Gaming machine
The gaming machine uses sensors to provide conditional notifications for game progress and launching patterns, addressing the challenge of conveying information effectively, thus enhancing player engagement and amusement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NEWGIN KK
- Filing Date
- 2026-04-22
- Publication Date
- 2026-07-02
AI Technical Summary
Conventional gaming machines lack effective means to convey game progress information to players, which hampers the overall amusement experience.
The gaming machine incorporates sensors to detect game balls during specific gaming states, enabling special notifications for recommended launching patterns and game progress, with conditional execution of notifications on a display device based on sensor inputs.
Enhances player engagement by making game progress information more accessible and engaging, thereby improving the overall amusement value.
Smart Images

Figure 2026110710000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there are gaming machines that notify the recommended firing mode of game balls or make it easier to observe game balls (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 is room to make information regarding the progress of the game more easily conveyed to the player.
[0005] Therefore, an object of the present invention is to improve the amusement of the game.
Means for Solving the Problems
[0006] In a typical embodiment of the present invention, in a gaming machine capable of executing game-related effects on a display device, when a predetermined sensor detects a game ball during a specific gaming state in which it is easier for game balls to enter the starting slot than in the normal state, a special notification regarding a recommended launching pattern for the game ball can be executed, and when the predetermined sensor detects a game ball during the specific gaming state, a special notification regarding the progress of the game can be executed, and when the execution conditions for the special notification regarding the recommended launching pattern for the game ball and the execution conditions for the special notification regarding the progress of the game are met, the display The device can hide the special notification and execute the special notification, and when the execution conditions for the special notification are met, the predetermined sensor detects a game ball, and if the execution conditions for a predetermined notification different from the special notification are met, the special notification and the predetermined notification can be executed simultaneously on the display device, and when the execution conditions for the special notification are met, the predetermined notification is hidden on the display device and the special notification can be executed, and when the predetermined sensor detects a game ball during the normal state, a specific notification different from the special notification can be executed. [Effects of the Invention]
[0007] According to one embodiment of the present invention, information regarding the progress of the game can be made easier to convey to the player. [Brief explanation of the drawing]
[0008] [Figure 1] This is a perspective 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 magnified view of a portion of Figure 2. [Figure 6] This is a screen transition diagram showing the display screens of a display device in chronological order, and is an example of the screen transitions when a sensor detects a game ball. [Figure 7]This is a screen transition diagram illustrating the behavior of the game mode function during the customer waiting screen and during variable display games. [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] Around the edge portion of the cover glass 14 of the glass frame 15, various frame components are disposed.
[0015] On the upper part, right side part, and left side part of the glass frame 15, decorative devices 18a, 18b, 18c capable of emitting light effects according to the game state are disposed. The decorative devices 18a, 18b, 18c house lighting members such as effect LEDs 46 (see FIG. 4) inside, and are effect devices that perform light emission effects according to the game state. These decorative devices 18a, 18b, 18c together constitute the frame decorative device 18.
[0016] Upper speakers 19a are respectively disposed at the upper right corner portion and upper left corner portion of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at the lower part of the gaming machine 10. The lower speaker 19b is disposed at the lower part of the front frame 12. These upper speakers 19a and lower speaker 19b emit sound effects, alarm sounds, notification sounds, etc.
[0017] The effect operation device is on the operation panel that extends horizontally on the lower part of the glass frame 15, and is an operation device including an effect button 25 and a direction key switch 450.
[0018] The performance button 25 includes a built-in performance button switch 25a (see 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 brightness (+-) of the performance LED 46 with the two left and right switches, and adjusts the volume (+-) of the speaker 19 (upper speaker 19a and lower speaker 19b) with the two front and rear switches.
[0019] By the player operating the performance operation device (particularly the performance button 25), it is possible to perform a performance that intervenes the player's operation in a special figure variable display game or the like displayed on the display device 41. For example, it is possible to select a performance pattern (performance mode) or execute a preview performance that previews the result of the variable display game. The variable display game includes a special figure variable display game (special symbol variable display game). When simply referred to as a variable display game, unless otherwise specified, this specification refers to a special figure variable display game.
[0020] Also, not only during the execution of the variable display game, but also when the player operates the performance operation device during non-execution, the performance content may be changed.
[0021] The game state during a variable display game consists of multiple game states. The normal game state is the state in which no special game states occur, and is basically a low-base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include the normal electric support state (high base state), in which it is easier to enter the second start entry point of the normal variable prize entry device 37, and a state in the variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability change state, probability change state). Special game states include the jackpot state and the minor win game state (minor win state). The high-base state is a state with a higher payout rate (base value) than the normal game state, and the normal electric support state falls into this category. Note that special game states can also be included in the high-base state because they yield a large number of balls. 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 payout 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.
[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. In addition, a detection area 32c is provided in the game area 32 to the left of the window section 40 for detecting all passing game balls (see Figure 5).
[0040] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.
[0041] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry port 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed. A stage 32b is provided between the window 40 and the starting prize entry port 36, on which game balls can roll left and right. As the game balls roll from near the center of the stage 32b toward the front (towards the player), they are more likely to enter the starting prize entry port 36 below. The game balls move onto the stage 32b by passing through an entrance 32a (warp) located in the game area 32 to the lower left of the window 40. The entrance 32a is provided downstream of the detection area 32c so that game balls that have passed through the detection area 32c can pass through it. By providing the entrance 32a downstream of the detection area 32c in this way, all game balls before their flow paths diverge can be detected in a single detection area 32c.
[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 setting the probability of winning in the normal figure variation display game to a higher probability than usual, or 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, high base 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). Furthermore, in the normal game state, the probability of winning in the normal figure variation display game may be set to 0% so that the result of the normal figure variation display game does not result in a predetermined stop display pattern.
[0044] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.
[0045] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.
[0046] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). In this embodiment, when a minor win occurs, the special variable prize winning device 39 is opened, and the game ball enters a specific area 86 (V prize winning slot) within the special variable prize winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines.
[0047] When a game ball enters one of the main prize slots (general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39), the payout 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 installed around the general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39 or their vicinity.
[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) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a group 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 game is executed based on the result of the 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 finished, 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 (normal variation reserve) is less than the upper limit, that memory is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined random number extracted based on the passage of a game ball through the normal variation start gate 34 as a start memory that grants the right to execute the normal variation game, up to a predetermined limit.
[0056] The regular diagram start memory (regular diagram hold) stores a random value for determining whether the regular diagram variation display game is a win or a loss. When this random value matches the judgment 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 randomized 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 in a winning state, and the game enters a 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), and the game ball is allowed 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 numbers as starting memories that grant the right to execute the special figure variable display game, up to a predetermined upper limit, based on the entry of game balls into the starting prize slot 36 and the starting prize slot area (starting slot) of the normal variable prize slot 37.
[0060] When a winning ball is detected to start the special symbol variation display game, various random numbers are extracted, such as the jackpot random value, the jackpot symbol random value, and the variation pattern random value. These random values are stored as special symbol start memories in the special symbol reserve 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 reserve indicator 54 and special symbol 2 reserve 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] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game, First Symbol Variable Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (Special Symbol, Special Feature) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping the display of a predetermined result pattern.
[0063] Furthermore, the display device 41 executes a decorative special symbol variation display game that displays multiple types of identification information in a variable manner in accordance with each special symbol variation display game. The identification information in 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 changing 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, to enhance the entertainment value.
[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 (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. If there are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, and the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game will be 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). If a start memory for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game is 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.
[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 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 and a reset signal to notify the gaming control device 100 of the occurrence and recovery of 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 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, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time of power-on and power restoration.
[0078] Furthermore, the game control device 100 is equipped with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout 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 outage monitoring signal is repeatedly read in the main loop processing of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0079] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.
[0080] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.
[0081] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.
[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random numbers stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).
[0083] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the figures, the game microcomputer 111 is equipped with a random number generation circuit to generate jackpot random numbers for determining jackpots in the special symbol variation display game, special symbol random numbers for determining jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and variation pattern random numbers for determining 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).
[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 payout 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 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) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.
[0089] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the gaming microcontroller 111 via the data bus. Data may also be input from the payout control device 200 to the gaming 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 payout 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 the 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. 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 difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed during a predetermined period, has reached the difference in balls standard value (predetermined value), and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls during the predetermined period (difference in balls = number of safe balls - number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the difference in balls for condition (1) may be the difference in balls during the predetermined period from the point in time when the difference in balls was at its lowest value to the present, that is, the difference in balls based on the lowest value (the increase in the difference in balls from the lowest value), and may also correspond to the maximum increase in the difference in balls during a day of operation (so-called MY). In addition, the operating conditions may be other; for example, condition (1) may be configured to be that the number of safe balls reaches a predetermined value. Also, condition (2) may be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open.
[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded during a predetermined period. The number of ejected balls (number of out balls) is the number of game balls ejected from the game area 32 during a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.
[0104] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the difference in balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (difference in balls = number of safe balls - 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 difference in balls is reduced by -1 for each game ball launched by the ball launcher and increased by +1 for each foul ball.
[0105] For example, for a difference of less than 90,000 balls, the safety device will be in an inactive state (not activated, not in an activated warning state, not in an activated state, and not in an activated state). For a difference of 90,000 to 94,999 balls, the safety device will be in an activated warning state, indicating that the safety device will be activated. When the difference of 95,000 balls is reached, the safety device will be in an activated warning state, indicating that the safety device will be activated, or in an activated state, indicating that the safety device is activated (activated state).
[0106] Furthermore, when the number of balls reaches 95,000, the safety device will enter an activation warning state if a big win or a small win is occurring, and will enter an activation state if neither a big win nor a small win is occurring. Therefore, if the safety device is activated before a big win or small win occurs, the game will immediately enter a game stop state (game unavailable state, game prohibited state), and the activation warning state will not occur. Note that the safety device is more likely to be activated before a big win or small win occurs in time-saving states or probability-changing states.
[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 switches from an activated warning state to an activated state (operating state).
[0108] In the operation notification state, the performance control device 300 displays an operation notification (for example, the words "The game will stop soon") on the display device 41. In the operation warning state of the safety device during a minor win or a major win, the performance control device 300 displays an operation warning (for example, the words "The game will stop after the win ends") on the display device 41.
[0109] When the safety device is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays the activation indicator 513 (the words "Stopped") on the display device 41. When the safety device is activated, the game control device 100 sets the safety device activation flag (safety device activation flag) to ON, indicating 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, it is not possible to play special symbol variation display games, normal symbol variation display games, or round games (gameplay during big wins or small wins). To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch becomes invalid, the prize entry (winning) becomes invalid, the solenoid stops so that the big prize entry, specific area 86, normal variation prize entry device 37 etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), the launch is stopped, and the unified display device 50 turns off. In the stopped game state, not only is it not possible to continue special symbol variation display games or normal symbol variation display games, but it is also not possible to start new special symbol variation display games or new normal symbol variation display games.
[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 images and video 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) 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 extracts a random value for determining a win in the regular display based on the input of a game ball detection signal from the gate switch 34a provided in the regular display start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular display variation game is a win or a loss.
[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 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.
[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 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.
[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 a special result pattern on the special symbol 1 display 51 and 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 slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the 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 display of the loss on the special symbol 1 display 51 and the special symbol 2 display 52.
[0133] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.
[0134] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.
[0135] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.
[0136] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.
[0137] In the time-saving state, the time required to convert the normal variable prize winning device 37 to the open state is extended compared to normal by changing one or more of the following: normal variable variation time, normal variable stop time, normal electric release count, normal electric release time, and normal variable probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variable prize winning device 37 than in the normal game state where no special games are played, and the number of executions of the special variable display game per unit time can be increased compared to the normal game state, and the execution interval of the special variable display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. Furthermore, the movable member 37b may be set not to open in the normal operation state (normal variable probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them.
[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 (a state in which left-handed play is recommended), in which the payout rate (base value) is low 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 there is no normal electric support and no special gameplay is performed (slight time-saving).
[0139] The time-saving state includes a time-saving state that occurs immediately after a big win (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a big win (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 win) without being caused by a big win (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 big win 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 big win or hit a time-saving symbol.
[0140] After the time-saving state ends, it is possible to enter a remaining reserve consumption state in which the second start memory (special figure 2 start memory, special figure 2 reserve) that remains at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption 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 the safety device (complete function), and ball counting processing, which updates the counter that counts the number of balls. In the safety device-related processing, safety device-related information, such as the operating status of the safety device, is sent as a command to the performance control device 300, and a safety device operating 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. Safety device-related commands include ball difference information commands that indicate the number of balls difference, operation notification commands that correspond to the operation notification state of the safety device, operation warning commands that correspond to the operation warning state of the safety device, and operation in progress commands that correspond to the operation state of the safety device.
[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. 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 Reserves), which is the number of first start memories (Special Feature 1 Reserves), and the second start memory count (Special Feature 2 Reserve Count), which is the number of second start memories (Special Feature 2 Reserves). 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 decrease the number of first start memories by 1 at the start of a Special Feature 1 variation display game based on the first start memory, and can decrease the number of second start memories by 1 at the start of a Special Feature 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 pre-read stop symbol commands that correspond to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on jackpot random numbers or special symbol random numbers saved as the first start memory or second start memory, and pre-read variation pattern commands based on saved variation pattern random numbers.
[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, 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 nature of the error, the display device 41 may also display the nature of the error.
[0157] When the performance control device 300 receives a ball difference information command, it may display the number of balls on the display device 41. When the performance control device 300 receives an operation notification command, an operation warning command, or an operation command, it displays text on the display device 41 corresponding to each command, such as "Stopping soon," "Stopping after the win ends," or "Stopping."
[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 stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation-related performance setting process to set performances 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 stop symbol command to the performance control device 300.
[0160] In the variation-related effect setting process, it is possible to set pre-announcement effects that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, variation effects such as pseudo-continuous effects and reach effects on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-continuous effects (number of pseudo-variations) and information on the type of reach effect corresponding to the reach state. A pseudo-continuous effect is an effect 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 effect setting process, it is possible to set the lighting pattern of the effect LED 46 and the sound pattern of speakers 19a and 19b according to the pre-announcement effect and variation effect.
[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 probabilities (reliability) of leading to special outcome patterns (jackpot patterns). 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 probability (reliability) of winning a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, a reach state is a state with a higher probability of winning a jackpot compared to a state without a reach state.
[0164] The expected value (reliability) of a special effect (preview) indicates the probability of a big win if that effect is selected, and can be calculated based on the selection rate of that effect when a big win occurs and the selection rate of that effect when a loss occurs. The higher the selection rate of that effect when a big win occurs, the higher the expected value, and the higher the selection rate of that effect when a loss occurs, the lower the expected value. 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 result in V-entry. In addition to the expected value for big wins, the expected value for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach) can also be set in the same way.
[0165] 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.
[0166] 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.
[0167] When the performance control device 300 receives a Special Feature 1 Reserve Count command or a Special Feature 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the start memory (reserves) on the display device 41, etc. When the performance control device 300 receives a pre-read command, such as a pre-read variation pattern command or a pre-read stop symbol command, it draws and sets a pre-read notification effect (pre-read effect, pre-read notification) with a lottery probability corresponding to the pre-read command. Examples of pre-read notification effects include a continuous notification effect and a reserve change notification. Examples of continuous notification effects include a chance symbol pre-read effect related to decorative stop symbols.
[0168] 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.
[0169] Furthermore, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100, in addition to those mentioned above.
[0170] [Enlarged view of part of the game board] Figure 5 is a magnified view of a portion of Figure 2.
[0171] As shown in Figure 5, a detection area 32c is formed upstream of the game area 32 on the left side of the game board 30. A sensor 90 is provided as a photosensor within the frame of the window 40 adjacent to the detection area 32c.
[0172] Sensor 90 comprises a light-emitting element 91 and a light-receiving element 92, and detects game balls passing through the detection area 32c. Opposite to sensor 90, on the opposite side of the left game area 32 (the right wall side of the launching passage 29), mirror 93 is provided as a reflector to reflect light, and the area of a predetermined width in the approximately left-right direction sandwiched between sensor 90 and mirror 93 becomes the detection area 32c. Since the detection area 32c is formed to traverse the left game area 32 in the approximately left-right direction, all game balls flowing down the left side of the game area 32 (game balls when played left-handed) can be detected by sensor 90. Note that sensor 90 and mirror 93 may be provided at locations other than those shown in Figure 5, as long as they are upstream of the entrance 32a (warp) to stage 32b, and the detection area 32c can be formed at any desired location.
[0173] For example, a retroreflective type sensor 90 is used. The light (signal light) emitted from the light-emitting element 91 of the sensor 90 is reflected by the mirror 93 and then received by the light-receiving element 92. The game ball, which is the object to be detected, blocks (shiels) the light emitted from the light-emitting element 91, thereby enabling the detection of the game ball as it passes through the detection area 32c.
[0174] Furthermore, the sensor 90 can output a signal (receiving signal) to the input unit 120 of the game control device 100 indicating whether or not the light emitted from the light-emitting element 91 is being received by the light-receiving element 92. Based on the signal output from the sensor 90, the game control device 100 can detect game balls passing through the detection area 32c. The game control device 100 can perform game control according to the detection of game balls or the number of game balls detected, and can also send a command to the performance control device 300 to cause the performance control device 300 to perform notification. It is also possible to configure the performance control device 300 so that the signal output from the sensor 90 is directly input, and notification is performed according to the detection of game balls or the number of game balls detected.
[0175] As shown in Figure 5, multiple obstacle pins are arranged near the detection area 32c on the upstream (above) side of the detection area 32c to attenuate the momentum (downward flow) of the game balls as they pass through the detection area 32c. The obstacle pins arranged on the upstream side of the detection area 32c are also provided to prevent the downflowing game balls from colliding with the sensor 90 or the mirror 93. In this embodiment, the sensor 90 is installed within the frame of the window section 40, so that the downflowing game balls cannot collide with it.
[0176] Downstream (below) the detection area 32c, several obstacle pins are positioned away from the detection area 32c to prevent game balls that have passed through the detection area 32c from bouncing back into the detection area 32c. Specifically, the distance d2 from the detection area 32c to the nearest obstacle pin downstream is longer than the distance d1 from the detection area 32c to the nearest obstacle pin upstream (d1 <d2)。
[0177] [Screen transition diagram when game ball is detected] Figure 6 is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of the screen transitions when the sensor 90 detects a game ball.
[0178] In (a), during the time-saving state (specific game state, normal power support state), the variable display game is not being executed, and the display screen of the display device 41 shows a customer waiting screen corresponding to the customer waiting state.
[0179] The display screen of the display device 41 is provided with multiple variable display areas 610 (left area 610A, right area 610B, middle area 610C), a variable display area 615, and a start memory display area (hold consumption area 640, first hold display section 630a (see Figure 7), second hold display section 630b). The decorative special symbols (identification information, large symbols (symbols)) of the variable display area 610, name left symbol A, name right symbol B, and name middle symbol C, and the small symbols of the variable display area 615 are displayed as stopped ("746"). Also, since the variable display game is not being executed, the variable hold display is not displayed in the hold consumption area 640.
[0180] The Special Feature 1 Reserved Count Display Unit 650 and the Special Feature 2 Reserved Count Display Unit 660 display the numbers "0" indicating the number of reserved balls in Special Feature 1 and Special Feature 2, respectively, while the second reserved ball display unit 630b does not display any reserved balls. The second reserved ball display unit 630b displays a reserved ball corresponding to the start memory of the main variable display game (the second start memory of the Special Feature 2 variable display game in Figure 6) when the time-saving state is active. In Figure 6(a), only the second reserved ball display unit 630b is displayed, but a first reserved ball display unit 630a may also be provided to display a reserved ball corresponding to the first start memory of the secondary Special Feature 1 variable display game.
[0181] The performance control device 300 displays a right-hand shot instruction display 670 on the display screen of the display device 41 when the time-saving state is active, instructing the player to shoot to the right. For example, the right-hand shot instruction display 670 consists of the text display 670a that says "Right-hand shot" and a right-pointing arrow display 670b. Normally, the player shoots to the right, causing the game balls to flow down into the game area 32 on the right side (right-hand shot game). However, when a game ball is detected passing through the detection area 32c formed in the game area 32 on the left side during a right-hand shot game, a special notification 671 is displayed on the display screen as shown in (a).
[0182] (i) In this case, a special notification 671 is displayed on the display screen upon detection of a game ball passing through the detection area 32c.
[0183] The special notification 671 displays text such as "Please return to shooting to the right." The special notification 671 is displayed preferentially on top of the variable display area 610 (on the front layer), and a portion of the decorative special symbols in the variable display area 610 is hidden by the special notification 671. In this way, the special notification 671 is displayed in front of the decorative special symbols in a way that is easily visible to the player, making it easy for the player to understand if they have mistakenly shot to the left when they should have been shooting to the right. Furthermore, unlike conventional gaming machines, the special notification 671 is triggered when the game ball passes through the detection area 32c formed upstream of the start prize entry 36, without waiting for the game ball to enter the start prize entry 36 as it is in conventional gaming machines. Therefore, the player can be notified early if they have shot to the left, preventing them from wasting game balls and thus enhancing the enjoyment of the game.
[0184] Furthermore, even after the special notification 671 is issued, if game balls continue to be detected passing through the detection area 32c, the predetermined notification 672 will be displayed on the display screen as shown in (c). Note that the customer waiting demo starts after a predetermined time has elapsed from the start of the customer waiting state, but if game balls are detected, the system can be prevented from transitioning to the customer waiting demo.
[0185] (c) When playing with the right hand, a predetermined number of game balls (for example, 10 balls) are detected passing through the detection area 32c, and a predetermined notification 672 is displayed on the display screen.
[0186] The predetermined notification 672 displays text such as "15 more spins until game stops." The number of spins displayed on the predetermined notification 672 is decremented by -1 each time a game ball is detected passing through the detection area 32c (for example, "15 spins" → "14 spins"). The predetermined notification 672 is displayed in a different position from the special notification 671, so the player can see both the predetermined notification 672 and the special notification 671. Therefore, by seeing the value being decremented by -1 on the predetermined notification 672, it is easier for the player to recognize that the game is not being played properly. In addition, since the predetermined notification 672 is triggered by detecting a predetermined number of game balls passing through the detection area 32c, it can provide earlier and more reliable notification compared to when multiple game balls enter the starting prize slot 36, thus preventing wasted game balls.
[0187] Subsequently, when 15 game balls are detected passing through the detection area 32c after the predetermined notification 672 is displayed, a special notification 673 is displayed on the display screen as shown in (E).
[0188] In (e), when playing with the right hand, a special notification 673 is displayed on the display screen when a second predetermined number (for example, 25 balls) of game balls passing through the detection area 32c is detected. That is, when playing with the right hand, a predetermined notification 672 is displayed when a predetermined number (for example, 10 balls) of game balls passing through the detection area 32c is detected, and then a special notification 673 is displayed when, for example, another 15 balls are detected, reaching a second predetermined number (for example, 10 + 15 = 25 balls).
[0189] Special notification 673 displays text such as "The game will be stopped because fraudulent activity has been detected." Special notification 673 is displayed on a front layer with priority over special notification 671. Even if special notification 673 overlaps with part or all of special notification 671, it will cover and shield part or all of special notification 671 from the front. The game control device 100 then determines through error monitoring that fraud or an abnormality has occurred and stops the game. Therefore, even if a player continues to shoot left instead of right after seeing the predetermined notification 672, and has some intention to cheat, the game will be stopped to prevent the fraud. In addition, by stopping the game, even if the player cannot read the text on the display screen (for example, Japanese text such as text display 670a), the number of game balls lost due to playing in a way that is disadvantageous to the player can be reduced.
[0190] In (E), the special notification 671 is displayed on the back side of the special notification 673, but the special notification 673 may be executed first and the special notification 671 may be hidden without being executed. Also, in (E), the special notification 673 is executed first and the prescribed notification 672 is hidden without being executed, but for example, the prescribed notification 672 may be executed and text such as "0 turns remaining until game stops" may be displayed. Even when the special notification 672 is executed, the special notification 673 is displayed in front of the prescribed notification 672 on the front layer.
[0191] Furthermore, the performance control device 300 can also perform notifications (special notification 671, prescribed notification 672, special notification 673) when left-handed play is performed not only in the time-saving state (specific game state, normal power support state), but also in the right-handed play state (probability variation state (specific game state), jackpot state (special game state), minor jackpot state (special game state)), in which the number of game balls is less likely to decrease or more likely to increase compared to the normal game state (normal state, left-handed play state).
[0192] Figure 7 is a screen transition diagram illustrating the behavior of the game mode function during the customer waiting screen and during variable display games (variable games).
[0193] In (c), the display screen of the display device 41 shows the customer waiting screen. The decorative special symbols in the variable display area 610 and the small symbols in the variable display area 615 are stopped ("746"), and the numbers "0" are displayed in the special symbol 1 reserve count display section 650 and the special symbol 2 reserve count display section 660, respectively. Next to the reserve consumption area 640, the first reserve display section 630a is displayed. The first reserve display section 630a displays the reserve corresponding to the start memory of the main variable display game when in normal gameplay (the first start memory of the special symbol 1 variable display game in Figure 7).
[0194] Additionally, when the customer waiting screen is displayed, the screen can show an image of the performance button 680, which mimics the performance button 25, as well as text such as "Menu" and "Beginners Click Here".
[0195] Image 680 of the performance button is an image that guides (suggests, explains) the player that they can bring up the menu display screen by pressing the performance button 25. When the player presses the performance button 25, the display screen transitions to the menu display screen as shown in (K).
[0196] (Ki) is the display screen where the menu screen is shown. The menu screen displays menu 690 for making various settings, and within menu 690, multiple objects indicating game mode, volume / brightness adjustment, auto ON / OFF, initialization, etc. are displayed as selectable options. In addition, the selected object (for example, performance customization) can be displayed in a different manner from other objects (high brightness, thick border, different color, animation, etc.).
[0197] In game mode, you can configure the display settings during gameplay. Volume and brightness adjustment allows you to adjust the volume of speaker 19 and the brightness of the display screen. Auto ON / OFF allows you to set the automatic operation (auto) of the effect button 25 when an effect requiring a press occurs. Initialization allows you to return the settings made in menu 690 to the default (initial state).
[0198] Next to menu 690, menu explanation image 691 is displayed. Menu explanation image 691 displays a description of the selected object. For example, if a game mode is selected, the description of that game mode will display the text, "You can set the display mode during gameplay."
[0199] The player can select a menu item by operating the directional key switch 450 (directional key SW, cross key switch) up and down, and confirm the selected menu by pressing a button located in or near the center of the directional key switch 450. The display screen also shows an image 681 of the directional key switch 450 indicating that it can be operated, and an image 682 of the button indicating that confirmation can be made using the button. Additionally, an effect button image 680 is displayed in a location that does not interfere with other displays and is accompanied by text such as "End Menu," informing the player that the menu display screen can be exited. For example, if a game mode is selected and a menu is confirmed by pressing a button, the display screen will transition to the game mode setting screen as shown in (k).
[0200] In (k), the game mode setting screen is displayed on the screen. On the setting screen, you can select a normal mode for playing the game as usual, or a beginner mode that displays guidelines (instructions, playing guidelines) for beginners. In addition, a description of the selected mode is displayed next to the name of each mode. For example, if beginner mode is selected, the description of the beginner mode will say, "Displays guidelines for beginners." If "Go to Menu" is selected, the screen will transition to the menu display screen shown in (ki) (return).
[0201] (Ke) is the display screen during the variable display game (variable game) in beginner mode. On the display screen, the variable display game is performed based on the start memory corresponding to the variable hold display 633 in the hold consumption area 640, and the decorative special symbols in the variable display area 610 and the small symbols in the variable display area 615 are displayed in a variable manner ("↓↓↓").
[0202] After the beginner mode is set in the game mode settings, when the game starts, the beginner guidelines 683 (specific notification) and the mode indicator 684 indicating that it is in beginner mode will be displayed in a position that does not interfere with the game (for example, at the top or upper right corner of the display screen), as shown in (Ke). The mode indicator 684 will display the word "Beginner," for example.
[0203] Guideline 683 displays the message "Good! Continue playing this way!" when, for example, left-handed play corresponding to normal gameplay is being performed. Whether left-handed play is being performed can be determined by detecting the game ball passing through the detection area 32c. Therefore, compared to using the entry of a game ball into the starting prize pocket 36 to determine left-handed play, it is possible to detect earlier when a game ball is flowing down into the left-side game area 32. As a result, the player can be notified earlier whether their current playing method is correct, making the game easier to understand and thus enhancing the enjoyment of the game.
[0204] Furthermore, the notification to the player (specific notification) according to guideline 683 does not have to be made immediately when a game ball is detected in the detection area 32c, but may be made after a predetermined time (for example, 5 seconds) has elapsed after detection. By delaying the notification of guideline 683 in this way, players who have carefully confirmed the flow of the first few balls can more easily notice guideline 683 when they shift their gaze to the display screen, thereby enhancing the enjoyment of the game.
[0205] [Effects of the embodiment or its modified form] In this embodiment, the gaming machine 10, which is capable of executing game-related effects, can execute a special notification 671 ("Please return to right-handed play") regarding the recommended launching method of the game ball (right-handed play) when a predetermined sensor 90 detects a game ball during a specific game state (time-saving state, normal power support state, high base state) in which game balls are more likely to enter the starting opening (second starting prize opening, second starting opening, starting opening 2, second starting prize area) than during a normal state (normal game state, low base state), and can also execute a special notification 673 ("The game will be stopped because it is considered fraudulent activity") regarding the progress of the game when a predetermined sensor 90 detects a game ball during a specific game state.
[0206] With this type of gaming machine 10, a predetermined sensor 90 dedicated to detecting left-handed shots can immediately detect all game balls that have been shot to the left. Therefore, left-handed shots, which are not recommended during a specific game state, can be detected early, and the player can be notified early. As a result, the player can be easily guided to the correct way to launch the game balls (for example, shooting to the right during a high-base state), and the number of game balls lost due to unfavorable launching methods (playing styles) can be reduced, thereby enhancing the enjoyment of the game. Furthermore, with this type of gaming machine 10, special notifications 671 and 673 can notify the player of the recommended launching method (playing style) during a specific game state, as well as the impact of unfavorable launching methods on the progress of the game. Therefore, the player is less likely to play with unfavorable launching methods, thereby enhancing the enjoyment of the game.
[0207] In this embodiment, the gaming machine 10 can, upon detecting a game ball with a predetermined sensor 90 during a normal state (normal game state, low base state), execute a specific notification (guideline 683, "Good! Continue with your current playing style!") that is different from the special notification 671 ("Please return to playing with the right side") regarding the recommended method of launching the game ball (playing with the right side), which is a notification of "Please return to playing with the right side."
[0208] With this type of gaming machine 10, when a game ball is detected by the sensor 90 after being shot to the left, a specific notification (guideline 683) is issued. This allows even novice players unfamiliar with the game to quickly confirm whether their current technique is correct. By providing early guidance on the current technique through the specific notification (guideline 683), the game becomes easier for players to understand and enhances the enjoyment of the game.
[0209] In this embodiment, the gaming machine 10, which can execute game-related effects on the display device 41, detects a game ball using a predetermined sensor 90 during a specific game state (time-saving state, normal power support state, high base state) in which game balls are more likely to enter the starting opening (second starting prize opening, second starting opening, starting opening 2, second starting prize area) than in the normal state (normal game state, low base state), and triggers a special notification 671 ("Return to right-handed play") regarding the recommended launching method of the game ball (right-handed play) The system can execute a notification such as "The game will be stopped because it has been deemed to be fraudulent activity," and when a game ball is detected by a predetermined sensor 90 during a specific game state, it can execute a special notification 673 regarding the progress of the game (a notification such as "The game will be stopped because it has been deemed to be fraudulent activity"). When the execution conditions for the special notification 671 regarding the recommended launch method of the game ball and the execution conditions for the special notification 673 regarding the progress of the game are met, the display device 41 will execute the special notification 673 with priority over the special notification 671.
[0210] With such a gaming machine 10, a predetermined sensor 90 dedicated to detecting left-handed shots can immediately detect all game balls that have been shot to the left, for example. This allows for early detection of left-handed shots, which are not recommended during a specific game state, and enables early notification to the player. Furthermore, with such a gaming machine 10, special notifications 671 and 673 can notify the player of the recommended shooting method (how to shoot) during a specific game state, as well as the impact of unfavorable shooting methods on the progress of the game. As a result, players are less likely to play with unfavorable shooting methods, and the enjoyment of the game can be enhanced. In addition, since 673 is executed with priority over 671, information regarding the progress of the game (for example, that the game will be stopped due to suspected fraudulent activity) can be more easily conveyed to the player.
[0211] In this embodiment, when the gaming machine 10 detects a game ball using a predetermined sensor 90 while the execution conditions for special notification 671 are met, special notification 671 and a predetermined notification 672 (a notification of "15 spins remaining until game stops") which is different from special notification 671, are executed simultaneously on the display device 41. If the execution conditions for special notification 673 are met, special notification 673 is executed on the display device 41 with priority over predetermined notification 672.
[0212] With this type of gaming machine 10, the special notification 671 and the prescribed notification 672 are executed simultaneously on the display device 41. This makes it easier for the player to return to the recommended correct playing method (right-handed play) by following the instructions of the special notification 671 while viewing the remaining number of prescribed notifications 672 (such as the number of turns remaining until the game stops). Furthermore, since the special notification 673 is executed with priority over the prescribed notification 672, information regarding the progress of the game (for example, that the game will stop due to suspected fraudulent activity) can be more easily conveyed to the player. As a result, the number of game balls lost due to playing in a way that is disadvantageous to the player can be reduced, thereby increasing the enjoyment of the game.
[0213] In this embodiment, the gaming machine 10, which is capable of performing game-related effects, can, when a predetermined sensor 90 detects a game ball during a specific game state (time-saving state, normal power support state, high base state) in which game balls are more likely to enter the starting opening (second starting prize opening, second starting opening, starting opening 2, second starting prize area) than in the normal state (normal game state, low base state), execute a special notification 671 ("Please return to right-handed play") regarding the recommended launching method of the game ball (right-handed play), and the predetermined sensor 90 can detect all game balls passing through a detection area 32c of a predetermined width (between the sensor 90 and the mirror 93).
[0214] With this type of gaming machine 10, a predetermined sensor 90, which is dedicated to detecting left-handed shots and capable of detecting all game balls passing within a detection area 32c of a predetermined width, can immediately detect game balls shot to the left. As a result, left-handed shots, which are not recommended during a specific game state, can be detected early, and the player can be notified early. Consequently, the player can be quickly and clearly guided to the correct way to launch the game balls (for example, shooting to the right during a high-base state), thereby enhancing the enjoyment of the game.
[0215] In this embodiment, the gaming machine 10 has a plurality of obstruction pins that can change the direction of the rolling motion of the game balls. The obstruction pins are positioned upstream of the detection area 32c to attenuate the downward flow of the game balls passing through the detection area 32c, and are not positioned downstream of the detection area 32c to bounce back and re-enter the detection area 32c.
[0216] With this type of gaming machine 10, the obstacle pins positioned upstream of the detection area 32c effectively attenuate the momentum of the game ball just before detection, allowing it to pass through the detection area in a state where it is easier to detect the game ball. Furthermore, the obstacle pins positioned downstream of the detection area 32c prevent the game ball from bouncing back into the detection area 32c after passing through it. Moreover, since the momentum of the game ball is attenuated upstream of the detection area 32c, the bouncing back into the detection area is suppressed more effectively. As a result, the sensor 90 can avoid duplicate counting of game balls in the detection area 32c, thereby improving detection accuracy.
[0217] 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. Also, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming 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.
[0218] 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. [Explanation of symbols]
[0219] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 32c detection area 34 General-purpose starting gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 90 sensors 100 Gaming control device (main board) 300 Performance control device (sub-board)
Claims
[Claim 1] In a gaming machine capable of executing game-related effects using a display device, During a specific game state in which game balls are more likely to enter the starting slot than in normal conditions, a special notification regarding the recommended launch method of the game ball can be issued when a game ball is detected by a predetermined sensor. When a game ball is detected by the predetermined sensor during the specified game state, a special notification regarding the progress of the game can be executed. When the execution conditions for the special notification regarding the recommended launch method of the game ball and the execution conditions for the special notification regarding the progress of the game are met, the special notification is hidden on the display device and the special notification can be executed. When the execution conditions for the special notification are met, the predetermined sensor detects a game ball, and if the execution conditions for a predetermined notification different from the special notification are met, the special notification and the predetermined notification can be executed simultaneously by the display device. If the conditions for executing the special notification are met, the predetermined notification is hidden on the display device and the special notification can be executed. A gaming machine characterized in that, upon detection of a game ball by the predetermined sensor during the normal state, it is possible to execute a specific notification different from the special notification.