory area 2 or later, the remaining random values for normal symbol lottery are moved from the original normal reserve memory area to a normal reserve memory area with an ordinal number one smaller. For example, if there are any remaining random values for normal symbol lottery in normal reserve memory area 2 to normal reserve memory area 3, they are moved to normal reserve memory area 1 to normal reserve memory area 2.
[0059] Thus, in the ordinary random number storage means 2912, random numbers for ordinary symbol lottery in which an ordinary symbol lottery has been conducted are stored in the ordinary reserve storage area up to a maximum of 1, and random numbers for ordinary symbol lottery in which an ordinary symbol lottery has not been conducted are stored in ordinary reserve storage areas 1 to 4 up to a maximum of 4.
[0060] The regular symbol lottery means 220 performs a regular win determination process as part of the regular symbol lottery.
[0061] The normal win determination process is the process of determining whether a "normal win" has occurred. In the normal win determination process, the normal symbol lottery means 220 selects, according to the game state, which of the multiple normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing. Here, each normal symbol lottery table has either a "normal win" or a "miss" associated with each of the 100 normal symbol lottery random values from 0 to 99. The normal symbol lottery means 220 then refers to the selected normal symbol lottery table and determines whether a normal win has been achieved by determining whether one of the normal symbol lottery random values read from the normal random number storage means 2912 is associated with a normal win.
[0062] The regular symbol lottery table selected when the game state is in a time-saving state has a higher probability of winning a "regular win" compared to the regular symbol lottery table selected when the game state is not in a time-saving state. In other words, the regular symbol lottery conducted when the game state is in a time-saving state has a higher probability of winning a "regular win" compared to the regular symbol lottery conducted when the game state is not in a time-saving state.
[0063] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the lottery result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0064] In the normal symbol display control process, the normal display control means 222 causes the normal symbols to change and display by flashing the two lamps of the normal symbol display unit 72 until a predetermined variation time has elapsed. In the normal win determination process, depending on whether or not a "normal win" has been won, the normal symbol display unit 72 displays the result of the normal symbol lottery by turning on or off the two lamps of the normal symbol display unit 72 to stop the normal symbols, thereby displaying the result of the normal symbol lottery on the normal symbol display unit 72.
[0065] In this embodiment, the time it takes for the regular symbols to change is determined according to the game state at the time the regular symbols are drawn. Specifically, if the game state is a time-saving state, the time it takes for the regular symbols to change is set to be shorter than if the game state is not a time-saving state. For example, if the game state is not a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the first hour (e.g., 20 seconds), and if the game state is a time-saving state at the time the regular symbols are drawn, the time it takes for the regular symbols to change is set to the second hour (e.g., 1 second), which is shorter than the first hour. Therefore, the opportunity to draw regular symbols occurs more frequently when the game state is a time-saving state.
[0066] In the normal hold display control process, the normal display control means 222 displays 0 to 4 normal hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the normal hold display unit 74, according to the number of random values for normal symbol lottery stored in the normal random number storage means 2912.
[0067] The ordinary prize control means 224 is a means for controlling the ordinary prize 54 based on the result of the ordinary symbol lottery. When the game state is not the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time A (for example, 0.1 seconds) has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win". Furthermore, when the game state is the time-saving state, the ordinary prize control means 224 controls the ordinary prize 54 to expand until a time B (for example, 6 seconds) that is longer than time A has elapsed, and then return to the reduced state, triggered by the ordinary symbol stopping and displaying in a manner indicating a "regular win".
[0068] Therefore, in the case of a regular symbol draw, if the game state is not a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 does not increase significantly. However, if the game state is a time-saving state, the regular mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 increases. In this embodiment, the regular mechanism 54 is controlled to operate in a time-saving state so that it is easier for the game ball to enter the second start opening 49 than in the normal state. Thus, the time-saving state is a game state that is more advantageous to the player than the normal state. In this embodiment, the time-saving state (second game state, right-handed game state), in which it is easier to enter the second starting port 49 than the normal state (first game state, left-handed game state), may be referred to as the high-base state (high-probability state), and the normal state may be referred to as the low-base state (low-probability state).
[0069] The special symbol lottery means 230 (special lottery means) obtains a random value for special symbol lottery from the random number generation means 210 based on a detection signal input from the first start-up switch 100, which detects each game ball entering the first start-up 46, and stores it as the first special random value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 also obtains a random value for special symbol lottery from the random number generation means 210 based on a detection signal input from the second start-up switch 103, which detects each game ball entering the second start-up 49, and stores it as the second special random value in the special random number storage means 2914. The special symbol lottery means 230 uses the first or second special random value read from the special random number storage means 2914 to perform a special symbol lottery (special lottery) to determine whether or not a jackpot has been won.
[0070] The special random number storage means 2914 is provided with four first special reserve storage areas, from the first special reserve storage area 1 to the first special reserve storage area 4, as storage areas for storing the acquired first special random number value. One first special reserve storage area is provided as a storage area for storing the first special random number value read from the first special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the first special symbol are completed.
[0071] When the special symbol lottery means 230 receives a detection signal from the first start switch 100 and acquires a random value for special symbol lottery, if the first special random value is not stored in any of the first special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the first special reserve memory area 1 as the first special random value. Then, when the first special random value is stored in the first special reserve memory area 1, if the first special symbol is not being displayed in a fluctuating or stopped state, that is, if the first special random value is not stored in the first special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the first special random value from the first special reserve memory area 1 to perform a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. On the other hand, if the first special symbol is in a variable display state or stopped display state, that is, if the first special random value is stored in the first special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the first special random value is reserved in the first special reserve memory area 1.
[0072] Then, if a detection signal is input from the first start switch 100 while a first special random value is being held in the first special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230 stores the first special random value in the first special hold memory area with the smallest ordinal number among the first special hold memory areas 1 to 4, which is a hold memory area where no first special random value is being held and which has the smallest ordinal number, provided that the number of first special random values being held in the first special hold memory areas 1 to 4 is less than 4, that is, provided that the number of first special holds is less than 4.
[0073] The special random number storage means 2914 is provided with four second special reserve storage areas, second special reserve storage area 1 to second special reserve storage area 4, as storage areas for storing the acquired second special random number values. One second special reserve storage area is provided as a storage area for storing the second special random number values read from second special reserve storage area 1 and used for the special symbol lottery, until the variation display and stop display of the second special symbol are completed.
[0074] When the special symbol lottery means 230 receives a detection signal from the second start switch 103 and acquires a random value for special symbol lottery, if the second special random value is not stored in any of the second special reserve memory areas 1 to 4, it first stores the acquired random value for special symbol lottery in the second special reserve memory area 1 as the second special random value. Then, when the second special random value is stored in the second special reserve memory area 1, if the second special symbol is not being displayed in a fluctuating or stopped state, that is, if the second special random value is not stored in the second special reserve memory area, the game state is not a special game state, and a minor win game is not being executed, it immediately reads the second special random value from the second special reserve memory area 1 to perform a special symbol lottery, and stores the second special random value obtained from the special symbol lottery in the second special reserve memory area. On the other hand, if the second special symbol is in a fluctuating or stopped state, that is, if the second special random value is stored in the second special reserve memory area, or if the game state is a special game state, or if a minor win game is being played, the second special random value is reserved in the second special reserve memory area 1.
[0075] Then, if a detection signal is input from the second start switch 103 while a second special random value is being held in the second special hold memory area 1, and a random value for special symbol lottery is obtained, the special symbol lottery means 230, on the condition that the number of second special random values being held in the second special hold memory areas 1 to 4 is less than 4, that is, on the condition that the number of second special holds is less than 4, stores the second special random value in the second special hold memory area with the smallest ordinal number among the second special hold memory areas 1 to 4 where no second special random values are being held.
[0076] When the variation and stop display of the first special symbol is finished, the special symbol lottery means 230 erases the first special random value stored in the first special reserve memory area. If the first special random value is stored in the first special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the special symbol lottery means 230 reads the first special random value from the first special reserve memory area 1, performs a special symbol lottery, and stores the first special random value obtained from the special symbol lottery in the first special reserve memory area. Furthermore, when the variation and stop display of the second special symbol is finished, the special symbol lottery means 230 erases the second special random value stored in the second special reserve memory area. Then, if a second special random value is stored in the second special reserve memory area 1, and provided that the game state is not a special game state and a minor win game is not in progress, the second special random value is read from the second special reserve memory area 1 to perform a special symbol lottery, and the second special random value obtained from the special symbol lottery is stored in the second special reserve memory area. In this embodiment, since the first special random value and the second special random value are processed in parallel, the display of the second special symbol may start while the first special symbol is being displayed, or the display of the first special symbol may start while the second special symbol is being displayed.
[0077] Furthermore, if the first special random value is stored in the first special reserve memory area 1, the first special random value may be read from the first special reserve memory area 1 and a special symbol lottery may be performed, provided that the second special random value is not stored in any of the second special reserve memory areas 1 to 4. If the second special random value is stored in any of the second special reserve memory areas 1 to 4, even if the first special random value is stored in any of the first special reserve memory areas 1 to 4, the second special random value may be read from the second special reserve memory area 1 and a special symbol lottery may be performed. In other words, the second special random value may be processed with priority over the first special random value. In addition, regardless of whether it is the first or second special random value, the first or second special random value may be read in the order in which it was stored in the special random number storage means 2914 and a special symbol lottery may be performed. In other words, the first special random value or the second special random value may be processed in the order in which the game balls enter the first starting opening 46 or the second starting opening 49.
[0078] When the first special random value is read from the first special reserved memory area 1, if the first special random value remains in the first special reserved memory area 2 or later, or when the second special random value is read from the second special reserved memory area 1, if the second special random value remains in the second special reserved memory area 2 or later, the remaining first or second special random value is moved from its original special reserved memory area to a special reserved memory area with an ordinal number one less. For example, when the first special random value is read from the first special reserved memory area 1, if there are still first special random values remaining in each of the first special reserved memory areas 2 to 4, the first special random values stored in each of the first special reserved memory areas 2 to 4 are moved to each of the first special reserved memory areas 1 to 3. Similarly, when the second special random value is read from the second special reserved memory area 1, if there are still second special random values remaining in each of the second special reserved memory areas 2 to 3, the second special random values stored in each of the second special reserved memory areas 2 to 3 are moved to each of the second special reserved memory areas 1 to 2.
[0079] In the special random number storage means 2914, up to four first special random numbers for which no special symbol draw has been performed are stored in the first special reserve storage area 1 to the first special reserve storage area 4. In addition, up to four second special random numbers for which no special symbol draw has been performed are stored in the second special reserve storage area 1 to the second special reserve storage area 4.
[0080] Next, the details of the special symbol lottery will be explained. Based on the detection signal input from the first start switch 100 or the second start switch 103, the special symbol lottery means 230 acquires multiple types of random numbers as random numbers for special symbol lottery, such as a jackpot determination random number and a symbol determination random number, and stores these multiple types of random numbers in the special random number storage means 2914 as the first special random number or the second special random number. Then, the special symbol lottery means 230 performs jackpot determination processing, symbol determination processing, etc., as part of the special symbol lottery.
[0081] The jackpot determination process involves reading one jackpot determination random number from the first special random number or second special random number stored in the first special reserve storage area 1 or second special reserve storage area 1 of the special random number storage means 2914, and determining whether a jackpot has been won or not. Here, one jackpot determination random number is obtained from 65,536 jackpot determination random numbers ranging from 0 to 65,535 based on a detection signal input from the first start switch 100 or the second start switch 103, and is stored in the special random number storage means 2914 as the first special random number or second special random number.
[0082] In the jackpot determination process, the special symbol lottery means 230 selects which of the multiple types of jackpot lottery tables stored in the lottery table storage means 2910 of the main memory 290 to refer to for random number determination processing, depending on whether the read jackpot determination random number was stored as the first special random number or the second special random number.
[0083] In this embodiment, the lottery table storage means 2910 stores the jackpot lottery table A shown in Figure 6(a) and the jackpot lottery table B shown in Figure 6(b). In each jackpot lottery table, a jackpot is associated with each of the 65,536 random jackpot determination values ranging from 0 to 65,535.
[0084] The jackpot lottery table A is selected when performing a jackpot determination process for the first special random value, and a correspondence relationship is set between each determination result and the jackpot determination random value such that a "jackpot" is won with a predetermined probability (X / 65536) and a "miss" is won with a predetermined probability ((65536-X) / 65536). The special symbol lottery means 230 refers to the jackpot lottery table A and determines whether the jackpot determination random value read from the first special reserve memory area 1 is associated with either a "jackpot" or a "miss," thereby determining whether a "jackpot" or a "miss" has been won. In this embodiment, the first special symbol lottery is designed so that either a "jackpot" or a "miss" is always won. In this embodiment, the probability of winning a "jackpot" or a "miss" in the first special symbol lottery does not change depending on the game state. In the first special symbol lottery, there are two possibilities: you may win a prize (big win), or you may not win a prize (lose).
[0085] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random value, and the correspondence between each judgment result and the jackpot determination random value is set so that a "jackpot" is won with a predetermined probability (X / 65536), a "minor win" is won with a predetermined probability (Y / 65536), and a "miss" is won with a predetermined probability ((65536-(X+Y) / 65536). The special symbol lottery means 230 refers to the jackpot lottery table B and reads the jackpot from the second special reserve memory area 1. The randomly determined value is associated with either a "jackpot," a "minor win," or a "loss," and this determines whether a "jackpot," "minor win," or "loss" has been achieved. In this embodiment, the probability of winning a "jackpot," "minor win," or "loss" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a win (jackpot or minor win) is achieved, and cases where a win is not achieved (loss).
[0086] The symbol determination process is performed when a "jackpot" or "minor win" is achieved during the jackpot determination process. The symbol determination process reads one symbol determination random number from the first special random number or second special random number stored in the first special reserve storage area 1 or second special reserve storage area 1 of the special random number storage means 2914. If a "jackpot" is achieved, the process determines which of the multiple jackpot symbols will be the jackpot symbol (type of jackpot), and if a "minor win" is achieved, the process determines which of the multiple minor win symbols will be the minor win symbol (type of minor win). Here, one symbol determination random number is obtained from 200 symbol determination random numbers from 0 to 199 based on detection signals input from the first start switch 100 and the second start switch 103, and is stored in the special random number storage means 2914 as the first special random number or second special random number.
[0087] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple pattern lottery tables stored in the lottery table storage means 2910 to refer to for random number determination processing, depending on whether the random number value read out was stored as the first special random number value or the second special random number value.
[0088] In this embodiment, the lottery table storage means 2910 stores the pattern lottery table A shown in Figure 7(a), the pattern lottery table B shown in Figure 7(b), and the pattern lottery table C shown in Figure 7(c). In each pattern lottery table, a predetermined pattern is associated with each of the random numbers used to determine the pattern.
[0089] The symbol lottery table A shown in Figure 7(a) is selected when a "jackpot" is won and the read symbol determination random number is stored as the first special random number. The correspondence between each symbol and the symbol determination random number is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100 and "jackpot 2" (7R time reduction 110) is won with a probability of 99.995 / 100. The special symbol lottery means 230 refers to the symbol lottery table A and determines which of the multiple types of jackpot symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of jackpot symbols has been won.
[0090] The symbol lottery table B shown in Figure 7(b) is selected when a "jackpot" is won and one of the read symbol determination random values is stored as the second special random value. The correspondence between each symbol and the symbol determination random value is set so that "jackpot 3" (10R time reduction 10000) is won with a probability of 12.8 / 100 and "jackpot 4" (7R time reduction 110) is won with a probability of 87.2 / 100. The special symbol lottery means 230 refers to the symbol lottery table B and determines which of the multiple types of jackpot symbols is associated with one of the read symbol determination random values, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol lottery table C shown in Figure 7(c) is selected when a "minor win" is achieved and the read symbol determination random number is stored as the second special random number. The correspondence between each symbol and the symbol determination random number is set so that "minor win 1" (10R time reduction 10000) is won with a probability of 50 / 100 and "minor win 2" (7R time reduction 110) is won with a probability of 50 / 100. The special symbol lottery means 230 refers to the symbol lottery table C and determines which of the multiple types of minor win symbols is associated with the read symbol determination random number, thereby determining which of the multiple types of minor win symbols has been won.
[0092] The special game execution means 260 is a means for executing a special game based on the results of the special symbol lottery, and performs the execution process of the special game. Furthermore, the special game execution means 260 is a means for executing a minor win game based on the winning of a "minor win" in the special symbol lottery, and performs the execution process of the minor win game. Note that the term "special game" may include minor win games.
[0093] The special game state is initiated when a "jackpot" is won in the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), and ends when a predetermined number of rounds (executions) of special game (jackpot game) are performed according to the type (category) of the jackpot symbol. If the special game state is initiated when "jackpot 1" or "jackpot 3" is won in the special symbol lottery, the special game state ends when 10 rounds of special game (rounds 1 to 10) have been performed. In the special symbol lottery, if "Big Win 2" or "Big Win 4" is won, the special game state will start, and the special game state will end after 7 rounds of special gameplay from round 1 to round 7 have been completed. As will be explained in more detail later, if "Big Win" is won in the special symbol lottery, a predetermined number of time-saving rounds corresponding to the big win symbol will be set and a time-saving round will start when the special game state ends.
[0094] The minor win game state is initiated based on winning a "minor win" in the special symbol lottery (second special symbol lottery), and ends when the minor win game is played a predetermined number of times (1 time in this embodiment). During the minor win game, the special mechanism 56 opens to allow game balls to enter the large prize opening 50, and the distribution means is changed from a non-specific area passing state to a specific area passing state. Specifically, during the minor win game, the distribution means is changed from a non-specific area passing state to a specific area passing state so that game balls that enter the large prize opening 50 during the execution of the minor win game can easily (make possible) pass through the specific area. As a result, if either "minor win 1" or "minor win 2" is won in the second special symbol lottery, it becomes easy (possible) for game balls to pass through the specific area during the minor win game state. Furthermore, if it is detected that a game ball has passed through a specific area during a minor win game (for example, if a game ball that has entered the big prize slot 50 during the execution of a minor win game has passed through a specific area), a special game state will be started based on the end of the minor win game state.
[0095] If you win "Minor Win 1" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 9. This will result in 10 rounds being played, with the minor win game being the first round game. The special game state will then end after 10 rounds of special games have been played. Also, if you win "Minor Win 2" in the second special symbol lottery and the passing of a game ball through a specific area is detected during the minor win game state, the number of special games (round games) will be set to 6. This will result in 7 rounds being played, with the minor win game being the first round game. The special game state will then end after 7 rounds of special games have been played. As will be explained in more detail later, when the special game state ends, a predetermined number of time-saving rounds corresponding to the minor win symbol will be set, and the time-saving round state will begin. Furthermore, if the passage of a game ball through a specific area is not detected during a minor win game (i.e., if the passage of a game ball that entered the large prize slot 50 during the execution of a minor win game is not detected), the special game state will not start, and the normal state will begin.
[0096] In this embodiment, "special game" may refer to both big win games and small win games as a whole. Furthermore, "special game" is not limited to referring to a single round game, but may also refer to the entire round game (for example, a 10-round special game: the special game state).
[0097] Based on the start of a special game (including a minor win game) in each round (based on the fulfillment of the opening condition), the special feature 56 enters an open state. Once the special feature 56 is in an open state, it enters a closed state based on the fulfillment of one of several closing conditions. One of the closing conditions is that the opening timer in the main memory 290 counts up a predetermined time (1.8 seconds to 29 seconds) (reaches the predetermined time). Another closing condition is that when the count switch 104 detects the entry of one game ball, the value of the big win counter (not shown) in the main memory 290, which adds a value equivalent to one game ball (for example, 1), reaches a predetermined value (for example, 10). When the closing condition is fulfilled (when the special game termination condition is fulfilled), the drive control of the special feature drive device is performed so that the special feature 56 enters a closed state. Furthermore, while the game is designed to end when the opening time reaches 1.8 seconds during a minor win, it doesn't actually open continuously for 1.8 seconds. Instead, it repeatedly performs short openings of 0.15 seconds and short closings of 0.8 seconds, totaling 12 short openings to measure the total opening time of 1.8 seconds.
[0098] In the gaming machine of this embodiment, the maximum number of game balls that can enter the large prize pocket 50 in one round is 10, and the number of prize balls awarded for each ball entered is 15. Therefore, a player can win 150 prize balls in one round. Consequently, if a "Big Win 1", "Big Win 3", or "Small Win 1" is won, the player can win 1500 prize balls.
[0099] The special display control means 240 performs a first special symbol display control process, a second special symbol display control process, a first special hold display control process, and a second special hold display control process based on the results of the special symbol lottery.
[0100] The first special symbol display control process is performed when a first special random value is read from the first special reserve memory area 1 and a special symbol lottery is held. The special display control means 240 displays the first special symbol in a variable state by blinking the 7-segment display of the first special symbol display unit 76 until the variable time has elapsed, and then displays the first special symbol in a fixed state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the first special symbol in a variation by flashing the 7-segment display of the first special symbol display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the first special symbol in a stopped state by lighting the 7-segment display of the first special symbol display unit 76 in a predetermined manner.
[0101] In this embodiment, the display patterns of the 7-segment display are predetermined to correspond to the jackpot symbols and the minor jackpot symbols, respectively. The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the first special symbol display unit 76 in a manner that corresponds to whether or not a "jackpot" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, thereby stopping the display of the first special symbol and displaying the result of the special symbol lottery on the first special symbol display unit 76.
[0102] The second special symbol display control process is performed when a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is conducted. The special display control means 240 displays the second special symbol in a variable state by blinking the 7-segment display of the second special symbol display unit 81 until the variable time has elapsed, and then displays the second special symbol in a fixed state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner. The special symbol lottery means 230 performs a variation pattern determination process for the special symbol lottery, and the special display control means 240 displays the second special symbol in a variation by flashing the 7-segment display of the second special symbol display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then displays the second special symbol in a stopped state by lighting the 7-segment display of the second special symbol display unit 81 in a predetermined manner.
[0103] The special display control means 240, in the jackpot determination process, lights up the 7-segment display of the second special symbol display unit 81 in a manner that corresponds to whether or not a "jackpot" or "minor win" has been won, and if a "jackpot" has been won in the jackpot determination process, in a manner that corresponds to the jackpot symbol determined in the symbol determination process, and if a "minor win" has been won in the jackpot determination process, in a manner that corresponds to the minor win symbol determined in the symbol determination process, thereby stopping the display of the second special symbol and displaying the result of the special symbol lottery on the second special symbol display unit 81.
[0104] In the first special hold display control process, the special display control means 240 displays 0 to 4 first special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the first special hold display unit 78, according to the number of first special random values stored in the special random number storage means 2914.
[0105] In the second special hold display control process, the special display control means 240 displays 0 to 4 second special hold numbers by a combination of lighting, extinguishing, or flashing the two lamps of the second special hold display unit 82, according to the number of second special random values stored in the special random number storage means 2914.
[0106] In this embodiment, if a "big win" is achieved in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. Also, if a "minor win" is achieved in the second special symbol lottery, a minor win game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. When it is detected that a game ball that has entered the big prize slot 50 has passed through a specific area in the minor win game state, a special game state is initiated in which it becomes possible (easy) to enter the game ball into the big prize slot 50. By getting game balls into the big prize slot 50, the player can win many prize balls. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, there is no "minor win" option in the lottery results, and the game transitions to the special game state only if a "big win" is achieved. On the other hand, in the second special symbol lottery, both "big win" and "minor win" options are available in the lottery results. The game transitions to the special game state if a "big win" is achieved, and also if a "minor win" is achieved and the passage of a specific area by the game ball is detected during the minor win game state.
[0107] In this embodiment, obtaining the opportunity to draw the second special symbol results in a higher probability of transitioning to a special game state than obtaining the opportunity to draw the first special symbol. As mentioned above, in order to obtain the opportunity to draw the second special symbol, it is necessary to win a "regular win" in the regular symbol draw and to insert the game ball into the second start opening 49 when the regular mechanism 54 (regular electric mechanism) is in the open state. Furthermore, the ease with which the game ball enters the second start opening 49 (ease of inserting the ball) varies depending on the game state.
[0108] As shown in Figure 8, the game state transition control means 250 performs a game state transition control process that transitions the game state between each game state based on the fulfillment of predetermined conditions (transition conditions).
[0109] (Normal state) The normal state (normal game state) is the initial state among the various game states. As mentioned above, in the normal state, the probability of winning a "normal win" in the normal symbol lottery is lower than in the time-saving state. Furthermore, even if a "normal win" is won in the normal symbol lottery, the normal mechanism 54 operates in such a way that the ease with which the game ball enters the second start opening 49 hardly increases. For this reason, in the normal state, it is difficult (impossible) to get the game ball into the second start opening 49. In other words, it is difficult (impossible) to obtain an opportunity for the second special symbol lottery. In the normal state, it is more advantageous for the player to shoot left to get the game ball into the first start opening 46 in order to obtain an opportunity for the first special symbol lottery, rather than shooting right. In other words, the normal state is a game state in which left-handed shooting is recommended.
[0110] As shown in Figure 8, the game transitions to a special game state based on winning a "jackpot" in the special symbol lottery (first special symbol lottery) in the normal state. As shown in Figure 7(a), if "jackpot 1" is won in the special symbol lottery, 10,000 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving spin state based on the end of the special game state. Also, if "jackpot 2" is won in the special symbol lottery, 110 rounds of time-saving spins are set at the end of the special game state, and the game transitions to a time-saving spin state based on the end of the special game state.
[0111] (Time-saving state) As mentioned above, in the time-saving state (specific game state), the probability of winning a "regular win" in the regular symbol lottery is higher than in the normal state. Also, when a "regular win" is won in the regular symbol lottery, the regular mechanism 54 operates in a way that increases the ease with which the game ball enters the second start opening 49. For this reason, in the time-saving state, it is easier to get the game ball into the second start opening 49 compared to the normal state. In other words, it is easier to obtain an opportunity to win the second special symbol lottery. In the time-saving state, it is more advantageous for the player to shoot to the right to get the game ball through the passage gate 48 in order to obtain an opportunity to win the second special symbol lottery, rather than shooting to the left. In other words, the time-saving state is a game state in which shooting to the right is recommended.
[0112] As shown in Figure 8, if a "Big Win" or "Small Win" is achieved in the special symbol lottery (second special symbol lottery) during the time-saving state, the game transitions to a special game state (including via the small win game state). As shown in Figure 7(b), if "Big Win 3" is achieved in the special symbol lottery, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Also, if "Big Win 4" is achieved in the special symbol lottery, 110 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, as shown in Figure 7(c), if "Small Win 1" is achieved in the special symbol lottery, and the passage of a game ball through a specific area is detected during the small win game state, 10,000 time-saving spins are set at the end of the special game state, and the game transitions to the time-saving state upon the end of the special game state. Furthermore, if the player wins "Minor Win 2" in the special symbol lottery and the game ball is detected passing through a specific area during the minor win game state, 110 rounds of time-saving features will be set at the end of the special game state, and the game will transition to the time-saving feature state based on the end of the special game state.
[0113] The game state transition control means 250 determines that the termination condition (a predetermined condition) for the time-saving state has been met when the number of times the second special symbol has been displayed in the time-saving state reaches 110 (or 10,000) times, terminates the time-saving state, and transitions to the normal state. In this embodiment, when the special game state ends, the time-saving counter 2915 in the main memory 290 is stored with a value corresponding to the type of winning symbol, and each time the second special symbol is displayed in the time-saving state, "1" is deducted from the value stored in the time-saving counter 2915. Then, when the value of the time-saving counter 2915 reaches "0", the time-saving termination condition is met, the time-saving state ends, and the normal state begins. In this embodiment, the time-saving termination condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0". However, the system is not limited to this, and the time-saving termination condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000").
[0114] Let's return to Figure 5 for explanation. The payout control means 270 controls the payout (electronically) of a number of game balls corresponding to a predetermined number of prize balls for each detection signal, based on the detection signals received from the first start switch 100, the second start switch 103, the general prize slot switch 101, and the count switch 104.
[0115] The communication control means 280 controls the transmission of various commands generated according to the various calculation results of the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, only unidirectional communication from the main control board 200 to the sub-control board 202 is possible between the main control board 200 and the sub-control board 202, and the communication connection is configured such that the sub-control board 202 cannot transmit information to the main control board 200.
[0116] Next, the sub-control board 202 will be described. The sub-control board 202 is composed of a performance control means 300 and a sub-memory 302. The sub-memory 302 is equipped with multiple types of RAM and ROM, and the various data stored in the sub-memory 302 are stored in each of the RAMs and ROMs.
[0117] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302. By controlling the performance device, it makes the performance device execute performances to enhance or assist the game, such as turning on or flashing the front frame lamp 12 and lighting device 38, displaying performance images on the liquid crystal display 32, controlling the sound device to output performance sounds from the speaker 14, and driving the performance item drive device to operate the performance items (mechanical items).
[0118] The liquid crystal display 32 performs an effect by displaying an effect image on its display surface. The effect image displayed on the liquid crystal display 32 is a composite image formed by superimposing multiple layers on which drawing materials (source images) are arranged.
[0119] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32. The performance control means 300 draws an image to the frame buffer of the sub-memory 302 every frame (1 / 30 second) based on this performance image data, and displays the drawn image on the liquid crystal display 32, thereby playing and displaying a video on the liquid crystal display 32. The performance screen displayed on the liquid crystal display 32 is composed of, for example, 30 frames per second (hereinafter referred to as "frames") (a so-called 30fps frame rate). Therefore, for example, in the case of a performance pattern with a length of 1 minute, the performance screen consists of a total of 1800 frames, which is 60 seconds × 30 frames. Alternatively, for example, it may be composed of 60 frames per second. Examples of displayable objects (images) on the liquid crystal display 32 include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, etc.
[0120] (Stage design) The performance control means 300 can perform a performance in which performance symbols (demo symbols, predetermined symbols) are displayed on the liquid crystal display 32 in accordance with (corresponding to) the fluctuation and stop display of special symbols in the first special symbol display unit 76 or the second special symbol display unit 81, in both the normal state and the time-saving state, and can notify the result of the special symbol lottery. In the normal state, the performance control means 300 displays performance symbols on the liquid crystal display 32 that correspond to the fluctuation and stop display of the first special symbol, and in the time-saving state, it displays performance symbols on the liquid crystal display 32 that correspond to the fluctuation and stop display of the second special symbol.
[0121] Here, we will explain the display of the performance symbols in the normal state. Figure 9(a) shows the state before the first special symbol begins to change in the normal state. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed in the display area 32a of the liquid crystal display 32. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute a sequence of nine performance symbols representing the numbers "1" to "9". Note that each performance symbol representing the numbers "1" to "9" may include decorative elements such as characters along with the numbers.
[0122] As shown in Figure 9(b), the display of the special symbols changes (display effect) when the first special symbol starts to change. The downward arrow in the figure indicates that the special symbols are rapidly changing (scrolling) in the vertical direction.
[0123] As shown in Figure 9(c), the performance symbols are displayed in a stopped state based on the stop display of the first special symbol. The performance symbols are displayed in a manner corresponding to the result of the first special symbol lottery. For example, if a "jackpot" is won in the first special symbol lottery, the performance symbols are displayed in a manner corresponding to the jackpot symbol determined in the symbol determination process. Although not shown in the illustration, even in the time-saving state, the performance symbols are displayed in a changed or stopped state in accordance with the changing and stopped displays of the second special symbol, just as in the normal state (as shown in Figures 9(a), 9(b), and 9(c)).
[0124] In other words, each time a first special random value is read from the first special reserve memory area 1 and a special symbol lottery is performed, the performance control means 300 causes the left performance symbol 350a, the middle performance symbol 350b, and the right performance symbol 350c (in other words, a sequence of multiple symbols) to change and display, in accordance with the start of the changing display of the first special symbol in the first special symbol display unit 76, or each time a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is performed, the start of the changing display of the second special symbol in the second special symbol display unit 81, after changing and displaying the left performance symbol 350a, the middle performance symbol 350b, and the right performance symbol 350c (in other words, a sequence of multiple symbols), to execute a performance on the liquid crystal display 32 that stops displaying the left performance symbol 350a, the middle performance symbol 350b, and the right performance symbol 350c in accordance with the start of the changing display of the first special symbol in the first special symbol display unit 76, or each time a second special random value is read from the second special reserve memory area 1 and a special symbol lottery is performed, in accordance with the start of the changing display of the second special symbol in the second special symbol display unit 81.
[0125] (Holding performance) The performance control means 300 executes a performance (reserve performance) that displays an image representing the first special reserve number or the second special reserve number on the liquid crystal display 32, based on the first special reserve number (the first special random number value stored (reserved) in the special random number storage means 2914) or the second special reserve number (the second special random number value stored (reserved) in the special random number storage means 2914) in the main control board 200. As shown in Figure 9(a) and the like, four reserve display areas (display areas), the first reserve display area 411 to the fourth reserve display area 414, are provided at the bottom of the display area of the liquid crystal display 32, corresponding to the first special reserve storage area 1 to the first special reserve storage area 4 or the second special reserve storage area 1 to the second special reserve storage area 4 of the special random number storage means 2914.
[0126] Figure 9(a) shows the hold animation performed in the normal state, where the first special random value is stored in the first special hold memory area 1 to the first special hold memory area 3, and the first hold image 420 (display of the first hold ball) (3 first hold images 420) is displayed in the first hold display area 411 to the third hold display area 413. Figure 9(d) shows the hold animation performed in the time-saving state, where the second special random value is stored in the second special hold memory area 1 to the second special hold memory area 2, and the second hold image 422 (display of the second hold ball) (2 second hold images 422) is displayed in the first hold display area 411 to the second hold display area 412.
[0127] In addition, during the hold animation, one hold display area 430 is displayed in the area to the left of the first hold display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special hold storage area of the special random number storage means 2914. In the hold display area 430, the first hold image 420 is displayed when the first special random value is read from the first special hold storage area 1 and stored in the special hold storage area (Figure 9(b)). Also, when the second special random value is read from the second special hold storage area 1 and stored in the special hold storage area, the second hold image 422 is displayed.
[0128] (Miniature design and number of reserved items displayed) In Figure 9, the mini-symbols and the number of reserved symbols are displayed in the area indicated by symbol M (lower right of the screen). Mini symbols, like the main display symbols (left display symbol 350, middle display symbol 352, and right display symbol 354), are display symbols that correspond to the movement (stopping) of special symbols, but are smaller in display size than the main display symbols. Mini symbols consist of, for example, a mini left display symbol, a mini middle display symbol, and a mini right display symbol. Mini symbols consist only of numbers and do not include decorative elements. Even if the visibility of the main display symbols is reduced (including when they are not visible), the display of mini symbols allows the player to understand whether the special symbols are moving or not. The reserved ball count display shows the first special reserved ball count and the second special reserved ball count, with two numbers displayed side by side. One number corresponds to the number of first special random values (any of 0 to 4) reserved in the first special reserved ball storage area 1 to the first special reserved ball storage area 4 of the special random number storage means 2914, and the other number corresponds to the number of second special random values (any of 0 to 4) reserved in the second special reserved ball storage area 1 to the second special reserved ball storage area 4 of the special random number storage means 2914. The reserved ball count display is smaller in size than the first reserved ball image 420 and the second reserved ball image 422. Even if the visibility of the reserved ball animation (reserved balls) is reduced (including when they are not visible), the player can still grasp the number of reserved balls because the reserved ball count display is shown.
[0129] In this embodiment, when a "jackpot" (win) is achieved in the first special symbol lottery, it may be referred to as a case where a specific result is obtained, and when a "loss" is achieved, it may be referred to as a case where a specific result is not obtained. Furthermore, when a "win" ("jackpot" or "minor win") is achieved in the second special symbol lottery, it may be referred to as a case where a specific result is obtained, and when a "loss" is achieved, it may be referred to as a case where a specific result is not obtained.
[0130] As described above, the special symbol lottery means 230 receives a detection signal from the first start-up switch 100, which detects each game ball entering the first start-up 46, and obtains a random value for special symbol lottery from the random number generation means 210, and stores it as the first special random value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 reads the first special random value from the special random number storage means 2914 and performs a jackpot determination process, a symbol determination process, a variation pattern determination process (main variation pattern determination process), etc., as part of the special symbol lottery. Furthermore, as described above, the special symbol lottery means 230 receives a detection signal from the second start port switch 103, which detects each game ball entering the second start port 49, and obtains a random value for special symbol lottery from the random number generation means 210, and stores it as a second special random value in the special random number storage means 2914 of the main memory 290. The special symbol lottery means 230 reads the second special random value from the special random number storage means 2914 and performs a jackpot determination process, a symbol determination process, a variation pattern determination process (main variation pattern determination process), etc., as part of the special symbol lottery.
[0131] (Main variation pattern determination process) The special symbol lottery means 230 performs a main variation pattern determination process for the special symbol lottery. In this embodiment, multiple types of main variation patterns with different variation times are provided, and the special symbol lottery means 230 performs a main variation pattern lottery (variation time lottery) to determine which of the multiple types of main variation patterns to use. Variation times include relatively short variation times and relatively long variation times. Furthermore, if a win is achieved in the special symbol lottery, the probability of a relatively long variation time being determined is higher than if a win is not achieved in the special symbol lottery. However, even if a win is not achieved in the special symbol lottery, a relatively long variation time may still be determined.
[0132] The special display control means 240 causes the first special symbol (or second special symbol) to change by flashing the 7-segment display of the first special symbol display unit 76 (or second special symbol display unit 81) until the change time determined in the main change pattern determination process has elapsed, and then causes the first special symbol (or second special symbol) to stop by lighting up the 7-segment display of the first special symbol display unit 76 (or second special symbol display unit 81) in a predetermined manner (a manner corresponding to the result of the special symbol lottery).
[0133] (Preliminary assessment) The special symbol lottery means 230 (pre-determination means) performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing when storing the first special random value in the special random number storage means 2914 (before the special symbol lottery is performed). When the special symbol lottery means 230 receives a detection signal from the first start switch 100 and obtains a random value for special symbol lottery (lottery information) from the random number generation means 210, it performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing for the first special random value, according to the game state and the number of reserved balls at that time, before storing it as the first special random value. Furthermore, when the special symbol lottery means 230 (pre-determination means) stores the second special random value in the special random number storage means 2914 (before the special symbol lottery is performed), it performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing. When the special symbol lottery means 230 receives a detection signal from the second start port switch 103 and obtains a random value for special symbol lottery (lottery information) from the random number generation means 210, it performs pre-determination processing such as pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing for the second special random value, depending on the game state and the number of reserved balls at that time, before storing it as the second special random value.
[0134] Furthermore, the pre-determination process may be configured to execute a dedicated pre-determination process (pre-jackpot determination process, pre-symbol determination process) rather than the same process (for example, a lottery process based on the same table) that is executed when the fluctuations based on the random values for special symbol lottery that are actually stored as pending are performed.
[0135] The special symbol lottery means 230 transmits pre-determination results, including the results of pre-jackpot determination processing, pre-symbol determination processing, and pre-variation pattern determination processing, as pre-determination result information to the sub-control board 202 (performance control means 300), and stores the pre-determination results in association with the first special random value or second special random value that was the subject of the pre-determination processing. Based on the received pre-determination result information, the performance control means 300 can execute performances that hint at the result of the special symbol lottery in advance.
[0136] When a game ball enters the first start port 46 (or second start port 49) and a detection signal is input from the first start port switch 100 (or second start port switch 103), a random value for special symbol lottery (lottery information) is acquired, a pre-determination is performed, and the timing when the first special random value (or second special random value) associated with the pre-determination result is stored in the special random number storage means 2914 is called the "time of prize entry" for the target reserve.
[0137] As described above, in the special random number storage means 2914, up to a maximum of 4 first special random numbers for which no special symbol lottery has been conducted are stored in the first special reserve storage area 1 to the first special reserve storage area 4. In addition, up to a maximum of 4 second special random numbers for which no special symbol lottery has been conducted are stored in the second special reserve storage area 1 to the second special reserve storage area 4. For example, if a detection signal is input from the first start switch 100 and a first special random value (target hold) is acquired while the first special random value is already held in the first special hold memory area 1 to the first special hold memory area 3, the special symbol lottery means 230 holds the said first special random value in the first special hold memory area 4. Here, the first special random value held in the first special hold memory area 1 is referred to as the "first hold," the first special random value held in the first special hold memory area 2 is referred to as the "second hold," the first special random value held in the first special hold memory area 3 is referred to as the "third hold," and the first special random value held in the first special hold memory area 4 is referred to as the "fourth hold" (target hold). The special symbol lottery (display of special symbol variations) based on the target hold is performed after the special symbol lottery based on the previous holds (first hold to third hold) has been performed. Here, the period after a target hold has been awarded, but before the special symbol lottery (special symbol variation) based on that target hold is executed (started), and during which the special symbol lottery based on the previous hold is being executed, is called the "hold variation period." Note that the "hold variation period" includes the "hold variation start time" (the start time of the variation of the special symbol based on the previous hold).
[0138] Furthermore, the start of the special symbol lottery (display of the special symbol variation) based on the target hold is called the "target variation start time" (the start time of the variation).
[0139] Figure 10(a) shows the liquid crystal display 32 in a normal state, where the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are stopped in a manner related to a loss. Three first reserved images 420 are also displayed. In addition, a background corresponding to the normal state is displayed. Furthermore, in this embodiment, when the power of the gaming machine is turned on, the performance control means 300 basically enables operations related to setting the performance via the directional keys 27 (operating means), and can display a specific display F related to the player's operation (input) on the liquid crystal display 32 (lower right). The specific display F can also be called a display related to setting the performance. The specific display F includes a first specific display F1 and a second specific display F2 (described later) which has a different display manner (shape) from the first specific display F1. The performance control means 300 basically displays the first specific display F1 (when the down button of the directional pad 27 is not pressed), and can display the second specific display F2 based on when the down button of the directional pad 27 is pressed.
[0140] A special symbol lottery is performed, and even while the special symbols are changing, a specific display F is basically displayed (always displayed), allowing players to perform operations related to the settings of the effects, thus improving convenience.
[0141] (1st specific display F1) First, let's explain the first specific display F1 (menu display) in detail. As shown in Figure 10(b), the first specific display F1 includes an image corresponding to (or modeled after) the directional pad 27, and several explanatory displays. Here, the image corresponding to the up button of the directional pad 27 is called the up button image, the image corresponding to the down button of the directional pad 27 is called the down button image, the image corresponding to the right button of the directional pad 27 is called the right button image, and the image corresponding to the left button of the directional pad 27 is called the left button image.
[0142] Above the image of the up button, the words "Auto Button: OFF" (explanatory display) are shown. Each time the up button on the directional pad 27 is pressed, it switches between "Auto Button: ON" and "Auto Button: OFF". The initial setting is "Auto Button: OFF". In this embodiment, a performance (PUSH performance) prompting the player to press the performance button 26 is executed at a predetermined trigger, but when "Auto Button: ON" is set, even if the player does not press the performance button 26 when the performance is executed, it is controlled (processed) as if the performance button 26 had been pressed.
[0143] To the right of the right button image, the text "Mode Switching: Character X" (explanatory display) is shown. Each time the right button on the directional pad 27 is pressed, it switches between "Mode Switching: Character Y" and "Mode Switching: Character X". The initial setting is "Mode Switching: Character X". In this embodiment, the player can select the execution mode of the performance in the normal state. The execution mode of the performance differs between the mode related to Character X and the mode related to Character Y. For example, if "Mode Switching: Character X" is selected, a performance mainly featuring Character X will be executed in the normal state, and if "Mode Switching: Character Y" is selected, a performance mainly featuring Character Y will be executed in the normal state.
[0144] Below the image of the down button, the words "Open custom window" (explanatory display) are shown. When the down button of the directional pad 27 is pressed, the second specific display F2 shown in Figure 11(a) is displayed. Figure 11(a) shows what happens when the down button of the directional pad 27 is pressed in the state shown in Figure 10(a).
[0145] (Second specific display F2) The second specific display F2 can be described as a custom window display (a window-like display). The second specific display F2 can also be described as a performance customization screen. The second specific display F2 can be described as a lower-level display than the first specific display F1. The second specific display F2 has a larger display size than the first specific display F1. Players can display the second specific display F2 and select (change) the execution mode (execution frequency) of specific performances (they can set it to their preferred mode). Note that changing the execution mode of specific performances can be described as customizing the performances (performing performance customization).
[0146] In this embodiment, multiple effects (for example, nine effects) are provided as effects (specific effects) whose execution mode (execution frequency) can be changed while the second specific display F2 is displayed, and "pre-read custom" is included among the multiple effects.
[0147] As shown in Figure 11(b), the second specific display F2 includes a page number display F2A, a custom explanation display F2B, an item selection display F2C, and an operation explanation display F2D. When the second specific display F2 is displayed, pressing the up button on the directional pad 27 switches to the next page (pressing the down button returns to the previous page). In this embodiment, the second specific display F2 is provided from 1 / 9 page to 9 / 9 page, corresponding to the number of customizable effects.
[0148] The custom explanation display F2B shows the name (custom name) and content of the item to be changed, and on page 1 / 9, the text "Pre-read custom: Pre-read appearance increases your chances" is displayed. When pre-read custom is turned ON, the probability of winning when a pre-read effect occurs is higher than when it is turned OFF. One example of a pre-read effect is one in which the display manner (color, etc.) of the first reserved image 420 (Figure 9) corresponding to the first special random value is changed (reserved change) according to the result of the pre-determination process described above, giving advance indication of the probability of winning.
[0149] The item selection display F2C consists of, for example, an ON icon and an OFF icon. Pressing the right (or left) button on the directional pad 27 switches the selected icon. The selected icon is displayed in a different color than the unselected icon. The item selection display F2C is not limited to selecting ON and OFF; for example, it may also select the frequency of performance. That is, for example, it may allow the user to select one of the following performance frequency options: "none," "low," "medium," or "high." Furthermore, the item selection display F2C may also allow the user to select the timing of performance (for example, when a winning combination is achieved).
[0150] The operation instruction display F2D includes a display indicating that pressing the up or down button on the directional pad 27 will switch pages, a display indicating that pressing the right or left button on the directional pad 27 will switch items (selections), and a display indicating that pressing the performance button 26 will execute a process to reflect (confirm, finalize) the changes to the performance (custom) whose execution mode has been modified (completing the changes).
[0151] Although not shown in the diagram, other customizable effects available on a separate page include, for example, vibration customization and flash customization. The custom explanation display F2B related to vibration customization states, for example, "Turning vibration customization ON increases the frequency of vibration effects." Vibration effects are effects in which a predetermined effect device (e.g., lever 15) vibrates. The effect control means 300 can, for example, execute vibration effects at predetermined triggers according to the results of the above-mentioned pre-determination process, and can suggest in advance that the probability of winning is relatively high. When vibration customization is ON, the frequency of vibration effects is higher than when it is OFF. The custom explanation display F2B related to Flash Custom is, for example, "Flash Custom: The appearance of the flash effect indicates a chance of winning." The flash effect is an effect in which a dedicated lamp (a predetermined effect device) installed at a predetermined position on the front frame 10 lights up in a predetermined color, and a characteristic sound (SE) is output from the speaker 14. The effect control means 300 can, for example, execute the flash effect at a predetermined trigger according to the result of the above-mentioned pre-determination process, and can suggest in advance that the expectation of winning is relatively high. The expected expectation of winning may be suggested differently depending on the color of the dedicated lamp's light emission. When Flash Custom is ON, the expectation of winning when the flash effect occurs is higher than when it is OFF.
[0152] In this embodiment, after displaying the second specific display F2 and changing the execution mode of at least one effect, pressing the effect button 26, which acts as a confirmation button, updates the settings to the changed settings (reflects the changed settings). In other words, simply changing ON / OFF etc. on each page related to the second specific display F2 will not reflect the change; the change is reflected only when the effect button 26 is pressed. Furthermore, when the second specific display F2 is displayed and the effect button 26, which acts as a confirmation button for effect customization, is pressed, the first specific display F1 is displayed (returning to the first specific display F1, which is at the higher level).
[0153] In this embodiment, when the performance button 26, which serves as the button for confirming performance customization, is pressed, if the special symbols are not changing (non-changing) and there are no special random values in the held special random values that are linked to the execution of a pre-read performance (non-pre-read) the changes are reflected based on the press (reflected immediately). On the other hand, when the performance button 26 is pressed, if the special symbols are changing or there are special random values in the held special random values that are linked to the execution of a pre-read performance, the changes are not reflected immediately based on the press, and the system waits until it is possible to reflect the changes. At this time, as shown in Figure 12(a), an icon labeled "Customization in Progress" is displayed above the upper button image related to the first specific display F1. In other words, the first specific display F1 is accompanied by the "Customization in Progress" icon. The display of this icon allows the player to understand that the changes have not yet been reflected and that the system is waiting for the changes to be reflected. In this embodiment, while "Customization in progress" is displayed, pressing the directional key 27 (down button) will display the second specific display F2, allowing for further customization of the effects. If effect customization is performed during customization preparation and the effect button 26 is pressed again, the content to be changed (applied) based on that press will be updated (overwritten) with the latest version.
[0154] Furthermore, in this embodiment, when the second specific display F2 is displayed and the execution mode of at least one effect has been changed from the initial setting (initial value) (i.e., effect customization is being performed), an icon labeled "Customizing" is displayed above the upper button image related to the first specific display F1, as shown in Figure 12(b). In other words, the first specific display F1 becomes accompanied by the "Customizing" icon. This allows the player to immediately understand that some kind of effect customization is being performed.
[0155] In this embodiment, simply changing ON / OFF etc. on each page related to the second specific display F2 does not reflect the change; the change is reflected only when the performance button 26 is pressed. However, as a variation, pressing the performance button 26 (confirm button) is unnecessary, and the system may be configured so that the change is reflected simply by changing ON / OFF etc. on each page. Furthermore, in this embodiment, the ON / OFF status and other settings are changed on each page related to the second specific display F2, and the changes are reflected based on the final press of the performance button 26. However, the configuration may be such that the changes are not reflected unless the performance button 26 is pressed for each page (for each custom setting).
[0156] Incidentally, as shown in Figure 9, the liquid crystal display 32 executes a display animation (stop display animation) of the animation symbols. This allows the player to recognize the result of the special symbol lottery (and to feel a sense of anticipation for winning). The animation control means 300 receives information indicating the result of the special symbol lottery, and if the information indicating the variation time of the special symbols included in the information is a relatively long variation time (long variation pattern), it can execute a reach animation. For example, the animation control means 300 can execute a reach animation after displaying a reach state (reach display). Figure 13 shows an example of a reach state (reach display), in which the variation of the left animation symbol 350 and the right animation symbol 354 has stopped (temporarily stopped), the middle animation symbol 352 is still changing, and the stopped left animation symbol 350 and the right animation symbol 354 are the same type of animation symbol (5 symbols).
[0157] The performance control means 300 can execute any of several types of reach performances. In this embodiment, several types of reach performances are provided, and the expected probability of winning (the probability of obtaining a specific result) differs depending on which reach performance is executed. In this embodiment, the reach performances that can be executed include at least a weak reach performance that suggests a relatively low probability of winning, and a strong reach performance (specific reach performance) that suggests a relatively high probability of winning. A strong reach performance can be said to be a performance that suggests a relatively high probability of winning. Therefore, when a strong reach performance is executed, it can create a greater sense of anticipation in the player than when a weak reach performance is executed.
[0158] (Weak reach animation) Figures 14(a), 14(b), and 14(c) show the case where, after entering a reach state, a weak reach animation is performed, and ultimately the animation symbols stop in a manner that indicates a loss. As shown in Figure 14(a), the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) on the same type of performance symbol (8 symbol). As shown in Figure 14(b), the middle performance symbol 352 (middle performance symbol row) is displayed in a larger size than the left performance symbol 350 and the right performance symbol 354, and moves vertically at a relatively slow speed. Although not shown in the illustration, the middle performance symbol 352 related to the 9 symbol temporarily stops in the center of the screen. As shown in Figure 14(c), ultimately, the left display symbol 350, the middle display symbol 352, and the right display symbol 354 stop in a manner that indicates a loss (the variation is confirmed), and it is reported that a loss has been confirmed.
[0159] Unlike the strong reach animation described later, the weak reach animation does not involve animations (for example, animations in which characters appear and a story unfolds) that are performed across the entire screen. In other words, full-screen animations are not performed. Furthermore, the animation control means 300 does not hide specific display F upon the start of the weak reach animation. In other words, specific display F continues to be displayed while the weak reach animation is being performed (the player can perform operations related to the animation settings even while the weak reach animation is being performed). Furthermore, the animation control means 300 does not hide the display related to the aforementioned hold animation upon the start of the weak reach animation. In other words, the display related to the hold animation (hold ball, hold ball stand) continues to be displayed while the weak reach animation is being performed. In this embodiment, "hidden" refers to a state in which it is not visible.
[0160] (Strong reach animation) Figures 15(a), 15(b), 15(c), and 15(d) show the case where, after entering a reach state, a strong reach animation is performed, and ultimately the animation symbols stop in a manner that indicates a loss. As shown in Figure 15(a), the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) as the same type of performance symbol (2 symbols). As shown in Figure 15(b), a full-screen animation begins upon the start of a strong reach animation. In this example, the main character and enemy character appear, and an animation of them battling is performed. At this time, upon the start of the strong reach animation, the stopped (temporarily stopped) left animation symbol 350 is displayed in a reduced size in the upper left of the screen, and the stopped (temporarily stopped) right animation symbol 354 is displayed in a reduced size in the upper right of the screen. In addition, the specific display F (first specific display F1) is hidden upon the start (execution) of the strong reach animation. Furthermore, upon the start (execution) of the strong reach animation, the display related to the hold animation is hidden except for some parts (the hold balls that were displayed in the hold display area 430). Note that it is also possible to configure the system so that all displays related to the hold animation are hidden. Although not shown in the diagram, even when a strong reach animation is initiated, the mini symbols and the number of reserved symbols remain displayed and are not hidden.
[0161] As shown in Figure 15(c), at the end of the strong reach animation (full-screen animation), an animation prompting the player to press the animation button 26 (PUSH animation) is performed, and an image resembling the animation button 26 is displayed. In this example, based on the press of the animation button 26, it is announced whether the main character has defeated the enemy character (indicating whether a win has been achieved). Alternatively, the game may be configured to announce the battle result without executing the PUSH animation. Although not shown in the illustration, in this example (because it is a losing spin), it is announced that the main character has lost to the enemy character based on the press of the animation button 26.
[0162] As shown in Figure 15(d), when the strong reach animation (full-screen animation, battle animation) ends, the normal background is displayed (the screen switches). As the background returns to the normal state, the display related to the hold animation is displayed. Then, the left animation symbol 350, the middle animation symbol 352, and the right animation symbol 354 stop in a manner related to a miss (the shaking of the animation symbols stops and the variation is confirmed), and it is reported that a miss has been confirmed. The animation control means 300 displays (re-displays) a specific display F based on the confirmation of the variation of the special symbols (animation symbols).
[0163] (Hide specific display F) As shown in Figure 16(a), the performance control means 300 hides the specific display F based on the execution (start) of a strong reach performance. The performance control means 300 also displays (restores) the specific display F based on the confirmation (stopping) of the special symbol's variation. The execution (start) of a strong reach performance can be said to be one of the triggers for hiding the specific display F. In Figure 15, the case in which the strong reach performance starts while the first specific display F1 is displayed and the first specific display F1 is hidden is shown, but if the strong reach performance starts while the second specific display F2 is displayed, the second specific display F2 will be hidden. In other words, even if the second specific display F2 is displayed and performance customization is being performed, the second specific display F2 will be hidden based on the execution (start) of a strong reach performance.
[0164] This configuration prevents the display of a specific indicator F during the execution of a strong reach animation, which would otherwise reduce the visibility of the strong reach animation (full-screen animation). This allows the player to become immersed in the animation and prevents a decrease in the enjoyment of the game. The animation control means 300 hides the specific indicator F based on the execution of the strong reach animation and disables operations related to setting the animation via the directional keys 27. This disablement continues until the specific indicator F is displayed again.
[0165] (Predetermined staging) In this embodiment, a predetermined animation that leads to a strong reach animation may be executed during the variation of the special symbols (as a variation animation). The predetermined animation can be said to be an animation that is guaranteed (determined) to develop into a strong reach animation. Furthermore, the predetermined animation can be said to be an animation that is executed before the strong reach animation is executed, and after the execution of the predetermined animation, the strong reach animation is always executed. Examples of predetermined animations include an animation in which a predetermined character appears and suggests that it will lead to a strong reach animation (a pre-announcement animation), and an animation in which the screen suddenly goes dark and a string of characters (message) is displayed. The predetermined animation is a full-screen animation (an animation that is executed on the entire screen of the liquid crystal display 32), similar to the strong reach animation.
[0166] When a predetermined animation is performed, the background does not return to the original background (for example, the background corresponding to the normal state) after the animation is completed. Instead, the strong reach animation is performed (started) immediately after the predetermined animation. This allows the player's immersion in the animation to be maintained without interruption.
[0167] As shown in Figure 16(b), the performance control means 300 hides the specific display F based on the display (start of display) of a display object (character, string of characters, etc.) related to a predetermined performance. The display of a display object related to a predetermined performance can be said to be one of the triggers for hiding the specific display F. Furthermore, the performance control means 300 displays (restores) the specific display F based on the confirmation (stopping) of the variation of the special symbol. "Hiding the specific display F based on the display of a display object related to a predetermined performance" means that the specific display F is hidden before the strong reach performance is executed based on the decision (confirmation) that the strong reach performance will be executed.
[0168] This configuration prevents the display of a specific display F during the execution of the predetermined performance, thereby suppressing a decrease in the visibility of the predetermined performance (full-screen performance). This allows the player to become immersed in the performance and prevents a decrease in the enjoyment of the game. The performance control means 300 hides the specific display F based on the display of the display object related to the predetermined performance, and also disables the operation related to setting the performance via the directional keys 27. This disablement continues until the specific display F is displayed again.
[0169] By the way, if you press the down button on the directional pad 27 to display the second specific display F2, and the aforementioned event triggering the display to disappear occurs, causing the second specific display F2 to disappear, then the next time a specific display F is shown, the first specific display F1 will be displayed instead of the second specific display F2.
[0170] Furthermore, if the down button on the directional pad 27 is pressed to display the second specific display F2, and after changing the execution mode of at least one effect, and the above-mentioned hiding trigger occurs while the confirm button (effect button 26) is still not pressed, causing the second specific display F2 to disappear, then the next time a specific display F is shown, the first specific display F1 will be displayed instead of the second specific display F2. In other words, the content that was changed (input) before it disappeared will be canceled.
[0171] Furthermore, if you press the down button on the directional pad 27 to display the second specific display F2, change the execution mode of at least one effect, and then press the OK button (effect button 26), and the "Customization in progress" icon is displayed, and the aforementioned hiding trigger occurs and specific display F (first specific display F1) becomes hidden, the next time specific display F (first specific display F1) is displayed, it will be displayed with the "Customization in progress" icon (however, this is only if the change could not be reflected and the waiting continues). If you pressed the OK button (effect button 26) before it became hidden, the changes (inputs) made before it became hidden will be retained.
[0172] (Pseudo-consecutive performance) Although not shown in the diagram, in normal circumstances, after a specific display F is hidden based on the aforementioned non-display trigger, a pseudo-consecutive display may be executed. The pseudo-consecutive display is an effect in which, during the display of the display of the display symbols (during one spin), the display of the display of the display of the display symbols is temporarily stopped (pseudo-stop, temporary stop) and then resumed at least once, making one spin display appear as multiple spin displays. The pseudo-consecutive display is an effect that can suggest that the more spin displays (pseudo-spin displays) there are, the higher the expectation of a win.
[0173] In the normal state, when the specific display F is hidden, even if a pseudo-consecutive performance is executed and the variation of the performance symbols temporarily stops (or resumes), the specific display F will not be displayed (re-displayed) based on that stop. In other words, the performance control means 300 does not display the specific display F when the variation of the performance symbols related to the pseudo-consecutive performance is stopped (temporarily stopped) while the specific display F is hidden. The performance control means 300 displays the specific display F based on the confirmation of the variation of the performance symbols.
[0174] (Special performance) Next, Figures 17 and 18 will be used to explain special effects that can be performed in the time-saving state. Special effects are similar to pseudo-consecutive effects, and during a single game, the display of the changing symbols is temporarily stopped and then restarted at least once (up to three times), making one display appear as if it were multiple displays (up to three). Special effects can also be described as effects that perform a strong reach effect up to three times during a single display. Note that special effects do not have to be effects that suggest a higher probability of winning the more times the pseudo-consecutive effects are displayed.
[0175] Using Figures 17 and 18, we will explain the case where a special effect (two strong reach effects) is performed, and the effect symbols ultimately stop in a manner that results in a loss. Figure 17(a) shows the state before the special effects are executed (started) in the time-saving state. The background corresponding to the time-saving state is displayed. Note that the display of the first specific display F1 in the time-saving state is different from that of the first specific display F1 in the normal state. Specifically, in the time-saving state, the words "Select Song" (explanatory display) are displayed to the left of the left button image. In the time-saving state, the song output from speaker 14 changes each time the left button of the directional pad 27 is pressed. The player can select the song to be output from speaker 14 in the time-saving state.
[0176] Although not shown in the diagram, after the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) on the same type of performance symbol (symbol 6) (symbol 6 is in a ready hand), as shown in Figure 17(b), the specific display F (first specific display F1) is hidden based on the execution of the strong reach performance (full-screen performance) related to the special performance. Also, the display related to the hold performance is hidden based on the execution of the strong reach performance related to the special performance. Note that in Figure 17(b), the stopped (temporarily stopped) left performance symbol 350 may be displayed in a reduced size in the upper left of the screen, and the stopped (temporarily stopped) right performance symbol 354 may be displayed in a reduced size in the upper right of the screen. Although not shown in the diagram, the mini symbols and the hold count display are not hidden and continue to be displayed.
[0177] As shown in Figure 17(c), the screen switches (returning to the time-saving background), the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) on the same type of performance symbol (symbol 6), and the middle performance symbol 352 moves (slowly moves) in the center of the screen. With the transition to this screen, a display related to the hold performance is shown.
[0178] As shown in Figure 17(d), the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) as the same type of performance symbol (symbol 6), and the middle performance symbol 352 related to symbol 9 also stops (temporarily stops). In other words, the performance symbols temporarily stop (temporarily stop in a swaying state) in a manner related to a miss (middle symbol trigger failure). Based on the cessation (temporary stop) of the movement of the performance symbols related to the special performance, a specific display F (first specific display F1) is displayed. Note that in Figure 17(d), the second hold image 422 displayed in the hold display area 430 is not hidden.
[0179] After the state shown in Figure 17(d), the display symbols begin to change again, resulting in the state shown in Figure 18(a). The state shown in Figure 18(a) is the same as the state shown in Figure 17(a).
[0180] Although not shown in the diagram, after the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) on the same type of performance symbol (symbol 6) (symbol 6 is in a ready hand), as shown in Figure 18(b), the specific display F (first specific display F1) becomes invisible again based on the execution of a strong reach performance (full-screen performance) related to special performances. Also, based on the execution of the strong reach performance, the display related to the hold performance becomes invisible again. Note that in Figure 18(b), the stopped (temporarily stopped) left performance symbol 350 may be displayed in a reduced size in the upper left of the screen, and the stopped (temporarily stopped) right performance symbol 354 may be displayed in a reduced size in the upper right of the screen. Although not shown in the diagram, the mini symbols and the hold count display do not become invisible and continue to be displayed.
[0181] As shown in Figure 18(c), the screen switches (returning to the time-saving background), the left performance symbol 350 and the right performance symbol 354 stop (temporarily stop) on the same type of performance symbol (symbol 6), and the middle performance symbol 352 moves (slowly moves) in the center of the screen. With the transition to this screen, the display related to the hold performance is redisplayed.
[0182] As shown in Figure 18(d), the left performance symbol 350 and the right performance symbol 354 stop as the same type of performance symbol (symbol 6), and the middle performance symbol 352 related to symbol 9 also stops. That is, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 stop in a manner related to a loss (the movement of the performance symbols stops and the variation is confirmed), and it is reported that a loss has been confirmed. Based on the confirmation of the variation of the performance symbols, a specific display F (first specific display F1) is displayed.
[0183] Figures 17 and 18 show the case where the strong reach animation related to the special animation is executed twice, but the strong reach animation related to the special animation is not limited to this case, and may be executed three times.
[0184] As described above, in the normal state (when the specific display F is not displayed), if a pseudo-consecutive performance is executed and the variation of the performance symbols stops (temporarily stops), the specific display F is not displayed based on that stop. On the other hand, if a special performance is executed in the time-saving state, the specific display F is displayed (re-displayed) based on the stop (temporarily stop) of the variation of the performance symbols (Figure 17(d)). With this configuration, in the special performance, it is possible to make the player think that the next variation (the variation of the special symbols related to the next game) has started (making it difficult for them to realize that the variation is continuing). In other words, it is possible to make the player think that the game in the time-saving state is being played out.
[0185] In the normal state, the specific display F is hidden when a strong reach animation is performed, and operations related to setting the animation via the directional pad 27 are disabled. On the other hand, in the time-saving state, even if the specific display F is hidden when a strong reach animation related to a special animation is performed, operations related to setting the animation via the directional pad 27 are not disabled (music selection, etc., is possible). In the time-saving state, if a special animation is performed and the animation symbols stop changing (temporarily stop in the form of a miss), the specific display F is not displayed, even though the time-saving state appears to be progressing as usual (even though the operation of the directional pad 27 is valid), which may cause the player to feel uneasy (feel stressed, or question why it is not displayed). In this embodiment, when a special animation is performed in the time-saving state, the specific display F is displayed (redisplayed) based on the stopping (temporarily stopping) of the animation symbols. Therefore, it is possible to suppress the player from feeling uneasy (it is possible to suppress the player from thinking that they cannot operate the directional pad 27). This helps to prevent a decline in the enjoyment of the game.
[0186] The gaming machine of this embodiment is A gaming machine comprising a gaming area (gaming area 4) on which a gaming medium moves, and which launches the gaming medium into the gaming area in response to the player's operation, A main control means (main control board 200) for controlling the progress of the game, A performance control means (performance control means 300) that performs performance control based on information transmitted from the main control means, A lottery means (special symbol lottery means 230) that conducts a lottery based on the fact that a game medium has entered a predetermined area (first start opening 46 or second start opening 49) provided in the game area, In a special game that is performed when the result of the aforementioned lottery is a specific result, there is a large prize slot (large prize slot 50) that makes it easy for balls to enter, A game state transition control means (game state transition control means 250) that transitions the game state between multiple types of game states, including a first game state and a second game state, A display means (liquid crystal display 32) capable of displaying an image, It is equipped with an operating means (directional pad 27) that can be operated by the player, The aforementioned performance control means can perform the display of changing and stopping performance symbols in the display means and can suggest the result of the lottery. The aforementioned performance control means is capable of displaying specific information related to the player's operation on the display means, The aforementioned performance control means is capable of executing a specific reach performance that suggests a relatively high probability of obtaining the specific result, and based on the execution of the specific reach performance, the specific display is hidden. The aforementioned performance control means is capable of executing a predetermined performance that leads to the specific reach performance, and based on the display of the display object related to the predetermined performance, the specific display is hidden.
[0187] Because the specific display related to the player's operation is hidden based on the execution of the specific reach animation or the display of the predetermined animation, it is possible to suppress the reduction in the effectiveness of the specific reach animation (an animation that suggests a relatively high probability of obtaining the specific result) and the animations leading to it, which would otherwise be caused by the specific display remaining on. In other words, it is possible to suppress the disruption of the animation by the specific display and the resulting loss of the player's immersion in the animation. This helps to suppress a decline in the enjoyment of the game.
[0188] Furthermore, in the gaming machine of this embodiment, The aforementioned performance control means, while the specific display is hidden during a predetermined game in the first game state, stops the performance symbols and then restarts the performance symbols, and based on the stop, does not display the specific display. The aforementioned performance control means can, while the specific display is hidden during a predetermined game in the second game state, stop the performance symbols and then restart the performance symbols, and based on the stop, display the specific display.
[0189] In the first game state, the specific display is not shown based on the stopping of the aforementioned symbols, which can lead the player to believe that the game is continuing. On the other hand, in the second game state, the specific display is shown based on the stopping of the aforementioned symbols, which can lead the player to believe that the game has ended (that one round of play in the second game state has been completed). By making it possible to display the specific display when the aforementioned symbols are changed again, depending on the game state, the variety of effects can be increased, and the enjoyment of the game can be enhanced.
[0190] The present invention is not limited to the embodiments described above and can be implemented in various modified forms without departing from its essence. Furthermore, within the scope of the invention, any component can be modified or any component can be omitted. The present invention can also be applied to conventional pachinko machines, that is, pachinko machines in which the player can physically touch the game balls and the game balls are dispensed into a tray based on their entry into predetermined prize slots. [Explanation of symbols]
[0191] 4. Gaming Area 27. D-pad (control method) 32 Liquid crystal display (display means) 46 First starting port (designated area) 49 Second starting port (designated area) 50 Grand Prize Winners 200 Main control board (main control means) 230 Special Symbol Drawing Method (Drawing Method) 250 Game state transition control means 300 Performance control means
Claims
1. A gaming machine comprising a game area on which a gaming medium moves, and which launches the gaming medium into the game area in response to the player's operation, A main control means for controlling the progress of the game, A performance control means that performs performance control based on information transmitted from the main control means, A lottery means that conducts a lottery based on the fact that a game medium has entered a predetermined area provided in the game area, In a special game that is performed when the result of the aforementioned lottery is a specific result, a large prize slot is provided that makes it easy for balls to enter, A game state transition control means for transitioning between multiple types of game states, including a first game state and a second game state, A display means capable of displaying an image, It includes an operating means that can be operated by the player, The aforementioned performance control means can perform the display of changing and stopping performance symbols in the display means and can suggest the result of the lottery. The aforementioned performance control means is capable of displaying specific information related to the player's operation on the display means, The aforementioned performance control means is capable of executing a specific reach performance that suggests a relatively high probability of obtaining the specific result, and based on the execution of the specific reach performance, the specific display is hidden. The aforementioned performance control means is capable of executing a predetermined performance that leads to the predetermined reach performance, and the gaming machine hides the predetermined display based on the display of the display object related to the predetermined performance.
2. The aforementioned performance control means, while the specific display is hidden during a predetermined game in the first game state, stops the performance symbols and then restarts the performance symbols, and based on the stop, does not display the specific display. The game machine according to claim 1, wherein the performance control means can display the specific display based on the stop when the performance symbols are stopped and the performance symbols are changed again while the specific display is not displayed during a predetermined game in the second game state.