Gaming machine

The gaming machine addresses the lack of engagement in conventional systems by offering adjustable sound and visual effects, customizable game states, and extended display times, enhancing player interaction and enjoyment.

JP2026106865APending Publication Date: 2026-06-30NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-12-18
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

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

Method used

A gaming machine with adjustable volume control for sound effects, selective muting of effects, and extended display times for specific screens, along with customizable game states and lighting effects, to create varied and engaging gameplay experiences.

Benefits of technology

Enhances player enjoyment by providing adjustable sound and visual effects, allowing for personalized gameplay and increased interaction, thereby improving overall engagement.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026106865000001_ABST
    Figure 2026106865000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] In a gaming machine, a sound generating means is provided that can generate performance sounds at a volume based on a volume adjustment value adjusted by the operation of an operating means, and a first game is playable in which a predetermined performance can be executed and a specific screen is displayed on a display means after the execution of the predetermined performance, and a second game is playable in which the predetermined performance cannot be executed or can be restricted, and during the display of the specific screen in the first game, an adjustable state can be taken in which the volume adjustment value can be adjusted, and regardless of the volume adjustment value, at least the performance sounds related to the predetermined performance can be muted or reduced among the performance sounds during the display of the specific screen, and during the display of the specific screen in the first game, a part of the performances that can be executed in the second game can be not executed or restricted, and the display time for which the predetermined performance is displayed is longer than the display time for which the specific screen is displayed.
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0006] In a typical embodiment of the present invention, a gaming machine capable of performing effects in relation to a game in which symbols change and then stop includes a display means capable of displaying the effects and a sound generating means capable of generating effect sounds at a volume based on a volume adjustment value adjusted by the operation of an operation means, and is capable of performing a first game in which a predetermined effect can be performed and a specific screen is displayed on the display means after the execution of the predetermined effect, and a second game in which the predetermined effect can not be performed or can be restricted, and during the display of the specific screen in the first game, it is possible to take an adjustable state in which the volume adjustment value can be adjusted, and regardless of the volume adjustment value, at least the effect sounds related to the predetermined effect among the effect sounds during the display of the specific screen can be muted or reduced, and during the display of the specific screen in the first game, it is possible to not perform or restrict a part of the effects that can be performed in the second game, and the display time for which the predetermined effect is displayed is longer than the display time for which the specific screen is displayed. [Effects of the Invention]

[0007] According to one embodiment of the present invention, the enjoyment of the game can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This is a screen transition diagram (part 1) showing the display screens of the display device 41 in chronological order. [Figure 6] This is a screen transition diagram (part 2) showing the display screens of the display device 41 in chronological order. [Figure 7] This is a timeline explaining the game's presentation and effects. [Figure 8] This is a screen transition diagram showing a modified example 1. [Figure 9] This is a screen transition diagram showing a modified example 2. [Modes for carrying out the invention]

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

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

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

[0012] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent material, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent material holding frame that holds the transparent material.

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

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

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

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

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

[0018] The performance button 25 includes a built-in performance button switch 25a (see FIG. 4) that detects the pressing operation. A plurality of performance buttons 25 may be provided. The direction key switch 450 (direction key SW) may be a cross key switch and may be a general one composed of a plurality (for example, four) of switches arranged in the front, rear, left, and right directions. For example, the direction key switch 450 adjusts the light amount (brightness, intensity) of the performance LED 46 by increasing or decreasing (+-) the light amount using two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) the volume using two switches in the front and rear. Also, the direction key switch 450 can be used, for example, to set the customization content by selecting items in the menu displayed on the display device 41. The direction key switch 450 may have a button switch not only on the left, right, front, and rear but also in the center. In the direction key switch 450, detection signals indicating on / off states can be generated from each switch such as left, right, front, and rear. Note that the gaming machine 10 may have a light amount adjustment switch for adjusting the light amount of the performance LED 46 and a volume adjustment switch for adjusting the volume of the speaker 19 independently of the direction key switch 450.

[0019] By the player operating the performance operation device (particularly the performance button 25), it is possible to perform an effect that intervenes the player's operation in a special figure variation display game or the like displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or execute a preview effect that previews the result of the variation display game. The variation display game includes a special figure variation display game (special symbol variation display game). When simply referred to as a variation display game, unless otherwise specified, this specification refers to a special figure variation display game.

[0020] Also, not only during the execution of the variation display game, but also when the player operates the performance operation device during non-execution, the effect content may be changed.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0107] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device transitions from the complete function activation notification state to the complete function activation notification state (activated state, in operation state).

[0108] In the complete function activation warning state, the performance control device 300 displays a complete function activation warning on the display device 41 to warn of the possibility of the complete function activating. As a complete function activation warning, the remaining number (difference between the reference value and the counter value) from the counter value of the counting counter to the reference value (95000) is displayed as a countdown, and a predetermined text display (for example, "The game will stop soon") is also displayed. In the complete function activation notification state of the safety device during a minor win or a major win, the performance control device 300 displays a complete function activation notification on the display device 41 to notify of the activation of the complete function (for example, the text "The game will stop after the win ends"). For example, the complete function activation warning and the complete function activation notification may be displayed on a part of the display device 41, for example, on the front layer without interrupting other displays or other performances, while obscuring some of other displays or other performances on the back layer. Furthermore, even if the counter value reaches 95,000 (standard value) during a big win or a small win, the complete function activation warning state and the predetermined text display in that state (for example, "The game will stop soon") may be maintained without generating the complete function activation notification state. Then, when it is no longer a big win or a small win, the safety device (complete function) may be activated and the game may transition to the complete function activation notification state.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0171] [Screen transition] Figures 5 and 6 are screen transition diagrams showing the display screens of the display device 41 in chronological order. Figure 6 is a continuation of Figure 5. Note that displays such as text and images on the display screen may be displayed decoratively, even if they serve the purpose of conveying information, and may be displayed as part of the overall presentation.

[0172] In Figure 5(a), the Special Symbol 1 Variation Display Game is being executed in the normal game state, and the variation (↓↓↓) of the decorative special symbol (large symbol) is being performed in the variation display area 710 in the center of the display screen. The left symbol, right symbol, and middle symbol are varying (scrolling variation in this case) as three decorative special symbols. The large symbol is displayed in a semi-transparent and high-speed manner so as not to interfere with other effects, making it difficult to see. At the same time, the variation of the decorative special symbol (small symbol) may be performed in the variation display area in the corner of the display screen as the Special Symbol 1 Variation Display Game. In addition, the Special Symbol 1 Variation Display Game is also being executed on the Special Symbol 1 display unit 51, and the special symbols are changing.

[0173] The Special Feature 1 Variable Display Game is shown as an example of a game (Special Feature Variable Display Game, Normal Feature Variable Display Game), and may be replaced with the Special Feature 2 Variable Display Game or the Normal Feature Variable Display Game (when in Normal Feature ST state) during the time-saving state.

[0174] In the first reserve display unit 745 (standby reserve display unit), which displays the first start memory (special figure 1 start memory, special figure 1 reserve) before the execution of the variable display game as the first reserve display, one reserve display 741a corresponding to the first start memory is displayed. In addition, in the lower central part 740 located next to the first reserve display unit 745 in the left-right direction, a variation icon 741b (symbol variation display) is displayed to indicate that the symbols are changing for the special figure 1 variable display game that is currently being executed. The variation icon 741b is different in size from the reserve display 741a, but has a shape similar to that of the reserve display 741a. In the corner of the display screen of the display device 41, there is a special figure 1 reserve number display unit 750 that shows the number of special figure 1 reserves and a special figure 2 reserve number display unit 760 that shows the number of special figure 2 reserves. The special figure 1 reserve number display unit 750 and the special figure 2 reserve number display unit 760 display the number "1" that shows the number of special figure 1 reserves and the number "0" that shows the number of special figure 2 reserves, respectively.

[0175] (A) shows the normal screen, which is the screen that can be displayed in the normal gameplay state. The normal screen displays the normal background image 802, which corresponds to the normal mode, the presentation mode of the normal gameplay state. The normal background image 802 that corresponds to the normal mode is, for example, an image that imitates a mountainous landscape.

[0176] The display screen also shows a directional key switch image 717 and an in-game setting item display 730 (customization item display). The directional key switch image 717 indicates that the directional key switch 450 (operating means) can be operated. The in-game setting item display 730 shows the in-game setting items (customization items) within an oval frame. The in-game setting items indicate the content of the performance customization and are selected for the performance customization during the game. Note that the directional key switch image 717 is an image that mimics the directional key switch 450, and the front and back of the directional key switch 450 (Figure 1) correspond to up and down in the directional key switch image 717. The directional key switch image 717 and the in-game setting item display 730 may also be displayed during gameplay from (a) onward.

[0177] The in-game setting items (customization items) in the in-game setting item display 730 are switched and selected each time the two switches on the directional key switch 450 are operated. To prompt the operation of the two switches on the directional key switch image 717, the upper and lower parts (corresponding to the front and back switches) are displayed in a different manner from the left and right parts (corresponding to the left and right switches), such as by being given a specific color or pattern. In the in-game setting item display 730, before the directional key switch 450 is operated, the word "Custom" (or "Customize") may be displayed in an oval frame to indicate that the presentation can be customized.

[0178] In-game settings are selected in the following order each time one of the two switches on either side of the directional key switch 450 is operated: volume ("Volume Lv*") → brightness ("Brightness Lv*") → 3D display effect ("3D On" or "3D Off") → button vibration effect ("Vibe On" or "Vibe Off") → premium upgrade ("Premiere On" or "Premiere Off") → pre-read chance ("Chance On" or "Chance Off") → and each time the other switch is operated, the settings are selected in the reverse order (see the dotted rectangle in Figure 5). Here, * is a number from 1 to 5 indicating the level (Lv), which is the adjustment value adjusted by operating the directional key switch 450. In addition, other in-game settings may include music selection, such as background music (BGM). When one of the two switches on the directional key switch 450 is operated, the in-game settings are switched from off to on or from on to off.

[0179] In this embodiment, the contents of the in-game setting item display 730, such as on / off status and level (Lv), are set by the performance control device 300 without any confirmation operation when switched. However, they may also be confirmed by a confirmation operation (press operation) such as the performance button 25 or the button switch located in the center of the directional key switch 450.

[0180] If the in-game setting item is volume, the volume level (volume adjustment value) of the speaker 19 can be increased or decreased (+-) by operating the two switches on the left and right of the directional key switch 450 (operating means). Unless otherwise specifically restricted, the speaker 19 (sound generating means) can generate sound effects such as sound effects based on the volume level set by the adjustment. In (a), the in-game setting item is volume, and the current volume level (volume adjustment value) is 3, along with the display "Volume Lv3". Also, if the in-game setting item is light intensity, the light intensity (brightness, intensity) of the effect LED 46 can be increased or decreased (+-) by operating the two switches on the left and right of the directional key switch 450 (operating means), and the current light intensity level (light intensity adjustment value) (for example, 2) along with the display "Light Intensity Lv2". Unless otherwise specifically restricted, the effect LED 46 (light emitting means) can emit light based on the light intensity level set by the adjustment.

[0181] When the in-game setting is set to "3D On" (meaning 3D display effects are enabled), the effect control device 300 is configured to enable 3D display effects, which make the images (videos) on the display screen appear three-dimensional. When the in-game setting is set to "Vibe On," the effect control device 300 is configured to enable vibration effects for the effect button 25. The effect button 25 has a built-in motor that operates to provide vibration.

[0182] When the in-game setting is set to "Premium On," the performance control device 300 increases the appearance rate of premium performances (for example, premium reach) that appear rarely and have a special feel, to the extent that it does not diminish the sense of specialness. When the in-game setting is set to "Chance On," the performance control device 300 increases the expectation of a big win (or appearance rate) of pre-announcement performances.

[0183] Next, in (a), a reach state occurs, and the same left and right symbols (left and right decorative special symbols) of the number "3" are temporarily stopped. In the temporary stop, the decorative special symbols are approximately stopped but are undergoing fine up-and-down oscillating fluctuations (indicated by the double parentheses around the symbols). In (a), it is in the state of N reach (Normal Reach). Other configurations may be the same as in (b).

[0184] Next, in (c), in the reach state, as a predetermined effect where the jackpot expectation level is higher than a predetermined value (for example, 7%), a so-called zone effect is executed, and instead of the normal background image 802, a zone background 806 and a zone display 808 are displayed. As described above, in the case of a V winning jackpot, the jackpot expectation level may be replaced with the small jackpot expectation level. The zone background 806 has, for example, a specific color (such as red) or pattern, and for the sake of convenience, it is displayed in a frame shape at the corner of the display screen, but it may be displayed across the entire display screen. The zone display 808 shows the name of the zone in character display, for example, "XYZ Zone". Also, in the center of the screen, a ring-shaped effect 807 is dynamically displayed by means of an operation such as rotation. Instead of the ring-shaped effect 807, a picture character image may be dynamically displayed. The speaker 19 outputs background music (BGM) related to the zone effect. Other configurations may be the same as in (a).

[0185] Note that as a predetermined effect where the jackpot expectation level is higher than a predetermined value (for example, 7%), instead of the zone effect, a rainbow background preview that displays a rainbow-colored background image, a group preview effect where a group of multiple images (image objects) move across the display screen all at once, a SP reach where a movie (video) such as a battle effect is displayed after developing (transitioning) from N reach, etc. may be executed. Also, the predetermined effect does not necessarily have to be executed in the reach state. If (c) is not in the reach state, (a) may be omitted. And the predetermined effect may also be a step-up effect or a pseudo-continuous effect before the reach occurs.

[0186] Next, in (E), the middle symbol of the number "5" temporarily stops, and all symbols on the left, right, and center temporarily stop, resulting in a temporary stop state. In the variable display area 710 in the center of the display screen, all three symbols vibrate up and down in a fine, oscillating motion. The ring-shaped effect 807 stops moving and is displayed statically. The background image can be monochrome (white or black) or a solid color such as blue. In (E), other than the vibration of the symbols, the display and images on the display screen are static. The speaker 19 continuously outputs background music (BGM) related to the zone effect. The other configurations can be the same as in (U).

[0187] Next, in (e), a specific screen is displayed in which specific images such as the machine display image 810 and the picture image 813 are shown. The specific screen may be a still image screen. In this embodiment, in order to enhance the enjoyment of the game, the specific screen can be displayed after the zone performance (predetermined performance) appears, in conjunction with or in association with the appearance of the zone performance (predetermined performance). However, it is not limited to this, and as long as the specific screen can be displayed after the zone performance when the zone performance appears, there may be an opportunity for it to be displayed independently even if the zone performance (predetermined performance) does not appear. In Figure 5, the specific screen is displayed via the temporary stop state in (d), but in response to the end of the zone performance, it is displayed after the end of the zone performance. It is also possible to omit the temporary stop state in (d) and display the specific screen immediately after the end of the zone performance, making it easier for the player to understand that the display of the specific screen corresponds to the end of the zone performance.

[0188] Furthermore, in this embodiment, the specific screen (e) appears when a zone effect (predetermined effect) appears and the game result is a loss, except when the game result is a win due to the revival effect described in Modification 2 below. However, it is not limited to this, and depending on the game state, the specific screen does not need to be displayed even if a zone effect appears and the game result is a loss. For example, in a time-saving state (high base state, normal power support state), in order to simplify the effects (or shorten the variation time) and improve the tempo and pace of the execution of the Special Feature 2 variation display game, the specific screen does not need to be displayed even if the result is a loss after a zone effect appears.

[0189] While the specific screen is displayed, the Special Symbol 1 display unit 51 is running the Special Symbol 1 variation display game and the special symbols are changing. Also, in (e), the swaying variation of the decorative special symbols that are temporarily stopped is obscured by the image of the specific screen and is not displayed (visually visible), but the swaying variation of the decorative special symbols may be drawn on a layer behind the layer on which the specific screen is drawn. In this way, the specific screen is displayed while the symbols are changing.

[0190] The machine display image 810, which is displayed on a specific screen, functions as a machine display showing the name (title) of the gaming machine 10, and in this case, it is displayed as an image of decorative letters that read "Hana Nouen Monogatari" (Flower Farm Story). The picture image 813, which is displayed on a specific screen, consists of two images (image objects) that resemble flowers (plants). In addition to the flower-like images, a character image may be used as the picture image 813.

[0191] Even on specific screens, the presentation can be customized, and the directional key switch image 717 and the in-game settings item display 730 are shown, allowing for adjustment of volume and brightness values ​​even while the specific screen is displayed. In this example, operating the directional key switch 450 increases the volume level to a value of 5, and the in-game settings item display 730 displays something like "Volume Lv5". Note that if a separate brightness adjustment switch is provided independently of the directional key switch 450, the directional key switch image 717 and the in-game settings item display 730 do not need to be displayed even when the adjustment is enabled.

[0192] However, on certain screens, customization of effects other than volume level and brightness level will be restricted and will not be possible. As a result, customization of the pre-announcement effects will be restricted, and items related to pre-announcement effects such as 3D display effects, button vibration effects, premium upgrades, and pre-announcement chances will not be displayed.

[0193] As described later, regardless of the volume level (volume adjustment value), background music (BGM) related to zone effects among the sound effects displayed on a specific screen can be muted or reduced. Therefore, the background music (BGM) can be suddenly muted or reduced on a specific screen, creating a silent state that surprises the player and draws their attention to the specific screen, thereby enhancing the enjoyment of the game. Here, a silent specific screen is similar to a waiting state, and players may be prompted to perform effect customization, but since effect customization other than volume adjustment and brightness adjustment can be restricted, problems are unlikely to occur even if the specific screen is displayed for a short time. Also, even if the specific screen is displayed just before the end of the ongoing spin (game), the content of the effect customization can be quickly reflected from the next spin (game), making it less likely for problems to occur in effect control.

[0194] Furthermore, while a specific screen is displayed, the Special Feature 1 Reserved Count Display Unit 750 and the Special Feature 2 Reserved Count Display Unit 760 can display the Special Feature 1 Reserved Count and Special Feature 2 Reserved Count, which are information related to the number of start memories that grant the right to execute the game. Therefore, even if a specific screen is unique, the necessary information indicating how many subsequent variations (games) can be executed can be displayed, thereby improving the enjoyment of the game. However, while a specific screen is displayed, the Reserved Count Display 741a, the Variation Icon 741b, and some or all of the Reserved Count Change Effects are not executed (none are executed in Figure 5). Although not shown, if the variation of small symbols, which are smaller than the large symbols displayed in the Variation Display Area 710, is executed in the Variation Display Area at the corner of the display screen, then in addition to the Special Feature 1 Reserved Count and Special Feature 2 Reserved Count, the variation of the small symbols can also be displayed while the specific screen is displayed. This makes it clear that a game is being executed while the specific screen is displayed, thereby improving the enjoyment of the game.

[0195] Next, in (k), the game returns to a temporary pause state similar to (d), and all the symbols of the numbers "3", "5", and "3" (the decorative special symbols on the left, center, and right) are temporarily paused on the display screen. The background image can be monochrome (white or black) or a solid color such as blue. In (k), unlike in (d), the in-game setting item display 730 is displayed as "Volume Lv5", and the ring-shaped effect 807 is displayed dynamically by the action. The ring-shaped effect 807 may also be displayed statically, as in (k).

[0196] Next, in (Ki), during the temporary stop state, the display screen returns to the normal screen with the same background image 802 as in (A). In this way, in the next Special Feature 1 variation display game, before the next variation of the symbols begins, the display switches from the specific screen in (O) to the normal screen in (Ki) via the screen in (Ka). Therefore, the display returns from the specific screen to the normal screen before the next variation begins. This allows for emphasizing and suggesting that a zone effect with a high probability of winning has been performed and the result of a game where a win was expected (in this case, a losing result) is displayed, as well as emphasizing and suggesting the start of the next game (the next variation of the symbols), thereby enhancing the enjoyment of the game.

[0197] Next, in (K), after returning to the normal screen, the Special Feature 1 variable display game ends and all symbols stop definitively, entering a definitive stop state. Here, all the symbols of the numbers "3", "5", and "3" that were temporarily stopped remain definitively stopped and are displayed as losing stop symbols (decorative losing stop symbols), and the game result is confirmed as a losing result. Then, the variable icon 741b in the lower center 740 is erased. Note that in the Special Feature 1 display 51, the symbols are in a variable state from (A) to just before (K) (there is no temporary stop state), and the symbols stop definitively in (K).

[0198] In the games from (a) to (h) (the first game), a zone effect (a predetermined effect) with a high probability of winning a jackpot and the display of a specific screen associated with the zone effect can be performed, and the specific screen is displayed on the display device 41 after the execution of the zone effect. Games from (a) to (h) (the first game) are variation patterns with a long variation time (game execution time), making it easier for predetermined effects with a high probability of winning a jackpot, such as the zone effect, to appear. The zone effect may be performed up to (f), and a specific screen displaying a specific image including the machine display image 810 and the picture image 813 may be displayed during the zone effect just before the end of the zone effect.

[0199] Furthermore, the temporary stop state of (Ka) or (Ka)(Ki) after the display of a specific screen can be omitted, and the game may switch directly from the specific screen of (O) to the normal screen of (Ki) or (Ku). This can surprise the player and enhance the enjoyment of the game. If (Ka) and (Ki) are omitted, all symbols will stop in a confirmed state and the game result will be displayed at the same time as the game returns from the specific screen to the normal screen, which can surprise the player and enhance the enjoyment of the game. Even if only (Ka) is omitted, the game will immediately switch to the normal screen after the display of the specific screen ends, so the display screen of (E) will continue to change from the specific screen to the normal screen while maintaining the fluctuation (shaking) of the symbols, resulting in an interesting presentation that enhances the enjoyment of the game.

[0200] Next, in (Ke), on the normal screen where the background image 802 is normally displayed, the Special Feature 1 Variation Display Game starts as the next game, and the next variation of the symbols takes place. When the variation starts, the hold display 741a moves from the first hold display section 745 (standby hold display section) (hold shift) and becomes the variation icon 741b in the lower center section 740. As mentioned above, the shape of the variation icon 741b, which indicates that the symbols are changing, is similar to the shape of the hold display 741a, so there is a continuity and relationship in the performance between the hold display 741a and the variation icon 741b. The Special Feature 1 hold count display section 750 and the Special Feature 2 hold count display section 760 display the number "0" indicating the number of Special Feature 1 holds and the number "0" indicating the number of Special Feature 2 holds, respectively. The in-game setting item display 730 displays "Volume Lv5".

[0201] Next, in (C), the variable display game in the special drawing 1 ends and the symbols stop deterministically, and the losing stop symbols of the numbers "7", "6", and "9" are displayed as losing results. Then, the variable icon 741b in the lower central part 740 is erased.

[0202] In the game from (G) to (C) (the second game), the zone effect (predetermined effect) with a high jackpot expectation level is not executed, and the specific screen corresponding to the end of the zone effect is not displayed either. Note that in the game from (G) to (C) (the second game), the variable time is short and it is a common game without a reach (normal variation, normal game), and the predetermined effects with a high jackpot expectation level such as the zone effect are restricted from appearing or are not executed as compared to the game with a long variable time (the first game) (not executed in FIG. 5).

[0203] Note that the selection rate (distribution rate) in the lottery (distribution) of the variable time (variable pattern) may be set in the above-described variable pattern table so that the jackpot expectation level becomes higher as the variable time becomes longer. Then, a system (type) of reach effects is associated with the variable time, and the variable time may be made longer in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach so that the jackpot expectation level becomes higher as described above. And in the game with a short variable time and no reach, the jackpot expectation level may become lower.

[0204] Next, in (Sa) of Figure 6, the special feature variation display game does not start for a while after (Ko), and the game is in a waiting state where no game is being played. The display screen then becomes a demo screen (waiting demo screen) where a waiting demo is displayed, and the machine display image 810, which is part of the specific image in (O), is displayed along with the character image 816. Therefore, since the same image (machine display image 810) can be used on both the waiting demo screen, which is not the specific screen, and the specific screen during game execution, the image data size can be reduced and the compatibility between the waiting demo screen and the specific screen can be improved. This can enhance the enjoyment of the game. In this way, the machine display image 810, which functions as a machine display showing the name (title) of the game machine 10, will be displayed on screens other than the specific screen in (O). In addition, one of the picture images 813 may be displayed instead of the character image 816, in which case the image data size can be further reduced and the compatibility between the waiting demo screen and the specific screen can be improved. Furthermore, the model display image 810 may be displayed in different sizes (scale, display magnification), different fonts (different shapes), and different colors for the specific screen in (O) and the customer waiting demo screen in (Sa).

[0205] Furthermore, the display time of the machine display image 810 (machine display) on the customer waiting demo screen is longer than the display time of the specific screen in (O). Therefore, the name of the gaming machine 10, "Hana Nouen Monogatari," can be shown to the player at length on the customer waiting demo screen. Conversely, the display time of the specific screen is shorter than the display time of the machine display image 810 (machine display) on the customer waiting demo screen. Therefore, the specific screen can be displayed for a relatively short time to prevent prolonged periods of silence and improve the enjoyment of the game.

[0206] Furthermore, the conditions for ending the display of the machine display image 810 (machine display) on the customer waiting demo screen in (S) are different from the conditions for ending the display of the specific screen (and by extension, the machine display image 810 on the specific screen) in (O). Therefore, these can be terminated appropriately, improving the enjoyment of the game. For example, the machine display image 810 on the customer waiting demo screen ends when a prize is won into the starting prize slot 36 (or any other starting slot), which triggers the start of the special symbol variation display game, or when the display time of the machine display image 810 on the customer waiting demo screen has elapsed. However, the specific screen ends when a display time shorter than the display time of the machine display image 810 on the customer waiting demo screen has elapsed.

[0207] Furthermore, both the machine display image 810 on the customer waiting demo screen and the specific screen (and its machine display image 810) may have common display termination conditions depending on the situation. This allows them to be terminated more appropriately and enhances the enjoyment of the game. For example, in the first situation, when a prize is won in a predetermined winning slot (e.g., the start slot), only one of the two will terminate and there will be no common display termination conditions. However, in the second situation, when a prize is won in a predetermined winning slot (e.g., the start slot), both will terminate and have a common display termination condition. As an example, the first situation is a situation well before the safety device (complete function) is activated (e.g., MY counter value = 90000), and when a prize is won and the game starts, only the machine display image 810 on the customer waiting demo screen terminates. As an example, the second situation is the state immediately before the safety device (complete function) is activated (MY counter value = 94999, etc.), and when a prize is won (i.e., when a prize ball is awarded), the safety device is activated (MY counter value ≥ 95000, etc.), causing both the machine display image 810 on the customer waiting demo screen and the specific screen (and its machine display image 810) to terminate.

[0208] Next, in (C), as in (Ke), the normal screen is displayed, and a new Special Feature 1 variable display game is started when a game ball enters the starting prize slot 36. In the lower center section 740, a variation icon 741b is displayed to indicate that the symbols are changing in the Special Feature 1 variable display game that is currently running. The other configurations can be the same as in (Ke).

[0209] Next, in (S), a cut-in animation is performed, and the image 813 is displayed in a frame on a layer in front of the normal background image 802 and the symbols being rotated. Note that the frame is optional. The image 813, which is modeled after a flower (plant), can indicate the probability of the game being played resulting in a jackpot (in this case, a moderate probability of a jackpot) depending on its form. For example, as shown by the dotted frame in Figure 6, if the image 813 has small petals, it indicates a low probability of a jackpot; if it has medium-sized petals (in the case of (S)), it indicates a moderate probability of a jackpot; and if it has large petals (a form that almost never appears in games that result in a loss), it indicates a high probability of a jackpot. In addition to the size of the petals, the probability of a jackpot may also be indicated by other characteristics such as color.

[0210] Thus, the image 813, which is part of a specific image on a specific screen, can indicate the probability of a big win (special result) in the game (probability of receiving a bonus) when displayed on screens other than the specific screen. Therefore, on screens other than the specific screen, the image 813, which is part of the specific image, can also be used to indicate the probability of winning, reducing the size of the image data and improving the compatibility between the specific screen and other screens. This can enhance the enjoyment of the game. The entire specific image (machine display image 810 and image 813) may also be used to indicate the probability of winning on screens other than the specific screen.

[0211] Furthermore, in (S), when a game ball enters the starting prize slot 36, a first starting memory (special figure 1 reserve) is generated, and one reserve display 741a corresponding to the first starting memory is displayed in the first reserve display unit 745. The special figure 1 reserve count display unit 750 and the special figure 2 reserve count display unit 760 display the numbers "1" and "0" respectively, indicating the number of special figure 1 reserves and the number of special figure 2 reserves, respectively. At this point, a reserve change notification is executed, and the display pattern (color) of the reserve display 741a changes from the normal white to blue, suggesting that the probability of the special figure 1 variation display game based on the first starting memory resulting in a jackpot is higher than when there is no reserve change (normal, default).

[0212] Next, in (Se), the special feature 1 variable display game ends and the symbols stop definitively, and the losing symbols "2", "8", and "1" are displayed as the result of a loss. Then, the variable icon 741b in the lower center 740 is erased.

[0213] Furthermore, in games (C) through (S) (Game 2), the variation time is short and there are no reach opportunities, making them ordinary games (normal variation, normal game). In these games, the predetermined effects that increase the expectation of a big win, such as zone effects, are limited and less likely to appear compared to games with longer variation times (Game 1), or they are not performed at all (not performed in Figure 6).

[0214] Furthermore, while the specific screen (O) is displayed, the hold display 741a, variable icon 741b, hold change effect, and the cut-in effect (S) can be restricted to not be executed or appearing only very rarely, as part of the effects that can be executed in the games (second game) from (C) to (S). Therefore, the specific screen (O) can be made different and unique from the display screens of ordinary games (second game) such as (C) to (S), where predetermined effects with a high probability of winning are not executed or are restricted, surprising the player and drawing their attention to the specific screen, thereby enhancing the enjoyment of the game.

[0215] Next, in (company name), similar to (company name), in the normal screen where the normal background image 802 is displayed, as the next game, the special figure 1 variable display game starts, and the next variation of the symbols is being performed. At the start of the variation, the hold display 741a moves from the first hold display section 745 (hold shift) and becomes the variation icon 741b at the lower center section 740. For the variation icon 741b as well, the effect in the same manner (color) as the hold change notice is maintained, and the display mode of the variation icon 741b changes from normal white to blue, suggesting that the expectation level of the special figure 1 variable display game in progress becoming a big win is higher than when it does not change to blue (normal white, default).

[0216] Next, in (company name), a line announcement effect with a low big win expectation level is executed, and on the display screen, a line 818 (dialogue) is surrounded by a line frame together with the character image 817 and the characters "CHANCE" are displayed. Other configurations are the same as in (company name). After that, the special figure 1 variable display game ends and the symbols stop definitely, and as a losing result, a losing stop symbol is displayed.

[0217] Note that the games of (company name) and (company name) (the second game) are common games with a short variation time and no reach, and predetermined effects with a high big win expectation level such as zone effects are restricted and less likely to appear or are not executed compared to the game with a long variation time (the first game) (not executed in FIG. 6).

[0218] Also, during the display of the specific screen of (company name), the line announcement effect of (company name), which is part of the effects that can be executed in the games of (company name) and (company name) (the second game), can be restricted so that it is not executed or appears very rarely. Therefore, the specific screen of (company name) can be made different and unique from the display screens of common games (the second game) such as (company name) and (company name) where predetermined effects with a high big win expectation level are not executed or restricted, surprising the player and attracting attention to the specific screen, thereby improving the interest of the game.

[0219] After that, the game is played several times when a game ball enters the starting prize slot 36, and the special feature 1 variation display game is executed, ultimately resulting in a jackpot. In (Chi), the jackpot result is displayed as the jackpot stop symbols "7", "7", "7". Then, the jackpot state is entered, and jackpot effects such as the opening sequence and round sequence are executed on the display screen.

[0220] In (Tsu), after the big win state ends, the game enters the RUSH state, and the display screen becomes the RUSH screen. On the RUSH screen, corresponding to the RUSH mode, which is the performance mode of the RUSH state, the mode display 821 displays the text "RUSH" and the RUSH background image 823 is displayed. For example, the RUSH background image 823 is an image that imitates an orchard or forest with multiple trees.

[0221] In this embodiment, the RUSH state is a time-saving state (normal power support state) in which right-handed shooting is recommended, and the remaining number of games display 825, which shows the number of games remaining in the RUSH state, is displayed as, for example, "9 times remaining", and a right-handed shooting instruction display 827 that recommends right-handed shooting to the player is also displayed. Similar to the normal game states from (C) to (H), the directional key switch image 717 and the in-game setting item display 730 are displayed in the RUSH state, but the directional key switch image 717 and the in-game setting item display 730 may not be displayed if the effects cannot be customized in the RUSH state.

[0222] In the RUSH state (time-saving state) of (Tsu), the Special Feature 2 fluctuation display game is executed, and the fluctuation (↓↓↓) of the decorative special symbols (large symbols) is performed in the fluctuation display area 710 in the center of the display screen. The Special Feature 2 fluctuation display game is also executed in the Special Feature 2 display unit 52, and the special symbols fluctuate. The Special Feature 2 fluctuation display game here is almost always a game (second game) with a fluctuation time shorter than the shortest fluctuation time of the Special Feature 1 fluctuation display game and does not have a reach, and predetermined effects that have a high probability of winning are limited and less likely to appear compared to games with longer fluctuation times (first game), or are not executed. In addition, in the RUSH state, even in games with longer fluctuation times (first game), except at the end of the RUSH state of (Te) described below, it may return to the RUSH screen from a specific screen, but it will not return to the normal screen.

[0223] In the second reserve display unit 835 (standby reserve display unit), which displays the second start memory (special figure 2 start memory, special figure 2 reserve) before the execution of the variable display game as the second reserve display, three reserve displays 831a corresponding to the second start memory are displayed. In addition, in the lower central section 740 located next to the second reserve display unit 835 in the left-right direction, a variable icon 831b is displayed to indicate that the symbols are changing for the special figure 2 variable display game that is currently being executed. The variable icon 831b is different in size from the reserve display 831a, but has a shape similar to that of the reserve display 831a. Therefore, there is a continuity and relationship in the presentation between the reserve display 831a and the variable icon 831b. The special figure 1 reserve count display unit 750 and the special figure 2 reserve count display unit 760 display the numbers "0" indicating the special figure 1 reserve count and "3" indicating the special figure 2 reserve count, respectively.

[0224] Next, in (Te), during the time-saving state (immediately after or just before the end), the display screen becomes the results screen, showing the game results. The game results are the results of the game played while a game state other than the normal game state (such as a big win state, small win state, time-saving state, or probability change state) continues without going through the normal game state (normal mode) from the occurrence of a big win state or a small win state. The number of big wins and the number of game balls acquired (total of payouts and prize balls) during that time are shown as game results in the big win count display 845 and the acquired ball count display 847. After (Te), the game returns to the normal game state, and special feature 1 variation display games on the normal screen, such as (A), (Ke), (Shi), and (So), become playable.

[0225] The above has explained Figures 5 and 6, but the following alternative configurations are also possible. The games from (Ke) to (Ko), the games from (Shi) to (Se), and the games (So) and (Ta) (the second game) were described as ordinary games with short variation times and no reach (the second game), but the explanation is not limited to this. For example, the background music (BGM) may be a game in which the song or tempo does not change (a game in which the music cannot be changed). In this case, however, the music can be changed in the games from (A) to (Ku) (the first game). Also, for example, in the first game from (A) to (Ku), there is a period during the zone effect where the music cannot be changed due to effect customization, whereas the second game may be a game in which there is no period in which the music cannot be changed. Furthermore, for example, games (C) through (S) can be any games that are executed immediately before the start of the special feature 1 variation display game (game in which the reserve change notification suggests the game result) of (S) and (T) based on the start memory (reserve) of the target of the reserve change notification (game in which the reserve change notification suggests the game result) (e.g., 1 to 3 games before).

[0226] [Time Chart] Figure 7 is a time chart explaining the presentation for the games (Game 1) from (A) to (H) in Figure 5.

[0227] As shown in the top row of Figure 7, the display screen of the display device 41 is as shown in (A) of Figure 5 from the start of variation (start of game) until the occurrence of N-reach, as shown in (B) from N-reach until the start of the zone performance, as shown in (C) during the zone performance, and as shown in (D) when all symbols are temporarily stopped after the zone performance. Subsequently, the display screen is as shown in (E) on a specific screen after the temporary stop state, as shown in (F) and (G) during the temporary stop state after the end of the specific screen, and as shown in (H) during the confirmed stop state after this temporary stop state. Note that between (F) and (G), the background image in the temporary stop state is switched to the normal background image 802, and the display screen returns to the normal screen.

[0228] The volume level (volume adjustment value), which was level 3 from the start of the change, changes from level 3 to level 5 during the display of a specific screen (O) due to the performance customization.

[0229] The BGM sound output among the sound effects is the actual volume of the BGM sound output (generated) from speaker 19. As shown by the solid line, the BGM sound output is zero (no BGM) from the start of the fluctuation until the start of the zone effect, and from the start of the zone effect until the BGM related to the zone effect is output at a volume corresponding to volume level 3 (for example, a proportional volume). As shown by the dotted line, a different BGM than the one related to the zone effect may be output at a volume corresponding to volume level 3 from the start of the fluctuation until the start of the zone effect.

[0230] Subsequently, until the start of the specific screen in (O), and even during the temporary stop state in (E), the BGM sound output is maintained at a volume level corresponding to volume level 3, and the BGM related to the zone effects continues. In this embodiment, the BGM related to the zone effects may continue until the final stop state.

[0231] However, while the specific screen in (O) is being displayed, the volume level (volume adjustment value) increases from 3 to 5, but regardless of the volume level, the BGM sound output is controlled by the performance control device 300 so that it is lower than the volume corresponding to volume level 3. As a result, while the specific screen is being displayed, the BGM related to the zone performance (predetermined performance) is muted as shown by the solid line or reduced as shown by the dotted line. Therefore, the BGM (background music) is suddenly muted or reduced on the specific screen, creating a quiet state, which can surprise the player and draw their attention to the specific screen, thereby enhancing the enjoyment of the game. When the BGM sound is reduced while the specific screen is being displayed, for example, the BGM sound output may be maintained at a constant value between zero and the volume corresponding to volume level 1.

[0232] Even in the temporary stop state (Ka) and (Ki) and the final stop state (Ku) after the display of a specific screen has finished, the BGM sound output is controlled by the performance control device 300 so that it is lower than the volume corresponding to volume level 5, and may be reduced to the volume corresponding to volume level 1 as shown by the solid line. However, in (Ka), (Ki), and (Ku), the BGM sound output may remain at the volume corresponding to volume level 5 without reduction. In addition, at any point during the temporary stop state, the BGM sound output may be reduced to the same volume, and even in the temporary stop state (E), it may be reduced to the volume corresponding to volume level 1 in accordance with the temporary stop state (Ka) and (Ki), as shown by the dotted line.

[0233] As shown in the bottom row of Figure 7, the output of sound effects among the sound effects is the actual volume of the sound output (generated) from speaker 19. As shown by the solid line, the output of sound effects is output at a volume corresponding to the volume level. In this embodiment, the sound effects are not muted or reduced in volume while the specific screen (O) is displayed, but a configuration in which they are muted or reduced in volume is also possible. Note that, as shown by the dotted line, the output of sound effects may be at a constant volume regardless of the volume level from the start of the fluctuation until the final stop state.

[0234] As sound effects, there are winning sounds that occur according to the winning of game balls, dialogue sounds that read out the dialogue of the dialogue preview performance (not occurring during specific screen display), notification sounds that notify when effects such as a reach or zone performance occur, sounds that occur according to the content of the performance during the performance, and the like. In addition, when a right hit is performed in the normal game state, a left hit instruction display is displayed on the display screen, and a left hit instruction voice such as "Please return to the left hit" that occurs together with the left hit instruction display may also be included in the sound effects. Further, during the occurrence of an error, an error display is displayed on the display screen, and the error notification sound that occurs together with the error display may or may not be included in the sound effects. The error notification sound may be output in a size corresponding to the volume level, or may be output in a constant size regardless of the volume level.

[0235] Next, various times (periods) in the time chart of FIG. 7 are compared.

[0236] First, the display time ΔT1 (execution time of the predetermined performance) during which the zone performance (predetermined performance) is displayed is longer than the display time ΔT3 during which the specific screen is displayed. Therefore, it is possible to execute a performance with a high expectation of a big win while outputting a long-duration performance sound (BGM, etc.) as the zone performance, and it is possible to prevent the extension of the silent state by making the display time of the specific screen longer than necessary. For this reason, the interest of the game can be improved.

[0237] The time ΔT2 from the end of the zone performance (predetermined performance) until the specific screen is displayed, that is, the period of the temporary stop state in (e), is longer than the display time ΔT3 during which the specific screen is displayed. Therefore, even if the specific screen is displayed in an instantaneously short time, the player can be immersed in the aftertaste of the zone performance from the end of the zone performance until the specific screen is displayed. For this reason, the interest of the game can be improved.

[0238] The display time ΔT3 for a specific screen is longer than the time ΔT4 (i.e., the time of the temporary stop state in (Ki)) from the time the screen switches from the specific screen to the normal screen until the symbols definitively stop. Therefore, the specific screen can be displayed for a certain length of time, and the result of the game's symbols stopping can be determined quickly once the screen returns to the normal screen. This improves the enjoyment of the game.

[0239] The display time ΔT3 for a specific screen is longer than the confirmed stop time ΔT5 for when the symbols are definitively stopped. Therefore, the specific screen can be displayed for a certain length of time, while the result of the game's symbols stopping can be displayed quickly, allowing the next spin (game) to start promptly. This enhances the enjoyment of the game.

[0240] The display time ΔT3 for a specific screen is shorter than the variation time ΔTH for symbols to change during zone effects and games where the specific screen is not displayed (second game). Therefore, displaying the specific screen for a relatively short time can prevent the silent state from dragging on and improve the enjoyment of the game. The variation time ΔTH can be the shortest variation time in normal gameplay or time-saving mode.

[0241] The display time ΔT1 for the zone effect may be longer or shorter than the time ΔT2 for the specific screen to be displayed after the zone effect ends. A longer display time ΔT1 allows the player to fully enjoy the zone effect, while a shorter display time ΔT1 allows for more time ΔT2, giving the player more time to savor the afterglow of the zone effect. Additionally, the time ΔT4 for the symbols to stop definitively after switching from the specific screen to the normal screen may be longer or shorter than the definitive stop time ΔT5. A longer time allows for a quicker return to the normal screen, while a shorter time allows for a more thorough display of the definitively stopped symbols. Figure 7 illustrates the case where ΔT1 > ΔT2 > ΔT3 > ΔT4 > ΔT5. Furthermore, the duration of the temporary stop state in (k) and (ki) may be shorter or longer than the display time ΔT3 for the specific screen to be displayed.

[0242] [Variation 1] Figure 8 is a screen transition diagram showing Modification 1 of the above-described embodiment. In Figure 5 (k) and (ki), the display screen returned to the normal screen before the symbols were confirmed and stopped. However, in this modification, the screen returns to the normal screen after the symbols are confirmed and stopped, and the Special Symbol 1 variation display game starts as the next game. Therefore, it does not cause any discomfort to the player.

[0243] Figure 8(O) is the same as Figure 5(O), but a specific screen is displayed. In the next Figure 8(Ka), it is the same as Figure 5(Ka), but it is in a temporary stop state, and all symbols (the decorative special symbols on the left, center, and right) are temporarily stopped.

[0244] In the next step (K1), before returning to the normal screen, all symbols stop definitively, entering a definitive stop state. Here, all the symbols that were temporarily stopped, "3", "5", and "3", stop definitively and are displayed as losing symbols, confirming the game result as a loss.

[0245] Next, in (Ku), the screen returns to the normal screen where the background image 802 is normally displayed, which is the same screen as (Ku) in Figure 5. In this way, in the next Special Feature 1 variation display game, before the next variation of the symbols begins, the screen switches from the specific screen of (O) to the normal screen of (Ku) via the screens of (Ka) and (Ki1). Therefore, the screen returns from the specific screen to the normal screen before the next variation begins. This allows for emphasis on the fact that a zone effect with a high probability of winning has been performed and the result of a game where a win was expected (in this case, a loss) is displayed, and also emphasizes the start of the next game (the next variation of the symbols), thereby enhancing the enjoyment of the game.

[0246] Furthermore, (Ka)(Ki1) after the display of the specific screen is optional and can be omitted, and it is also possible to switch directly from the specific screen (O) to the normal screen (Ku). In this case, as soon as the game returns from the specific screen to the normal screen, all symbols will be in a confirmed stop state and the game result will be displayed, which can surprise the player and enhance the enjoyment of the game. Alternatively, only the temporary stop state (Ka) may be omitted, in which case the game will return to the normal screen immediately after the specific screen ends and the symbols are in a confirmed stop state, so the player will not feel any redundancy.

[0247] [Variation 2] Figure 9 is a screen transition diagram showing a modified example 2 of the above-described embodiment. In Figure 5 (k), (ki), and (ku), the special symbol 1 variation display game ends from the temporary stop state, and all symbols on the left, right, and center stop definitively at the losing stop symbol, resulting in a definitive stop state. However, in this modified example, all symbols on the left, right, and center start to vary again from the temporary stop state, and after the variation, the special symbol 1 variation display game ends, and all symbols stop definitively at the winning stop symbol, resulting in a definitive stop state. Therefore, it is possible to surprise players who expected a definitive stop at the losing stop symbol, thereby improving the enjoyment of the game.

[0248] Figures 9(O) and (Ka) are the same as Figures 5(O) and (Ka). After the display of the specific screen in (O), in (Ka), all the symbols of the numbers "3", "5", and "3" (the decorative special symbols on the left, center, and right) temporarily stop (fluctuate) and enter a temporary stop state.

[0249] Next, in (Na), all symbols on the left, right, and center begin to move again from a temporary stop state, and as a re-movement, all symbols perform a scrolling movement. This is a comeback effect that surprises and gives hope to players who were expecting the symbols to stop on the losing symbols "3", "5", and "3". Note that if the movement pattern is anything other than a shaking movement, the re-movement does not have to be a scrolling movement. The ring-shaped effect 807 may be operated and displayed dynamically. The other configurations may be the same as in (Ka).

[0250] Next, in (ii), the special feature 1 variable display game ends, and all symbols stop definitively, entering a definitive stop state. At this point, the winning symbols "7", "7", and "7" are displayed as the jackpot result, and the player is delighted.

[0251] Note that all symbols on the left, right, and center may start to change again even from the temporary stop state shown in (Ki) and (E) in Figure 5.

[0252] [Other variations] Modifications not mentioned above are summarized below. These modifications can also enhance the enjoyment of the game.

[0253] Figure 5 shows an example where, in normal gameplay, the screen returns from a specific screen to the normal screen before the start of the next game (next spin) at the end of one game. However, the screen may also return to the normal screen at or after the start of the next game (next spin). For example, if a random draw determines whether the screen returns from a specific screen to the normal screen before the start of the next game, or at or after the start of the next game, it would add variety to the presentation.

[0254] The image 813, which is part of a specific image on the specific screen shown in (O) of Figure 5, can indicate the probability of a game resulting in a jackpot (special result) (probability of receiving a bonus) when displayed on a screen other than the specific screen, as shown in (S). However, the image 813 does not need to be exactly the same when displayed on the specific screen as in (O) and when displayed on a screen other than the specific screen as in (S). Some aspects of its appearance, such as color, pattern, and size (scale, display magnification), may differ. This allows the image 813 to be displayed appropriately in (S), such as being conspicuous or not interfering with other displays.

[0255] [Effects of the embodiment or its modified form] In this embodiment or its modification, the gaming machine 10 capable of executing control related to a game is capable of executing an effect in relation to a game in which symbols fluctuate and then stop. The gaming machine 10 includes display means (e.g., display device 41) capable of displaying an effect, and sound generation means (e.g., speaker 19) capable of generating an effect sound at a volume based on a volume adjustment value (e.g., volume level) adjusted by an operation of operation means (e.g., direction key switch 450). A predetermined effect (e.g., zone effect) can be executed, and a first game in which a specific screen is displayed on the display means after the execution of the predetermined effect, and a second game in which the predetermined effect is not executed or can be restricted, can be executed. During the display of the specific screen related to the first game, an adjustable state in which the volume adjustment value (e.g., volume level) can be adjusted can be taken, and regardless of the volume adjustment value, at least the effect sound related to the predetermined effect (e.g., BGM) among the effect sounds during the display of the specific screen can be muted or the volume can be reduced. During the display of the specific screen related to the first game, a part of the effects that can be executed in the second game (e.g., at least any one of the hold display 741a, variable icon 741b, hold change effect, dialogue preview effect, cut-in effect) can be not executed or restricted.

[0256] In such a gaming machine 10, during the display of the specific screen after the execution of the predetermined effect, regardless of the adjusted volume adjustment value, at least the effect sound related to the predetermined effect can be muted or the volume can be reduced as the effect sound during the display of the specific screen. Therefore, the effect sound (e.g., BGM) is suddenly muted or the volume is reduced to a silent state on the specific screen displayed after the execution of the predetermined effect (e.g., zone effect), surprising the player and making the player focus on the specific screen, thereby improving the interest of the game. Also, during the display of the specific screen related to the first game, a part of the effects that can be executed in the second game (e.g., the hold display 741a, hold change effect, dialogue preview effect, etc.) can be not executed or restricted. Therefore, the specific screen can be made different and unique compared to the display screen of the second game where the execution of the predetermined effect (e.g., zone effect) is not performed or restricted and it becomes a common game. This can surprise the player and make the player focus on the specific screen, thereby improving the interest of the game.

[0257] In this embodiment or a modified version thereof, in the first game, a specific screen is displayed during the reel spinning in response to the end of a predetermined performance, and before the start of the next reel spinning (next game), the display means can switch from the specific screen to a normal screen that can be displayed in the second game.

[0258] Therefore, the specific screen is displayed during the spin after the predetermined effect has finished, corresponding to the end of the predetermined effect, and returns to the normal screen that can be displayed in the ordinary second game before the start of the next spin. In this way, the display of the specific screen strongly suggests in advance that the result of the first game in which the predetermined effect (e.g., a zone effect) has been performed and a win is expected will be displayed, and also strongly suggests the start of the next spin. In this way, the enjoyment of the game can be enhanced.

[0259] In this embodiment or its modified form, the display time ΔT1 for a predetermined effect is longer than the display time ΔT3 for a specific screen. Therefore, it is possible to execute a highly anticipated effect while outputting a long-duration sound effect (e.g., background music) during the predetermined effect, and to prevent prolonged periods of silence caused by unnecessarily long display times for specific screens. This enhances the enjoyment of the game.

[0260] In this embodiment or its modified form, the time ΔT2 from the end of a predetermined performance until the display of a specific screen is longer than the display time ΔT3 of the specific screen. Therefore, even if the specific screen is displayed in a short time, the player can savor the afterglow of the predetermined performance for a longer period from the end of the predetermined performance until the specific screen is displayed. This enhances the enjoyment of the game.

[0261] In this embodiment or its modified form, a specific image (for example, a machine display image 810 and a picture image 813) is displayed on a specific screen, and at least a portion of the specific image (for example, the picture image 813) can indicate the likelihood of the game resulting in a special outcome (for example, the likelihood of a big win) when displayed on a screen other than the specific screen related to the first game. Therefore, on screens other than the specific screen, at least a portion of the specific image (for example, the picture image 813) can be used to indicate the likelihood of a win, reducing the size of the image data and improving the compatibility between the specific screen and other screens. This enhances the enjoyment of the game.

[0262] In this embodiment or its modified form, information relating to the number of start memories that grant the right to execute the game (for example, the number of reserved special figures 1 and 2) can be displayed on the display means (for example, the display device 41) while a specific screen is being displayed. Therefore, even if a specific screen is unique, the necessary information indicating how many subsequent variations can be executed can be displayed, thereby improving the enjoyment of the game.

[0263] In this embodiment or its modified form, at least a portion of the specific image (for example, the machine display image 810 and the picture image 813) (for example, the machine display image 810) can be displayed when the game is not running (for example, when waiting for customers). Therefore, at least a portion of the specific image can be used in both the game-playing and non-game-playing states, reducing the image data size and improving the compatibility between the non-game-playing screen and the specific screen. This enhances the enjoyment of the game.

[0264] In this embodiment or its modified form, while a specific screen is displayed, the volume adjustment value can be adjusted as a customization (performance customization), but some other customizations are restricted. Therefore, while a specific screen in a silent state may encourage players to perform customizations, similar to a waiting state, if the specific screen is displayed for a short time just before the end of the game, customizations other than volume adjustment can be restricted. As a result, problems in performance control, such as quickly reflecting the customizations in the next spin (game), are less likely to occur.

[0265] In this embodiment or its modified form, the display time ΔT3 of the specific screen is longer than the time ΔT4 from the time of switching to the normal screen until the symbols definitively stop. Therefore, the specific screen can be displayed for a certain length of time, and once the display time returns to the normal screen, the result of the symbols stopping in the first game can be determined in a short time. This improves the enjoyment of the game.

[0266] In this embodiment or its modified form, the display time ΔT3 for a specific screen is longer than the definitive stop time ΔT5 for the symbols to definitively stop. Therefore, the specific screen can be displayed for a certain length of time, and the result of the symbols stopping in the first game can be displayed in a short time, allowing the next variation (game) to start quickly. This enhances the enjoyment of the game.

[0267] In this embodiment or its modified form, the display time ΔT3 for a specific screen is shorter than the variation time ΔTH for the pattern changes in the second game. Therefore, the specific screen can be displayed for a relatively short time to prevent prolonged periods of silence. This improves the enjoyment of the game.

[0268] In this embodiment or its modified form, the specific screen includes a model display indicating the type of gaming machine, the model display is also displayed on screens other than the specific screen, and the display time ΔT3 of the specific screen is shorter than the display time of the model display on screens other than the specific screen. Therefore, the specific screen can be displayed for a relatively short time to prevent prolonged periods of silence. This improves the enjoyment of the game.

[0269] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.

[0270] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In the case of sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data. [Explanation of symbols]

[0271] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General Start Gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board) 450 Directional Key Switches 717 Directional key switch image 730 In-game settings display 741a Pending display 741b Variable Icon 750 Special drawing 1 reserved number display section 760 Special drawing 2 reserved number display section 802 Standard background image 806 Zone Background 810 Model display image 813 Picture 823 Rush background image

Claims

[Claim 1] In a gaming machine capable of executing special effects related to a game in which the symbols change and then stop, A display means capable of displaying the aforementioned effects, It comprises a sound generating means capable of generating sound effects at a volume based on a volume adjustment value adjusted by the operation of the control means, A first game is playable in which a predetermined performance can be executed and a specific screen is displayed on the display means after the execution of the predetermined performance, and a second game is playable in which the predetermined performance cannot be executed or can be restricted. During the display of the specific screen relating to the first game, the volume adjustment value can be adjusted, and regardless of the volume adjustment value, at least the sound effects related to the predetermined effects among the sound effects during the display of the specific screen can be muted or reduced. During the display of the specific screen relating to the first game, some of the effects that can be executed in the second game may be disabled or restricted. A gaming machine characterized in that the display time for which the predetermined effect is displayed is longer than the display time for which the specific screen is displayed.