Gaming machine
By integrating a launching mechanism, ball entry point, and discrimination means, the gaming machine enhances player interest and engagement through dynamic game elements and privileges.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2024-12-26
- Publication Date
- 2026-07-08
Smart Images

Figure 2026114130000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] There is known a gaming machine that executes a game based on the establishment of a start condition and grants a privilege to a player when a specific result is derived (see, 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] In such games, it is required to improve the interest of the game. An object of the present invention is to improve the interest of the game.
Means for Solving the Problems
[0005] In order to solve the above problems, the invention according to claim 1 is launching means capable of launching a game ball, a ball entry means provided at a position where a game ball launched at a predetermined launch intensity by the launching means can reach, a displacement member provided at a position where a game ball launched at the predetermined launch intensity can reach and different from the ball entry means, and displaceable between a first position and a second position different from the first position, [[ID=~50]]a specific area where a game ball can pass through when the displacement member is displaced to the second position, privilege game execution means capable of executing a privilege game in which the displacement member can be displaced from the first position to the second position, It is characterized by having a discrimination means capable of performing discrimination based on whether the discrimination conditions have been met. [Effects of the Invention]
[0006] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a perspective view of the gaming machine from the front. [Figure 3] This is a rear view of the gaming machine. [Figure 4] This is a perspective view of the inner frame of a gaming machine, seen from the back. [Figure 5] This is a perspective view of the back of the gaming machine. [Figure 6] This is a perspective view of the gaming machine from the front. [Figure 7] This is a perspective view of the back of the gaming machine. [Figure 8] This is a front view of the game board. [Figure 9] This is a block diagram showing an example of the configuration of a control system for a gaming machine. [Figure 10] This diagram explains the distribution rates for special-type games and regular-type games. [Figure 11] This is a diagram illustrating the transitions between game states. [Figure 12] This is a flowchart explaining the main process. [Figure 13] This is a flowchart explaining timer interrupt handling. [Figure 14] This is a flowchart explaining the ball entry detection process. [Figure 15] This is a flowchart explaining the special electrical processing for special drawings. [Figure 16] This is a flowchart explaining the process for generating a special feature hold. [Figure 17] This is a flowchart explaining the process for initiating special feature changes. [Figure 18] It is a flowchart for explaining the processing during the special figure change. [Figure 19] It is a flowchart for explaining the processing during the special figure confirmation. [Figure 20] It is a flowchart for explaining the processing of updating the short-time state counter. [Figure 21] It is a flowchart for explaining the processing of updating the high-probability counter. [Figure 22] It is a flowchart for explaining the special power start processing. [Figure 23] It is a flowchart for explaining the processing during the release of the special power. [Figure 24] It is a flowchart for explaining the processing of setting the interval period. [Figure 25] It is a flowchart for explaining the processing of setting the ending period. < [Figure 38] This is a flowchart illustrating the interval period setting process in the third embodiment. [Figure 39] This is a flowchart illustrating the process for setting the ending period in the third embodiment. [Figure 40] This is a flowchart illustrating the special electrical closure process in the fourth embodiment. [Figure 41] This is a flowchart illustrating the special power termination process in the fourth embodiment. [Figure 42] This is a flowchart illustrating the special electric current release process in the fifth embodiment. [Figure 43] This is a flowchart illustrating the interval period setting process in the fifth embodiment. [Figure 44] This is a flowchart illustrating the process for setting the ending period in the fifth embodiment. [Figure 45] This diagram illustrates the distribution of interval time or ending time in the fifth embodiment. [Figure 46] This is a flowchart illustrating the special electrical discharge process in the sixth embodiment. [Figure 47] This is a flowchart illustrating the special electrical closure process in the sixth embodiment. [Figure 48] This is a flowchart illustrating the interval period setting process in the sixth embodiment. [Figure 49] This is a flowchart illustrating the standard power control process in the seventh embodiment. [Figure 50] This is a flowchart illustrating the process for setting the ending period in the seventh embodiment. [Figure 51] This is a front view of the gaming machine in the eighth embodiment. [Figure 52] This is a perspective view of the gaming machine in the eighth embodiment, as seen from the front. [Figure 53] This is a rear view of the gaming machine in the eighth embodiment. [Figure 54] This is a perspective view of the inner frame of the gaming machine in the eighth embodiment, seen from the rear side. [Figure 55]This is a perspective view of the gaming machine in the eighth embodiment, seen from the back. [Figure 56] This is a perspective view of the gaming machine in the eighth embodiment, as seen from the front. [Figure 57] This is a perspective view of the gaming machine in the eighth embodiment, seen from the back. [Figure 58] This is a front view of the game board in the eighth embodiment. [Figure 59] This diagram illustrates the operation of the ball-stopping member in the eighth embodiment. [Figure 60] This is a block diagram showing an example of the configuration of the control system for a gaming machine in the eighth embodiment. [Figure 61] This diagram illustrates the distribution rates for the special-pattern game and the general-pattern game in the eighth embodiment. [Figure 62] This figure illustrates the transition of game states in the eighth embodiment. [Figure 63] This is a flowchart illustrating the main processing in the eighth embodiment. [Figure 64] This is a flowchart illustrating the timer interrupt processing in the eighth embodiment. [Figure 65] This is a flowchart illustrating the ball entry detection process in the eighth embodiment. [Figure 66] This is a flowchart illustrating the special electrical processing in the eighth embodiment. [Figure 67] This is a flowchart illustrating the special feature hold generation process in the eighth embodiment. [Figure 68] This is a flowchart illustrating the process for initiating the special feature variation in the eighth embodiment. [Figure 69] This is a flowchart illustrating the processing during special feature variation in the eighth embodiment. [Figure 70] This is a flowchart illustrating the process of determining the designation in the eighth embodiment. [Figure 71] This is a flowchart illustrating the time-saving state counter update process in the eighth embodiment. [Figure 72] This is a flowchart illustrating the high-probability counter update process in the eighth embodiment. [Figure 73]This is a flowchart illustrating the operation process of the ball-stopping member in the eighth embodiment. [Figure 74] This is a flowchart illustrating the special power initiation process in the eighth embodiment. [Figure 75] This is a flowchart illustrating the special electrical discharge process in the eighth embodiment. [Figure 76] This is a flowchart illustrating the interval period setting process in the eighth embodiment. [Figure 77] This is a flowchart illustrating the process for setting the ending period in the eighth embodiment. [Figure 78] This is a flowchart illustrating the special electrical closure process in the eighth embodiment. [Figure 79] This is a flowchart illustrating the special power termination process in the eighth embodiment. [Figure 80] This is a flowchart illustrating the general power processing in the eighth embodiment. [Figure 81] This is a flowchart illustrating the process for initiating the general diagram variation in the eighth embodiment. [Figure 82] This is a flowchart illustrating the process of finalizing the drawing in the eighth embodiment. [Figure 83] This is a flowchart illustrating the standard power control process in the eighth embodiment. [Figure 84] This is a flowchart illustrating the main processing for the eighth embodiment. [Figure 85] This is a flowchart illustrating the received command processing in the eighth embodiment. [Figure 86] This figure illustrates an example of a display in the display device according to the eighth embodiment. [Figure 87] This figure illustrates an example of a display in the display device according to the eighth embodiment. [Figure 88] This diagram illustrates the relationship between the operation and presentation of the special variable prize winning device in the eighth embodiment. [Figure 89] This diagram illustrates the operation of the ball-stopping member in the ninth embodiment. [Figure 90] This figure illustrates a modified example in the ninth embodiment. [Figure 91] This figure illustrates the operation of the ball-stopping member and the notification effect in the tenth embodiment. [Figure 92] This figure illustrates the operation of the ball-stopping member and the notification effect in the tenth embodiment. [Figure 93] This is a flowchart illustrating the operation process of the ball-stopping member in the 11th embodiment. [Figure 94] This is a flowchart illustrating the general power processing in the 11th embodiment. [Figure 95] This is a flowchart illustrating the general power processing in the 12th embodiment. [Figure 96] This is a flowchart illustrating the operation process of the ball-stopping member in the 13th embodiment. [Figure 97] This is a flowchart illustrating the launch control process in the 13th embodiment. [Figure 98] This diagram illustrates the operation of the ball-stopping member in the 14th embodiment. [Figure 99] This diagram illustrates the operation of the ball-stopping member in the 15th embodiment. [Figure 100] This is a front view of the game board in the 16th embodiment. [Figure 101] This is a front view of the gaming machine in the 17th embodiment. [Figure 102] This is a perspective view of the gaming machine in the 17th embodiment, as seen from the front. [Figure 103] This is a rear view of the gaming machine in the 17th embodiment. [Figure 104] This is a perspective view of the inner frame of the gaming machine in the 17th embodiment, seen from the rear side. [Figure 105] This is a perspective view of the gaming machine in the 17th embodiment, seen from the back side. [Figure 106] This is a perspective view of the gaming machine in the 17th embodiment, as seen from the front. [Figure 107] This is a perspective view of the gaming machine in the 17th embodiment, seen from the back side. [Figure 108] This is a front view of the game board in the 17th embodiment. [Figure 109]This is a block diagram showing an example of the configuration of the control system for a gaming machine in the 17th embodiment. [Figure 110] This diagram illustrates the distribution rates for the special-pattern game and the general-pattern game in the 17th embodiment. [Figure 111] This is a diagram illustrating the transition of game states in the 17th embodiment. [Figure 112] This is a flowchart illustrating the main processing in the 17th embodiment. [Figure 113] This is a flowchart illustrating the timer interrupt processing in the 17th embodiment. [Figure 114] This is a flowchart illustrating the ball entry detection process in the 17th embodiment. [Figure 115] This is a flowchart illustrating the special electrical processing in the 17th embodiment. [Figure 116] This is a flowchart illustrating the special feature hold generation process in the 17th embodiment. [Figure 117] This is a flowchart illustrating the process for initiating the special feature variation in the 17th embodiment. [Figure 118] This is a flowchart illustrating the processing during the special feature change in the 17th embodiment. [Figure 119] This is a flowchart illustrating the process during the confirmation of the special drawings in the 17th embodiment. [Figure 120] This is a flowchart illustrating the time-saving state counter update process in the 17th embodiment. [Figure 121] This is a flowchart illustrating the high-probability counter update process in the 17th embodiment. [Figure 122] This is a flowchart illustrating the special power start process in the 17th embodiment. [Figure 123] This is a flowchart illustrating the special electrical discharge process in the 17th embodiment. [Figure 124] This is a flowchart illustrating the interval period setting process in the 17th embodiment. [Figure 125] This is a flowchart illustrating the process for setting the ending period in the 17th embodiment. [Figure 126]This is a flowchart illustrating the special electrical closure process in the 17th embodiment. [Figure 127] This is a flowchart illustrating the special power termination process in the 17th embodiment. [Figure 128] This is a flowchart illustrating the general power processing in the 17th embodiment. [Figure 129] This is a flowchart illustrating the process for initiating the general diagram variation in the 17th embodiment. [Figure 130] This is a flowchart illustrating the process of finalizing the drawing in the 17th embodiment. [Figure 131] This is a flowchart illustrating the standard electric power control process in the 17th embodiment. [Figure 132] This is a flowchart illustrating the main processing for the 17th embodiment. [Figure 133] This is a flowchart illustrating the received command processing in the 17th embodiment. [Figure 134] This figure illustrates an example of a display in the display device according to the 17th embodiment. [Figure 135] This figure illustrates an example of a display in the display device according to the 17th embodiment. [Figure 136] This diagram illustrates the relationship between the operation and presentation of the special variable prize winning device in the 17th embodiment. [Figure 137] This is a diagram illustrating the target presentation in the 17th embodiment. [Figure 138] This diagram illustrates the pattern of the event notification effect in the 17th embodiment. [Figure 139] This diagram illustrates the pattern of the event notification effect in the 17th embodiment. [Figure 140] This is a flowchart illustrating the control process for the event notification effect in the 17th embodiment. [Figure 141] This flowchart illustrates another example of the event notification effect control process in the 17th embodiment. [Figure 142] This figure illustrates another example of the target presentation in the 17th embodiment. [Figure 143]This figure illustrates another example of how the target presentation is updated in the 17th embodiment. [Figure 144] This figure illustrates another example of the event prediction effect in the 17th embodiment. [Figure 145] This figure illustrates another example of the event prediction effect in the 17th embodiment. [Figure 146] This figure illustrates another example of the event prediction effect in the 17th embodiment. [Figure 147] This figure illustrates an example of an event prediction effect in the 18th embodiment. [Figure 148] This diagram illustrates the pattern of the event notification effect in the 19th embodiment. [Figure 149] This figure illustrates an example of an event prediction effect in the 19th embodiment. [Figure 150] This figure illustrates an example of an event prediction effect in the 20th embodiment. [Figure 151] This figure illustrates an example of an event prediction effect in the 20th embodiment. [Figure 152] This figure illustrates an example of an event prediction effect in the 21st embodiment. [Figure 153] This is a front view of the gaming machine according to the 22nd embodiment. [Figure 154] This is a perspective view of the gaming machine in the 22nd embodiment, as seen from the front. [Figure 155] This is a rear view of the gaming machine in the 22nd embodiment. [Figure 156] This is a perspective view of the inner frame of the gaming machine in the 22nd embodiment, seen from the rear side. [Figure 157] This is a perspective view of the gaming machine in the 22nd embodiment, seen from the back side. [Figure 158] This is a perspective view of the gaming machine in the 22nd embodiment, as seen from the front. [Figure 159] This is a perspective view of the gaming machine in the 22nd embodiment, seen from the back side. [Figure 160] This is a front view of the game board in the 22nd embodiment. [Figure 161] This is a block diagram showing an example of the configuration of the control system for a gaming machine in the 22nd embodiment. [Figure 162] This figure illustrates the distribution rates for the special-pattern game and the general-pattern game in the 22nd embodiment. [Figure 163] This figure illustrates the transition of game states in the 22nd embodiment. [Figure 164] This is a flowchart illustrating the main processing in the 22nd embodiment. [Figure 165] This is a flowchart illustrating the timer interrupt processing in the 22nd embodiment. [Figure 166] This is a flowchart illustrating the ball entry detection process in the 22nd embodiment. [Figure 167] This is a flowchart illustrating the special electrical processing shown in the 22nd embodiment. [Figure 168] This is a flowchart illustrating the special feature hold generation process in the 22nd embodiment. [Figure 169] This is a flowchart illustrating the process for initiating the special feature variation in the 22nd embodiment. [Figure 170] This is a flowchart illustrating the processing during the special feature change in the 22nd embodiment. [Figure 171] This is a flowchart illustrating the process of finalizing the design drawings in the 22nd embodiment. [Figure 172] This is a flowchart illustrating the time-saving state counter update process in the 22nd embodiment. [Figure 173] This is a flowchart illustrating the high-probability counter update process in the 22nd embodiment. [Figure 174] This is a flowchart illustrating the special power start process in the 22nd embodiment. [Figure 175] This is a flowchart illustrating the special power supply opening process in the 22nd embodiment. [Figure 176] This is a flowchart illustrating the interval period setting process in the 22nd embodiment. [Figure 177] This is a flowchart illustrating the process for setting the ending period in the 22nd embodiment. [Figure 178] This is a flowchart illustrating the special electrical closure process in the 22nd embodiment. [Figure 179] This is a flowchart illustrating the special power termination process in the 22nd embodiment. [Figure 180] This is a flowchart illustrating the general power processing in the 22nd embodiment. [Figure 181] This is a flowchart illustrating the process for initiating the general diagram variation in the 22nd embodiment. [Figure 182] This is a flowchart illustrating the process of finalizing the drawing in the 22nd embodiment. [Figure 183] This is a flowchart illustrating the regular power control process in the 22nd embodiment. [Figure 184] This is a flowchart illustrating the main processing for the 22nd embodiment. [Figure 185] This is a flowchart illustrating the received command processing in the 22nd embodiment. [Figure 186] This figure illustrates an example of a display in the display device according to the 22nd embodiment. [Figure 187] This figure illustrates an example of a display in the display device according to the 22nd embodiment. [Figure 188] This diagram illustrates the relationship between the operation and presentation of the special variable prize winning device in the 22nd embodiment. [Figure 189] This figure illustrates an example of a presentation in the 22nd embodiment. [Figure 190] This figure illustrates an example of a presentation in the 22nd embodiment. [Figure 191] This is a diagram illustrating the execution method of the performance in the 22nd embodiment. [Figure 192] This is a flowchart illustrating the process for executing the Grand Prize winning command in the 22nd embodiment. [Figure 193] This is a flowchart illustrating the command processing for winning the grand prize in the 23rd embodiment. [Figure 194] This is a diagram illustrating the execution method of the performance in the 23rd embodiment. [Figure 195] This is a diagram illustrating the execution method of the performance in the 23rd embodiment. [Figure 196]This is a diagram illustrating the execution method of the performance in the 23rd embodiment. [Figure 197] This is a diagram illustrating the execution method of the performance in the 23rd embodiment. [Figure 198] This is a diagram illustrating the execution method of the performance in the 23rd embodiment. [Figure 199] This is a diagram illustrating the execution method of the performance in the 24th embodiment. [Figure 200] This is a flowchart illustrating the command processing for winning the grand prize in the 24th embodiment. [Figure 201] This is a flowchart illustrating the specific performance control process in the 24th embodiment. [Figure 202] This is a diagram illustrating the execution method of the performance in the 25th embodiment. [Figure 203] This is a flowchart illustrating the command processing for winning the grand prize in the 25th embodiment. [Figure 204] This is a flowchart illustrating the command processing for winning the grand prize in the 25th embodiment. [Figure 205] This is a flowchart illustrating the ball entry detection process in the 26th embodiment. [Figure 206] This is a flowchart illustrating the interval period setting process in the 26th embodiment. [Figure 207] This is a flowchart illustrating the special electrical closure process in the 26th embodiment. [Figure 208] This is a front view of the gaming machine according to the 27th embodiment. [Figure 209] This is a perspective view of the gaming machine in the 27th embodiment, as seen from the front. [Figure 210] This is a rear view of the gaming machine in the 27th embodiment. [Figure 211] This is a perspective view of the inner frame of the gaming machine in the 27th embodiment, seen from the rear side. [Figure 212] This is a perspective view of the gaming machine in the 27th embodiment, seen from the back side. [Figure 213] This is a perspective view of the gaming machine in the 27th embodiment, as seen from the front. [Figure 214]This is a perspective view of the gaming machine in the 27th embodiment, seen from the back side. [Figure 215] This is a front view of the game board in the 27th embodiment. [Figure 216] This is an exploded perspective view of the game board as seen from the front side in the 27th embodiment. [Figure 217] This is an exploded perspective view of the game board as seen from the front side in the 27th embodiment. [Figure 218] This is an exploded perspective view of the right movable display device in the 27th embodiment, as seen from the front. [Figure 219] This is an exploded perspective view of the right movable display device in the 27th embodiment, seen from the rear side. [Figure 220] This is a front view of the right movable display device in its initial position in the 27th embodiment. [Figure 221] This is a rear view of the right movable display device in its initial position in the 27th embodiment. [Figure 222] This is a front view of the right movable display device in the 27th embodiment at its protruding position. [Figure 223] This is a rear view of the right movable display device in the 27th embodiment at its protruding position. [Figure 224] This is an exploded perspective view of the upper movable display device in the 27th embodiment, as seen from the front. [Figure 225] This is an exploded perspective view of the upper movable display device in the 27th embodiment, seen from the rear side. [Figure 226] This is an exploded perspective view of the upper display unit as seen from the front side in the 27th embodiment. [Figure 227] This is an exploded perspective view of the upper display unit as seen from the back side in the 27th embodiment. [Figure 228] This is a front view illustrating the operation of the upward-moving display device in the 27th embodiment. [Figure 229] This is an exploded perspective view of the lower display unit as seen from the front side in the 27th embodiment. [Figure 230] This is an exploded perspective view of the lower display unit as seen from the back side in the 27th embodiment. [Figure 231] This is a front view illustrating the operation of the lower display unit in the 27th embodiment. [Figure 232] This is a block diagram showing an example of the configuration of the control system for a gaming machine in the 27th embodiment. [Figure 233] This diagram illustrates the distribution rates for the special-pattern game and the general-pattern game in the 27th embodiment. [Figure 234] This figure illustrates the transition of game states in the 27th embodiment. [Figure 235] This is a flowchart illustrating the main processing in the 27th embodiment. [Figure 236] This is a flowchart illustrating the timer interrupt processing in the 27th embodiment. [Figure 237] This is a flowchart illustrating the ball entry detection process in the 27th embodiment. [Figure 238] This is a flowchart illustrating the special electrical processing in the 27th embodiment. [Figure 239] This is a flowchart illustrating the special feature hold generation process in the 27th embodiment. [Figure 240] This is a flowchart illustrating the V-winning area switch monitoring process in the 27th embodiment. [Figure 241] This is a flowchart illustrating the process for initiating the special feature variation in the 27th embodiment. [Figure 242] This is a flowchart illustrating the processing during the special feature change in the 27th embodiment. [Figure 243] This is a flowchart illustrating the process during the confirmation of the special designation in the 27th embodiment. [Figure 244] This is a flowchart illustrating the time-saving state counter update process in the 27th embodiment. [Figure 245] This is a flowchart illustrating the special power start process in the 27th embodiment. [Figure 246] This is a flowchart illustrating the special electric current release process in the 27th embodiment. [Figure 247] This is a flowchart illustrating the special electrical closure process in the 27th embodiment. [Figure 248] This is a flowchart illustrating the special power termination process in the 27th embodiment. [Figure 249] This is a flowchart illustrating the process for initiating a minor win in the 27th embodiment. [Figure 250] This is a flowchart illustrating the processing during a minor win in the 27th embodiment. [Figure 251] This is a flowchart illustrating the minor win termination process in the 27th embodiment. [Figure 252] This is a flowchart illustrating the general power processing in the 27th embodiment. [Figure 253] This is a flowchart illustrating the process for initiating the general diagram variation in the 27th embodiment. [Figure 254] This is a flowchart illustrating the process of finalizing the drawing in the 27th embodiment. [Figure 255] This is a flowchart illustrating the standard electric power control process in the 27th embodiment. [Figure 256] This is a flowchart illustrating the main processing for the 27th embodiment. [Figure 257] This is a flowchart illustrating the received command processing in the 27th embodiment. [Figure 258] This figure illustrates an example of a display in the display device according to the 27th embodiment. [Figure 259] This is a front view illustrating the operation of the movable performance device in the 27th embodiment. [Figure 260] This figure illustrates an example of contact performance in the 27th embodiment. [Figure 261] This figure illustrates an example of contact performance in the 27th embodiment. [Figure 262] This is a flowchart illustrating the contact effect processing in the 27th embodiment. [Figure 263] This is a flowchart illustrating the post-contact processing in the 27th embodiment. [Figure 264] This figure illustrates a modified example of the contact effect and the regulating means in the 27th embodiment. [Figure 265] This figure illustrates an example of contact performance in the 28th embodiment. [Figure 266]This figure illustrates a modified example of the contact effect in the 28th embodiment. [Figure 267] This is a flowchart illustrating the contact effect processing in the 29th embodiment. [Figure 268] This figure illustrates an example of contact performance in the 30th embodiment. [Figure 269] This is a flowchart illustrating the contact effect processing in the 30th embodiment. [Figure 270] This is a flowchart illustrating the contact operation process in the 30th embodiment. [Figure 271] This is a front view of the gaming machine according to the 31st embodiment. [Figure 272] This is a perspective view of the gaming machine in the 31st embodiment, seen from the front. [Figure 273] This is a rear view of the gaming machine in the 31st embodiment. [Figure 274] This is a perspective view of the inner frame of the gaming machine in the 31st embodiment, seen from the rear side. [Figure 275] This is a perspective view of the gaming machine in the 31st embodiment, seen from the back side. [Figure 276] This is a perspective view of the gaming machine in the 31st embodiment, seen from the front. [Figure 277] This is a perspective view of the gaming machine in the 31st embodiment, seen from the back side. [Figure 278] This is a front view of the game board in the 31st embodiment. [Figure 279] This is a block diagram showing an example of the configuration of the control system of a gaming machine in the 31st embodiment. [Figure 280] This figure illustrates the distribution rates for the special-pattern game and the general-pattern game in the 31st embodiment. [Figure 281] This is a diagram illustrating the transition of game states in the 31st embodiment. [Figure 282] This is a flowchart illustrating the main process in the 31st embodiment. [Figure 283] This is a flowchart illustrating the timer interrupt processing in the 31st embodiment. [Figure 284] This is a flowchart illustrating the ball entry detection process in the 31st embodiment. [Figure 285] This is a flowchart illustrating the ball difference management process in the 31st embodiment. [Figure 286] This is a flowchart illustrating the special electrical processing in the 31st embodiment. [Figure 287] This is a flowchart illustrating the special feature hold generation process in the 31st embodiment. [Figure 288] This is a flowchart illustrating the V-winning area switch monitoring process in the 31st embodiment. [Figure 289] This is a flowchart illustrating the process for initiating the special feature variation in the 31st embodiment. [Figure 290] This is a flowchart illustrating the processing during the special feature change in the 31st embodiment. [Figure 291] This is a flowchart illustrating the process of determining the designation in the 31st embodiment. [Figure 292] This is a flowchart illustrating the time-saving state counter update process in the 31st embodiment. [Figure 293] This is a flowchart illustrating the special power start process in the 31st embodiment. [Figure 294] This is a flowchart illustrating the special electrical discharge process in the 31st embodiment. [Figure 295] This is a flowchart illustrating the special electrical closure process in the 31st embodiment. [Figure 296] This is a flowchart illustrating the special power termination process in the 31st embodiment. [Figure 297] This is a flowchart illustrating the process for initiating a minor win in the 31st embodiment. [Figure 298] This is a flowchart illustrating the processing during a minor win in the 31st embodiment. [Figure 299] This is a flowchart illustrating the minor win termination process in the 31st embodiment. [Figure 300] This is a flowchart illustrating the general power processing in the 31st embodiment. [Figure 301] This is a flowchart illustrating the process for initiating the general diagram variation in the 31st embodiment. [Figure 302] This is a flowchart illustrating the process of finalizing the drawing in the 31st embodiment. [Figure 303] This is a flowchart illustrating the standard electric power control process in the 31st embodiment. [Figure 304] This is a flowchart illustrating the main processing for the 31st embodiment. [Figure 305] This is a flowchart illustrating the received command processing in the 31st embodiment. [Figure 306] This figure illustrates an example of a display in the display device according to the 31st embodiment. [Figure 307] This figure illustrates an example of a display in the display device according to the 31st embodiment. [Figure 308] This figure illustrates an example of a display in the display device according to the 31st embodiment. [Figure 309] This is a flowchart illustrating the process of determining the designation in the first modified example of the 31st embodiment. [Figure 310] This figure illustrates the probability of the special game in the first and second modified examples of the 31st embodiment. [Figure 311] This is a flowchart illustrating the process of determining the designation in the third modified example of the 31st embodiment. [Figure 312] This figure illustrates the change in the counter value in a third modified example of the 31st embodiment. [Figure 313] This is a flowchart illustrating the time-saving state counter update process in the fourth modified example of the 31st embodiment. [Figure 314] This is a flowchart illustrating the time-saving state counter update process in the fourth modified example of the 31st embodiment. [Figure 315] This is a flowchart illustrating the process of determining the designation in the fifth modified example of the 31st embodiment. [Figure 316] This is a flowchart illustrating the time-saving state counter update process in the fifth modified example of the 31st embodiment. [Figure 317] This is a flowchart illustrating the time-saving state counter update process in the sixth modified example of the 31st embodiment. [Figure 318] This is a flowchart illustrating the time-saving state counter update process in the seventh modified example of the 31st embodiment. [Figure 319] This is a flowchart illustrating the time-saving state counter update process in the seventh modified example of the 31st embodiment. [Figure 320] This is a flowchart illustrating the special power termination process in the eighth modified example of the 31st embodiment. [Figure 321] This is a flowchart illustrating the process of determining the designation in the eighth modified example of the 31st embodiment. [Figure 322] This is a flowchart illustrating the main process in the ninth modified example of the 31st embodiment. [Figure 323] This is a flowchart illustrating the process of determining the designation in the ninth modified example of the 31st embodiment. [Figure 324] This is a flowchart illustrating the special power termination process in the ninth modified example of the 31st embodiment. [Figure 325] This is a flowchart illustrating the time-saving state counter update process in the ninth modified example of the 31st embodiment. [Figure 326] This is a flowchart illustrating the time-saving state counter update process in the ninth modified example of the 31st embodiment. [Figure 327] This is a front view of the gaming machine according to the 32nd embodiment. [Figure 328] This is a perspective view of the gaming machine in the 32nd embodiment, seen from the front. [Figure 329] This is a rear view of the gaming machine in the 32nd embodiment. [Figure 330] This is a perspective view of the inner frame of the gaming machine in the 32nd embodiment, seen from the rear side. [Figure 331] This is a perspective view of the gaming machine in the 32nd embodiment, seen from the back side. [Figure 332] This is a perspective view of the gaming machine in the 32nd embodiment, seen from the front. [Figure 333] This is a perspective view of the gaming machine in the 32nd embodiment, seen from the back side. [Figure 334] This is a front view of the game board in the 32nd embodiment. [Figure 335] This is a block diagram showing an example of the configuration of the control system of a gaming machine in the 32nd embodiment. [Figure 336] This figure illustrates the distribution rates for the special-pattern game and the general-pattern game in the 32nd embodiment. [Figure 337] This figure illustrates the transition of game states in the 32nd embodiment. [Figure 338] This is a flowchart illustrating the main processing in the 32nd embodiment. [Figure 339] This is a flowchart illustrating the timer interrupt processing in the 32nd embodiment. [Figure 340] This is a flowchart illustrating the ball entry detection process in the 32nd embodiment. [Figure 341] This is a flowchart illustrating the ball difference management process in the 32nd embodiment. [Figure 342] This is a flowchart illustrating the special electrical processing in the 32nd embodiment. [Figure 343] This is a flowchart illustrating the special feature hold generation process in the 32nd embodiment. [Figure 344] This is a flowchart illustrating the V-winning area switch monitoring process in the 32nd embodiment. [Figure 345] This is a flowchart illustrating the process for initiating the special feature variation in the 32nd embodiment. [Figure 346] This is a flowchart illustrating the processing during the special feature change in the 32nd embodiment. [Figure 347] This is a flowchart illustrating the process of determining the designation in the 32nd embodiment. [Figure 348] This is a flowchart illustrating the time-saving state counter update process in the 32nd embodiment. [Figure 349] This is a flowchart illustrating the special power start process in the 32nd embodiment. [Figure 350] This is a flowchart illustrating the special electrical discharge process in the 32nd embodiment. [Figure 351] This is a flowchart illustrating the special electrical closure process in the 32nd embodiment. [Figure 352] This is a flowchart illustrating the special power termination process in the 32nd embodiment. [Figure 353] This is a flowchart illustrating the process for initiating a minor win in the 32nd embodiment. [Figure 354] This is a flowchart illustrating the processing during a minor win in the 32nd embodiment. [Figure 355] This is a flowchart illustrating the minor win termination process in the 32nd embodiment. [Figure 356] This is a flowchart illustrating the general power processing in the 32nd embodiment. [Figure 357] This is a flowchart illustrating the process for initiating the general diagram variation in the 32nd embodiment. [Figure 358] This is a flowchart illustrating the process of finalizing the drawing in the 32nd embodiment. [Figure 359] This is a flowchart illustrating the standard power control process in the 32nd embodiment. [Figure 360] This is a flowchart illustrating the main processing for the 32nd embodiment. [Figure 361] This is a flowchart illustrating the received command processing in the 32nd embodiment. [Figure 362] This figure illustrates an example of a display in the display device according to the 32nd embodiment. [Figure 363] This figure illustrates an example of various time values in the 32nd embodiment. [Figure 364] This diagram illustrates the execution methods of the special game, minor win game state, and special game state in the 32nd embodiment. [Figure 365] This diagram illustrates the execution methods of the minor win game state and the special game state in the 32nd embodiment. [Figure 366] This diagram illustrates the execution methods of the minor win game state and the special game state in the 32nd embodiment. [Figure 367] This figure illustrates an example of a display in the display device according to the 32nd embodiment. [Figure 368] This figure illustrates an example of a display in the display device according to the 32nd embodiment. [Figure 369] This figure illustrates an example of a display in the display device according to the 32nd embodiment. [Figure 370] This figure illustrates an example of a method for selecting the variation type in the 32nd embodiment. [Figure 371] This is a flowchart illustrating the instruction notification control process in the first modified example of the 32nd embodiment. [Figure 372] This is a flowchart illustrating the processing during the special feature variation in the second modified example of the 32nd embodiment. [Figure 373] This is a flowchart illustrating the instruction notification start process in a second modified example of the 32nd embodiment. [Figure 374] This is a flowchart illustrating the instruction notification control process in a second modified example of the 32nd embodiment. [Modes for carrying out the invention]
[0008] [First Embodiment] Embodiments of the present invention will be described below with reference to the drawings. In this embodiment, a pachinko game machine will be described as the game machine 1.
[0009] [Structure of a gaming machine] The structure of the gaming machine will be explained using Figures 1 to 8. Figure 1 is a front view of the gaming machine 1, and Figure 2 is a perspective view of the gaming machine 1 from the front. Figure 3 is a rear view of the gaming machine 1, and Figure 4 is a perspective view of the inner frame 20 of the gaming machine 1 from the back. Figures 5 to 7 are perspective views of the gaming machine 1 from the front, showing each part in a rotated state.
[0010] The gaming machine 1 comprises an outer frame 10, an inner frame 20 rotatably attached to the outer frame 10, a front frame 30 rotatably attached to the front side of the inner frame 20, and a rear unit 50 rotatably attached to the rear side of the inner frame 20. The outer frame 10 forms the outer perimeter of the gaming machine 1 and is fixed to the island equipment when the gaming machine 1 is installed in the island equipment of a gaming parlor. As shown in Figure 5, the outer frame 10 is a rectangular frame that penetrates from front to back, and a decorative member 11 is provided at the lower front.
[0011] The inner frame 20 is attached to the outer frame 10 such that its left end, as viewed from the front, can rotate around an axis that runs vertically. As shown in Figure 1, the inner frame 20 can be converted between a closed state that covers the front portion of the outer frame 10 excluding the decorative member 11, and an open state in which it rotates forward relative to the outer frame 10 like a door, as shown in Figure 5. As shown in Figure 6, the inner frame 20 has a housing section 21 that extends from front to back and can accommodate the game board 70. The game board 70 is detachably attached to this housing section 21 so that the game area 73, through which game balls can flow, is at the front. Furthermore, below the housing section 21 on the front of the inner frame 20, there is a launching device 22 capable of launching game balls toward the game area 73 of the game board 70.
[0012] A locking device 23 is provided on the right side of the inner frame 20. This locking device 23 can lock the inner frame 20 in a closed state relative to the outer frame 10, and can also lock the front frame 30 in a closed state relative to the inner frame 20. A cylinder lock 24 of the locking device 23 is provided on the lower right front of the inner frame 20, and as shown in Figure 1, the keyhole is exposed on the front of the front frame 30. By inserting a key into this keyhole and rotating it in one direction, the lock of the inner frame 20 to the outer frame 10 is released and the inner frame 20 can be opened. It can be left in a released state. Also, by rotating it in a direction opposite to the one direction, the lock of the front frame 30 on the inner frame 20 is released, and the front frame 30 can be left in an open state. The inner frame 20 being open can be detected by the inner frame open detection sensor 20a. Similarly, the front frame 30 being open can be detected by the front frame open detection sensor 30a.
[0013] The front frame 30 is attached to the inner frame 20 such that its left end, as viewed from the front, can rotate around an axis that runs vertically. As shown in Figure 1, the front frame 30 can be converted between a closed state that covers the front portion of the inner frame 20 and an open state in which it rotates forward relative to the inner frame 20 like a door, as shown in Figure 6. A through-hole 31 is formed in the front frame 30 in the portion facing the housing portion 21 of the inner frame 20, and a transparent member 32 made of a transparent material such as glass or resin is provided to cover this through-hole 31. The transparent member 32 covers the front of the game area 73 of the game board 70 and allows the game area 73 to be viewed from the front of the game machine 1 through the transparent member 32. As shown in Figure 1, the front surface of the front frame 30, around the through-hole 31, is provided with light-emitting means 33 such as lamps or LEDs, and a speaker 34. A movable decorative device may also be provided.
[0014] An operating unit 35 is provided at the lower part of the through-hole 31 on the front of the front frame 30, allowing the player to perform operations related to the game. As shown in Figures 1 and 2, the upper left part of the operating unit 35 is provided with an upper tray 36, which is an upward-opening recess capable of storing game balls. This upper tray 36 allows game balls dispensed from the dispensing device 55 to flow into it and also supplies game balls to the launching device 22. In addition, a discharge button 37 is provided near the upper tray 36 to allow the game balls in the upper tray 36 to flow down to the lower tray 38. Below the upper tray 36 is a lower tray 38, which is an upward-opening recess capable of storing game balls. Game balls that could not be stored in the upper tray 36 can flow into this lower tray 38. Foul balls that have been launched but returned to the launching device 22 can also flow into this lower tray 38. At the bottom of the lower tray 38 is a discharge lever 39 for discharging the game balls stored in the lower tray 38 downwards.
[0015] A handle 40 for adjusting the launch force of the game balls is provided at the lower right of the control unit 35. This handle 40 is also equipped with a touch sensor 40a capable of detecting human contact, and a launch stop switch 40b for temporarily stopping the launch of game balls based on a press input from the player. An effect button 41 capable of receiving press input from the player is provided at the top center of the operation unit 35. This effect button 41 makes it possible to perform effects and other actions during gameplay that involve the player's operation. The effect button 41 may also be equipped with a vibration means for vibrating the effect button 41, a light-emitting means for illuminating the effect button 41 with a predetermined light color, and an operating means that can change the upper surface of the effect button 41 from its initial position to a protruding state above its initial position.
[0016] To the right of the effect button 41 is a directional pad 42 that can receive input from the player. This directional pad 42 can be used for effects that involve player input during gameplay, as well as for adjusting volume and brightness, and selecting options on the menu screen. To the right of the directional pad 42 are a ball dispensing button 43, which the player operates when receiving balls from an adjacent ball dispensing machine, and a return button 44, which the player operates to eject a card from the card unit of the ball dispensing machine. A balance indicator that displays the remaining balance on the card may also be provided. In addition to the performance buttons 41 and the directional pad 42, the front frame 30 may also be provided with input means for receiving player input. The input method does not have to be a press operation; for example, it may involve operating a lever or rotating a rotating body.
[0017] The back unit 50 is provided so as to cover the back surface of the inner frame 20, as shown in Figure 3. The back unit 50 is attached to the inner frame 20 such that its right end, as viewed from the back side, can rotate about an axis that runs vertically. It can be converted between a closed state, as shown in Figure 5, which covers the back surface of the inner frame 20, and an open state, as shown in Figure 7, which rotates to the rear of the inner frame 20 like a door. As shown in Figure 7, the front side of the back unit 50 is provided with a cover portion 51 which is a recessed part that opens forward, and in the closed state shown in Figure 3, it covers the back of the game board 70. In addition, the part of the cover portion 51 that faces the game control device 100 located on the back of the game board 70 is a through portion 52 that penetrates from front to back, so as not to cover the game control device 100. As a result, even when the back unit 50 is in the closed state, the game control device 100 can be seen from the back side of the game machine 1. The lower part of the back side of the back unit 50 is equipped with a power supply device 250 for supplying power to various parts of the gaming machine 1, and a payout control device 200 for controlling the launching device 22 and the payout device 55.
[0018] Furthermore, a storage tank 53 capable of receiving and storing game balls supplied from the island equipment is provided at the top of the back unit 50. The game balls stored in the storage tank 53 are guided through a supply channel 54 that descends to the right when viewed from the back side, as shown in Figure 3, to a payout device 55 located on the right side when viewed from the back side of the back unit 50. The game balls dispensed from the dispensing device 55 are guided downward by the guide channel 56 and then guided to the upper tray 36 through through passages formed in the inner frame 20 and the front frame 30 that penetrate from front to back. Furthermore, the rear unit 50 is equipped with an overflow sensor 57 that detects when the upper tray 36 and lower tray 38 are full and dispensing is stalled, and a ball depletion sensor 58 that detects when there are insufficient game balls to be dispensed.
[0019] [Game board structure] Next, an example of the game board 70 will be described. Figure 8 is a front view of the game board 70 in the game machine 1 of this embodiment. The game board 70 comprises a plate-shaped game board body 71 made of wood or synthetic resin, to which various components are attached. The front of the game board body 71 is provided with a game area 73 surrounded by rails 72 that can guide game balls. Game balls launched from the launching device 22 are guided to the upper part of the game area 73 through a guide section 72a formed by the rails 72, and then flow down the game area 73. The game area 73 is provided with a windmill 74 and obstacle nails 75, which are variable means that can change the direction in which the game balls flow down.
[0020] A variable display unit 80 is provided approximately in the center of the game area 73. A display device 81 capable of displaying information related to the game is provided in the central part of this variable display unit 80. As the display device 81, for example, a device capable of displaying images such as a liquid crystal display, EL display, dot matrix LED, or cathode ray tube can be used. Various types of visual displays, such as videos and still images, can be displayed in the display area of the display device 81. In addition, in response to the special symbol game executed by the game machine 1, which displays multiple identification information in a variable manner and stops to display the result, a decorative special symbol game that displays multiple identification information in a variable manner and stops to display the result can be displayed. As the display device 81 for displaying the decorative special symbol game, a reel with multiple identification information drawn around it can also be used.
[0021] A movable display device 82 is provided on the upper part of the variable display unit 80. This movable display device 82 is rotatable about an axis that runs in the front-to-back direction. An image may also be displayed in the central part. The movable display device 82 can have any structure or mode of operation as long as it is functional. The movable display device 82 may also be provided on other parts of the variable display unit 80 and in various places on the game board 70. Furthermore, the movable display device 82 may also be provided on the front frame 30. In addition, multiple light-emitting means 33, such as lamps and LEDs, are provided in various places on the game board 70, including the variable display unit 80.
[0022] The variable display unit 80 is designed to prevent game balls from entering from the top and sides, but a warp channel 83 is provided on the side that allows game balls to flow into the variable display unit 80. Game balls that flow into the warp channel 83 are guided to a stage 84 located at the bottom of the variable display unit 80. Game balls that bounce at the bottom of the variable display unit 80 can also flow into the stage 84. The game balls on stage 84 mainly flow downwards from the center of the stage towards the front, and then down into the game area 73 below. A starting prize device 90 is located at the destination of the flow, and there is a high probability that the balls will flow into the starting prize device 90.
[0023] The starting prize device 90, located below the variable display unit 80, has an inlet 91 at its top into which game balls can flow. Directly below the inlet 91 is a distribution member 92 that alternately distributes the incoming game balls to the lower first starting port 76 and second starting port 77. When a game ball enters the first start port 76, it is detected by the first start port switch 76a, and based on this, the right to start Special Feature 1 of the Special Feature Games is generated, and one prize ball is dispensed. Similarly, when a game ball enters the second start port 77, it is detected by the second start port switch 77a, and based on this, the right to start Special Feature 2 of the Special Feature Games is generated, and one prize ball is dispensed.
[0024] The distribution member 92 is rotatable about an axis along the front-rear direction and includes a left holding portion 92a and a right holding portion 92b that can temporarily hold the game balls that have flowed in from the inlet 91. As shown in Figure 8, the distribution member 92 is rotatable between a state in which the left holding portion 92a faces upward and is capable of receiving game balls, and a state in which it can rotate counterclockwise from this state so that the right holding portion 92b faces upward and is capable of receiving game balls.
[0025] As shown in Figure 8, when the left holding part 92a faces upward and is ready to receive game balls, and game balls flow in from the inlet 91 and are held in the left holding part 92a, the weight of the game balls causes the distribution member 92 to rotate counterclockwise, and the right holding part 92b faces upward and is ready to receive game balls. As a result, the game balls that were held in the left holding part 92a fall toward the first start opening 76 and flow into the first start opening 76. At this point, the distribution member 92 stops with its right holding portion 92b facing upwards, ready to receive game balls. When game balls then flow in from the inlet 91, they are held by the right holding portion 92b. The weight of the game balls causes the distribution member 92 to rotate clockwise, and the left holding portion 92a faces upwards, ready to receive game balls. As a result, the game balls held by the right holding portion 92b fall towards the second start opening 77 and flow into the second start opening 77. By repeating this process, game balls will alternately flow into the first starting port 76 and the second starting port 77.
[0026] A through gate 78 is provided in the game area 73 to the right of the variable display unit 80. Game balls that pass through the through gate 78 are detected by the gate switch 78a, and based on this, the right to start the regular game can be generated. The configuration of the game ball detection unit that generates the right to start the regular game is a through gate 78 that allows the detected game ball to flow down the game area 73 and continue playing, but if the detected game ball does not flow down the game area 73 and continues playing This can also serve as a prize entry point at the end of a trick. In this case, a prize ball may be dispensed upon entry; for example, one prize ball may be dispensed.
[0027] Below the variable display unit 80 and to the right of the start prize-winning device 90, a normal variable prize-winning device 79 is provided. The normal variable prize-winning device 79 is equipped with a movable member 79b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. It is also possible that game balls can be awarded even when the movable member 79b is in the closed state, and that it is more difficult for game balls to be awarded in the closed state than in the open state. The normal variable prize-winning device 79 is normally in the closed state and can be converted to the open state based on the result of the normal game reaching a predetermined result. Game balls that have flowed into the normal variable prize-winning device 79 are detected by the normal switch 79a, and based on this, the right to start the special game 2 of the special game can be generated and one prize ball is dispensed.
[0028] In this embodiment, the standard variable prize winning device 79 is provided with an inlet that opens to the right, allowing game balls to flow in. In the closed state shown in Figure 8, the movable member 79b is approximately vertical, closing the inlet. The movable member 79b is converted from this closed state to the open state by rotating to the right around its lower part. In the open state, the inlet is opened, and the movable member 79b guides the game balls into the inlet, allowing game balls to flow in easily.
[0029] A special variable prize winning device 94 is provided in the game area 73 located in the lower right of the variable display unit 80. The special variable prize winning device 94 is equipped with a movable member 94b and can be converted between a closed state (first state) in which game balls cannot enter and an open state (second state) in which game balls can enter. The special variable prize winning device 94 is normally in the closed state and can be converted to the open state based on the result of the special game being a predetermined result. The game balls that flow into the special variable prize winning device 94 are detected by the large prize winning slot switch 94a, and based on this, 15 prize balls are dispensed.
[0030] The special variable winning device 94 of this embodiment is provided such that an inlet through which game balls can flow opens forward. In the closed state shown in FIG. 8, the plate-shaped movable member 94b is substantially vertical and closes the inlet. The movable member 94b is converted to the open state by rotating so as to fall forward about the lower part from this closed state. In the open state, the inlet is opened, and the movable member 94b guides the game balls to the inlet, making it easy for the game balls to flow in.
[0031] Note that the normal variable winning device 79 and the special variable winning device 94 may have any configuration as long as they can be converted between a first state in which game balls cannot flow in or can flow in with difficulty and a second state in which game balls can flow in more easily than in the first state. For example, it may be provided with an inlet that opens upward, and in the first state, the movable member covers above the inlet so that the game balls pass over the movable member, and in the second state, the movable member retreats from the inlet so that the game balls flow into the inlet. Also, it may be provided with an inlet that opens laterally or forward, and in the first state, the movable member retreats from the flow path of the game balls to a non-guiding state in which the game balls are not guided to the inlet, and in the second state, the movable member appears in the flow path of the game balls to a guiding state in which the game balls are guided to the inlet.
[0032] That is, the movable member 94b of the special variable winning device 94 and the movable member 79b of the normal variable winning device 79 form predetermined operating means that can operate between a first state (closed state or non-guiding state) and a second state (open state or guiding state) different from the first state. Also, the second state (open state or guiding state) is more advantageous for the player than the first state (closed state or non-guiding state).
[0033] A plurality of general winning openings 96 are provided at the lower part of the game area 73. The game balls that flow into the general winning opening 96 are detected by the general winning opening switch 96a, and based on this, one prize ball is paid out. Note that the number of prize balls for each winning port described above is just an example and is not limited to the above values. For example, the number of prize balls for the first start port 76 and the second start port 77 can be set to 3, and the number of prize balls for the normal variable winning device 79 can be set to 2, such that the number of prize balls for the normal variable winning device 79 is more than that for the first start port 76 and the second start port 77. Of course, the number of prize balls for the normal variable winning device 79 can also be less than that for the first start port 76 and the second start port 77. Also, although the number of prize balls for the plurality of general winning ports 96 is all the same, they can be made different.
[0034] Also, at the lower part of the game area 73, an out port 97 for collecting game balls that did not win in the winning ports or the like is provided. Out balls, which are game balls flowing out from the out port 97, and safe balls flowing into each winning port are detected by an out ball detection switch 97a. Thereby, it is possible to count the number of all game balls launched into the game area 73 and used for the game.
[0035] Outside the game area 73 and at the lower left part of the game board main body 71, a comprehensive display device 60 is provided. The comprehensive display device 60 includes a special figure 1 display part 61 for displaying the special figure 1 game, a special figure 2 display part 62 for displaying the special figure 2 game, and a general figure display part 63 for displaying the general figure game. Also, it includes a special figure 1 reservation display part 64 for displaying the number of special figure 1 reservations, which is the right to execute the special figure 1 game, a special figure 2 reservation display part 65 for displaying the number of special figure 2 reservations, which is the right to execute the special figure 2 game, and a general figure reservation display part 66 for displaying the number of general figure reservations, which is the right to execute the general figure game. In addition to this, the comprehensive display device 60 includes a round number display part 67 for displaying the number of rounds in the special game state, and a game state display part 68 for displaying the game state. In the game state display part 68, for example, displays indicating the hitting method suitable for the game state between right hitting and left hitting, or displays indicating the time-saving state can be made.
[0036] The special display unit 61, special display unit 62, and general display unit 63 are capable of displaying multiple types of identification information, which are composed of LED lighting patterns. Upon the start of the corresponding game, a variable display is initiated that sequentially displays multiple types of identification information, and after a predetermined time has elapsed, one type of identification information is displayed as the result. The special display unit 61, special display unit 62, and general display unit 63 may be composed of one or more LEDs, or they may be composed of so-called 7-segment LEDs.
[0037] In the game board 70 described above, players can aim to win prizes in the starting prize device 90 or the general prize opening 96 by adjusting the launch force and firing the game ball into the game area 73 on the left side of the variable display unit 80 (so-called left-handed shooting). Alternatively, players can aim to win prizes in the through gate 78, the special variable prize device 94, the normal variable prize device 79, or the general prize opening 96 by firing the game ball into the game area 73 on the right side of the variable display unit 80 (so-called right-handed shooting). Furthermore, a through gate 78 may also be provided in the left-side game area 73, and an inlet and movable member 79b may also be provided to the left of the normal variable prize device 79, so that players can aim to win prizes in the normal variable prize device 79 even when shooting left-handed.
[0038] [Control system configuration] Figure 9 is a block diagram of the control system in the gaming machine 1 of this embodiment. The gaming machine 1 includes a gaming control device 100 equipped with a main board that comprehensively controls the game. The gaming control device 100 includes an MPU 101 (Micro-Processing Unit) that performs calculation processing, etc. The MPU 101 includes a ROM 102 that stores various control programs and fixed value data executed by the MPU 101, and a RAM 103 that can be used as a work area and a storage area for various signals and random values. An input port 105 is connected to the MPU 101 via a bus 104. It can accept input from various devices. Input is performed via the input interface when necessary. In addition, output port 106 is connected to the MPU101 via bus 104, enabling output to various devices. Output is performed via the driver when necessary.
[0039] The game control device 100 is provided with a RAM initialization switch 107 in a position that can be operated with the inner frame 20 open. When the game machine is powered on, the game control device 100 performs a process to forcibly initialize the information stored in the RAM 103 of the game control device 100 and the RAM 203 in the payout control device 200, based on the operation of the RAM initialization switch 107. Furthermore, the game control device 100 is provided with a setting key operation unit, and a setting key switch 108 capable of detecting the operation of the setting key operation unit. The setting key switch 108 can detect when the setting key corresponding to the setting key operation unit has been inserted and turned, and based on this detection, it is possible to change or confirm the probability setting value to which the probability value of winning a jackpot in the special feature game has been assigned. For example, six probability setting values from setting 1 to setting 6 are available, each with a different probability of winning a jackpot, and any of them can be selected and set.
[0040] For example, by inserting the setting key into the setting key operation unit and turning it, and then operating (pressing) the RAM initialization switch 107 while turning on the power to the gaming machine, it is possible to enter a probability change mode in which the probability setting value can be changed. Alternatively, by inserting the setting key into the setting key operation unit and turning it, and then turning on the power to the gaming machine without operating the RAM initialization switch 107, it is possible to enter a probability confirmation mode in which the current probability setting value can be checked. The game control device 100 is equipped with a performance display monitor 109. The performance display monitor 109 is a 7-segment display capable of displaying calculated base values and payout ratios. In addition, the probability setting value may be displayed in probability change mode and probability confirmation mode.
[0041] Although not shown in the diagram, the game control device 100 includes a random number generation circuit for generating random numbers such as special symbol winning random numbers used in the lottery for winning special symbol games, and a clock generator that generates a timer interrupt signal for the MPU 101 with a predetermined period (e.g., 4 milliseconds) and a clock that provides the update timing for the random number generation circuit, based on the clock signal from the oscillation circuit. The various random number generation methods involve updating the random number counter by +1 at the update timing and changing the starting value using an initial random number value that is updated as needed each time the values in a predetermined random number range cycle through. However, the method of generating random numbers is not limited to this; it may also be a method that simply updates by +1 or -1, or a method in which all values within the random number range appear randomly without repetition until the values in the predetermined random number range cycle through once. Furthermore, the generation method may differ depending on the type of random number.
[0042] The input port 105 of the game control device 100 is connected to the following switches: a gate switch 78a for detecting game balls that have entered the through gate 78, a general prize entry switch 96a for detecting game balls that have entered the general prize entry 96, a large prize entry switch 94a for detecting game balls that have entered the special variable prize entry device 94, a first start entry switch 76a for detecting game balls that have entered the first start entry 76, a second start entry switch 77a for detecting game balls that have entered the second start entry 77, and a general power switch 79a for detecting game balls that have entered the normal variable prize entry device 79. Signals from these switches are input to the input port 105. Furthermore, the input port 105 of the game control device 100 is connected to an out ball detection switch 97a that detects all game balls (safe balls and out balls) that have been launched into the game area 73 and have finished playing, an inner frame open detection sensor 20a that detects the open state of the inner frame 20, a front frame open detection sensor 30a that detects the open state of the front frame 30, and a fraud detection sensor 98 that can detect the possibility of fraudulent activity, and signals from these are input. The fraud detection sensor 98 is as follows: Examples include radio wave sensors for detecting radio waves, vibration sensors for detecting vibrations, and magnetic sensors for detecting magnetism. The game control device 100 controls the game based on input signals from these various sensors and switches. When necessary, input from these switches and sensors is received via an input interface.
[0043] The output port of the game control device 100 is connected to the large prize slot solenoid 94c, which operates the movable member 94b of the special variable prize slot device 94, and the general-purpose solenoid 79c, which operates the movable member 79b of the regular variable prize slot device 79, allowing control of their operation. In addition, the integrated display device 60, which displays special game information, and the performance display monitor 109 are connected, allowing control of their displays. Furthermore, an external information terminal 99 is connected to output external information signals to external devices such as the hall computer. When necessary, output to each of these devices is performed via a driver.
[0044] The game control device 100 is connected to a payout control device 200 that controls the launching device 22 and the payout device 55, and a performance control device 300 that controls the performance effects. These control devices are configured to operate based on information from the game control device 100. Furthermore, the performance control device 300 is configured to use one-way communication, preventing it from inputting signals to the game control device 100.
[0045] The dispensing control device 200 includes an MPU 201 for performing calculations and other processing, a ROM 202 for storing various control programs and fixed value data executed by the MPU 201, a RAM 203 that can be used as a work area, and input / output ports 204 for connecting various devices. These are connected via a bus.
[0046] The payout control device 200's input / output port 204 is connected to a payout device 55 that dispenses game balls and a launching device 22 that launches game balls, and is configured to control their operation. When necessary, output to each of these devices is provided via a driver. Furthermore, the input / output port 204 of the payout control device 200 is connected to an overflow sensor 57 that detects when the upper tray 36 and lower tray 38 are full and payouts are stalled, a ball depletion sensor 58 that detects when there are insufficient game balls to be dispensed, a touch sensor 40a that can detect human contact with the handle 40, a launch stop switch 40b that temporarily stops the launch of game balls based on a press input from the player, and a rotation amount detector 40c that detects the amount of rotation of the handle 40. The device controls payouts and launches based on input signals from these sensors and switches. Inputs from these switches and sensors are made via an input interface when necessary.
[0047] The payout control device 200 controls the payout of game balls by driving the payout device 55 based on prize ball information (commands and data) from the game control device 100 and ball rental information from the card unit. Furthermore, the payout control device 200 stops payouts if the overflow sensor 57 detects an abnormality where the upper tray 36 and lower tray 38 are full and payouts are stalled, or if the ball depletion sensor 58 detects an abnormality where there are not enough game balls to pay out. In addition, the payout control device 200 transmits information regarding the occurrence of an abnormality to the game control device 100, enabling the game control device 100 to execute processing to respond to the abnormality. For example, the game control device 100 transmits information that an abnormality has occurred to the performance control device 300, enabling the performance control device 300 to execute processing to notify the occurrence of the abnormality using the display device 81, light-emitting means 33, speaker 34, etc., based on this information. The transmission of information from the game control device 100 to the performance control device 300 regarding the occurrence of an abnormality may be either by transmitting information generated by the game control device 100 based on information from the payout control device 200, or by transmitting the information from the payout control device 200 as is.
[0048] Furthermore, the payout control device 200 controls the launch of game balls by detecting human contact with the touch sensor 40a, and if the launch stop switch 40b is not operated and the rotation amount detector 40c detects rotation of the handle 40, it drives the launching device 22 to launch game balls. It also controls the launching force according to the amount of rotation detected by the rotation amount detector 40c.
[0049] Furthermore, input signals from the overflow sensor 57 and the bulb failure sensor 58 may be input to the game control device 100, and if an abnormality is detected, the game control device 100 may stop payouts by not sending a payout instruction to the payout control device 200. Alternatively, input signals from the touch sensor 40a may be input to the game control device 100, and if the touch sensor 40a does not detect human contact, the game control device 100 may stop firing by not sending permission to fire to the payout control device 200.
[0050] The performance control device 300 includes an MPU 301 for performing calculations, a PROM 302 that stores various control programs and fixed value data executed by the MPU 301, a work RAM 303 that can be used as a work area, an RTC (real-time clock) 304 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.), and input / output ports 305 for connecting various devices. The performance control device 300 also includes a VDP (Video Display Processor) 306 as a graphics processor for image processing for displaying video on the display device 81, a VRAM 307 used as a work area for the VDP 306, a character ROM 308 that stores character images and video data, and an audio ROM 309 that stores audio data. These are connected via a bus.
[0051] The input / output ports of the performance control device 300 are connected to the display device 81 provided in the variable display unit 80, the movable performance device 82, the light-emitting means 33 provided at various locations of the gaming machine 1, and the speaker 34, so that the operations thereof can be controlled. When necessary for output to these devices, output is performed via a driver. Also, the input / output ports of the performance control device 300 are connected to a performance button switch 41a that detects the operation input of the performance button 41, a cross key switch 42a that detects the operation input of the cross key 42, and a movable performance device switch 82a for detecting the operating state of the movable performance device, and control regarding performance is performed based on the input signals from these switches. When necessary for input from these switches and sensors, input is performed via an input interface.
[0052] The performance control device 300 performs performance control based on information from the game control device 100. Examples of performances include execution of a decorative special figure game corresponding to the special figure game executed by the game control device 100, execution of a performance according to the game state, display of an image on the display device 81, lighting of the light-emitting means 33, output of sound from the speaker 34, operation of the movable performance device 82, and a performance corresponding to the operation of the performance button 41 or the cross key 42.
[0053] Note that the performance control device 300 is described as a single control device, but it may be composed of a plurality of control devices. For example, it may be divided into a display control device that controls the display on the display device 81 and an audio / light emission control device that performs other controls. In this case, information from the game control device 100 may be received by the audio / light emission control device, and the audio / light emission control device may transmit an instruction regarding the display content on the display device 81 to the display control device.
[0054] The power supply device 250 includes a main power supply 251, a backup power supply 252, and a power failure detection circuit 253. The main power supply 251 converts the power supplied from the outside of the gaming machine 1 to be suitable for use in the gaming machine 1, and supplies it to each control device, drive source, light-emitting means, etc. The backup power supply 252 supplies power when power is not supplied from the normal power supply 251. This makes it possible. Normally, a state in which power is not supplied from the power supply 251 occurs when the power switch of the gaming machine 1 is operated to cut off the power, or when a power outage occurs. The backup power supply 252 is configured to supply power to the gaming control device 100 and the payout control device 200, so that the contents of the RAM 103 of the gaming control device 100 and the RAM 203 of the payout control device 200 are maintained even when the power is cut off.
[0055] The power outage detection circuit 253 monitors the output voltage from the normal power supply 251 and transmits power outage information to the game control device 100 and the payout control device 200 when the voltage falls below a predetermined level. The game control device 100 and the payout control device 200 perform processing in the event of a power outage based on the receipt of the power outage information. The power outage information may also be transmitted to the performance control device 300. In the gaming machine of this embodiment, the maximum voltage output from the normal power supply 251, which is a stable DC voltage of 24 volts, is monitored, and power outage information is transmitted when this voltage falls below 22 volts. The voltage at which a power outage is determined can be set arbitrarily. However, the configuration should be such that the output of the drive voltage of the control system (e.g., 5V) can be maintained at a normal value for a sufficient amount of time from the determination of a power outage to the completion of processing in the event of a power outage.
[0056] [Game Overview] In the gaming machine 1 of this embodiment, the game is played by launching game balls from the launching device 22 toward the game area 73. The launched game balls flow down the game area 73, changing their direction of flow as they are affected by variable means such as windmills 74 and obstacle nails 75, which are placed at various locations within the game area 73 and capable of changing the direction of flow of the game balls. They then flow into one of the following: the first starting port 76, the second starting port 77, the general prize port 96, the normal variable prize port 79, the special variable prize port 94, or the out port 97, and are discharged from the game area 73.
[0057] The inflow of game balls into the first start port 76, the second start port 77, the general prize port 96, the normal variable prize device 79, or the special variable prize device 94 is detected by the corresponding switch, and a detection signal is input to the game control device 100. Based on the input from the switch, the game control device 100 instructs the payout control device 200 to dispense a number of prize balls corresponding to the prize port. Based on this, the payout control device 200 drives the payout device 55 to dispense the prize balls into the upper tray 36 or the lower tray 38.
[0058] The game control device 100 can store a "Pull Game Reserve," which is the right to play a Pull Game, based on the input of a detection signal from the gate switch 78a that detects the inflow of game balls into the through gate 78. A predetermined upper limit (e.g., 4) of Pull Game Reserves can be stored, and if the number of Pull Game Reserves is less than the upper limit, one Pull Game Reserve is stored. The number of Pull Game Reserves is displayed on the Pull Game Reserve Display Unit 66 of the Integrated Display Device 60. A random value extracted based on the input of a detection signal from the gate switch 78a is stored in the Pull Game Reserve. The random value includes a Pull Game Winning Random Value, which is a random value used to determine the result of the Pull Game.
[0059] The game control device 100, if there is a normal diagram reserve and the game is not in a winning state such as during the execution of a normal diagram game or when the normal diagram game results in a win, starts the normal diagram game based on the oldest normal diagram reserve stored in the memory order. When starting the normal diagram game, the result of the normal diagram game is determined based on the normal diagram winning random value stored in the normal diagram reserve. The probability of winning may differ depending on the game state. In addition, the variation time of the normal diagram game is determined based on the game state when the normal diagram game is started.
[0060] Furthermore, the game may have multiple types of wins, and the game may store a random value for the type of win in the game in the game's reserve. In this case, the type of win and other results are determined based on the random value for the type of win. Alternatively, the game may store a random value for the variation time in the game's reserve. In this case, the game state The variation time of the regular game is determined based on the random value of the regular variation time.
[0061] The game control device 100 displays a regular game on the regular game display section 63 of the integrated display device 60. The regular game displayed here performs a variation display that sequentially displays multiple types of identification information over a determined variation time, and then displays the identification information corresponding to the result as the result pattern. If the result of the regular game is a loss, the regular display unit 63 displays the result corresponding to the loss and ends the regular game. If the result of the regular game is a win, the regular display unit 63 displays the result corresponding to the win and ends the regular game, and the system transitions to the regular win state. In the regular win state, the regular electric solenoid 79c is operated to control the movable member 79b of the regular variable prize winning device 79 to open in a predetermined pattern. In the normal winning state shown in the diagram, the normal variable prize winning device 79 is converted to the closed state based on the fulfillment of one of the following conditions: either the maximum number of winning balls (e.g., 10) are awarded after the normal variable prize winning device 79 is converted to the open state, or the time the normal variable prize winning device 79 has been in the open state reaches the maximum open time (e.g., 0.2 seconds, 0.5 seconds, or 2 seconds).
[0062] In the gaming machine 1 of this embodiment, there are three game states as shown in the diagram: no time reduction state, slight time reduction state, and time reduction state, and the state transitions based on the fulfillment of predetermined conditions. In a situation where a normal symbol hold is always present, the no-time-reduction state has the shortest time per unit time that the normal variable prize winning device 79 is open, the slight time-reduction state has a longer time per unit time that the normal variable prize winning device 79 is open than the no-time-reduction state, and the time-reduction state has a longer time per unit time that the normal variable prize winning device 79 is open than the slight time-reduction state. In other words, the no-time-reduction state is the least likely to allow flow into the normal variable prize winning device 79, the slight time-reduction state is more likely to allow flow into the normal variable prize winning device 79 than the no-time-reduction state, and the time-reduction state is more likely to allow flow into the normal variable prize winning device 79 than the slight time-reduction state.
[0063] The differences in the game states of these regular diagrams are achieved by varying one or all of the following: the probability of winning in the regular diagram game, the variation time of the regular diagram game, the opening time and number of times the regular variation prize device 79 opens in the winning state, and the maximum number of prizes that can be won into the regular variation prize device 79 in the winning state of one regular diagram. Alternatively, the game states of the regular diagrams may be limited to only two states: no time-saving state and time-saving state.
[0064] Based on the input of a detection signal from the first start port switch 76a, which detects the inflow of game balls into the first start port 76, the game control device 100 can store the special feature 1 reserve, which is the right to execute the special feature 1 game, as a special feature reserve, which is the right to execute the special feature game. Furthermore, the game control device 100 can store the right to execute the second special feature game as a special feature hold, which is the right to execute the second special feature game, based on the input of a detection signal from the second start port switch 77a, which detects the inflow of game balls into the second start port 77. Furthermore, based on the input of a detection signal from the general-purpose switch 79a that detects the inflow of game balls into the general-purpose prize-winning device 79, the game control device 100 can store the right to execute the special feature game, which is the special feature 2 reserve, as the special feature reserve, which is the right to execute the special feature game. In the following explanation, "Special Feature Game" refers to both Special Feature Game 1 and Special Feature Game 2, and "Special Feature Reserved" refers to both Special Feature Reserved and Special Feature Reserved.
[0065] Special Feature Holds can be stored up to a predetermined upper limit (for example, 4) for both Special Feature 1 Holds and Special Feature 2 Holds. If the number of Special Feature Holds to be stored is less than the upper limit, only one of the target Special Feature Holds is stored. The number of Special Feature 1 Holds is displayed on the Special Feature 1 Holds Display Unit 64 of the Integrated Display Device 60, and the number of Special Feature 2 Holds is displayed on the Special Feature 2 Holds Display Unit 65 of the Integrated Display Device 60. Special feature hold is controlled by the first start port switch 76a, the second start port switch 77a, or the regular power switch. Various random values extracted based on the input of the detection signal from Chi79a are stored. These various random values include the special symbol win random value, which is a random value used to determine the result of the special symbol game; the special symbol type random value, which is a random value used to determine the type of result of the special symbol game; and the special symbol variation type random value, which is a random value used to determine the variation type of the special symbol game.
[0066] The game control device 100, if there is a special symbol hold and it is not in a special game state which is entered when a special symbol game is in progress or when a special symbol game results in a win, starts the special symbol game based on the oldest special symbol hold in the memory order. In this embodiment of the gaming machine, the Special Feature 1 game and the Special Feature 2 game are not executed simultaneously. Furthermore, the Special Feature Reserves are processed in the order they are remembered, regardless of whether they are Special Feature 1 or Special Feature 2. Therefore, if the oldest Special Feature Reserve in the order of memory is a Special Feature 1 Reserve, the Special Feature 1 game is executed based on that Special Feature 1 Reserve. If the oldest Special Feature Reserve in the order of memory is a Special Feature 2 Reserve, the Special Feature 2 game is executed based on that Special Feature 2 Reserve.
[0067] Furthermore, it is possible to run Special Feature 1 game and Special Feature 2 game simultaneously. Alternatively, one of the Special Feature 1 reserves or Special Feature 2 reserves may be prioritized for consumption, with the other Special Feature reserve being consumed only if the other Special Feature reserve is not available. In this case, Special Feature 1 reserves are consumed in order of the oldest memory order, and Special Feature 2 reserves are consumed in order of the oldest memory order.
[0068] The game control device 100, when starting a special symbol game based on a special symbol hold, determines the content of the special symbol game based on various random values stored in the special symbol hold and executes the special symbol game according to the determined content. That is, it determines the result of the special symbol game, such as a jackpot, based on the special symbol win random value. There are two probability states for a jackpot: a low probability state and a high probability state which is higher than the low probability state, and one of these probability states is set. Alternatively, it may always be set to a constant probability state. Furthermore, it determines the type of result, such as the type of jackpot, based on the special symbol type random value, and determines the type of variation, such as the variation time of the special symbol game, the presence or absence of a reach, and the type of reach, based on the special symbol variation type random value.
[0069] Special Feature 1 game is displayed on the Special Feature 1 display unit 61 of the integrated display device 60, and Special Feature 2 game is displayed on the Special Feature 2 display unit 62 of the integrated display device 60. The special feature games displayed here perform a variation display that sequentially displays multiple types of identification information over a determined variation time, and then display the determined result and the identification information corresponding to the type of result as the result pattern.
[0070] If the result of the special game is a miss, the miss result is displayed, the special game ends, and the game becomes ready to run the next special game. If the result of the special game is a jackpot, the jackpot result is displayed, the special game ends, and the special variable prize winning device 94 is opened, transitioning to a special game state that allows game balls to flow in. Note that the result of the special game may include results other than misses and jackpots. For example, it may include a time-saving jackpot that transitions to the normal game state without going through the special game state, or a minor jackpot that transitions to a minor jackpot game state that allows the special variable prize winning device 94 to be opened.
[0071] A jackpot is a special result (first special result) that involves the activation of a condition device, while a minor win is a special result (second special result) that does not involve the activation of a condition device. The condition device is activated when a jackpot occurs in the special game. When the condition device is activated, it means, for example, that a special game state occurs and a specific flag is set to continuously operate the special variable prize winning device 94, which is a special electric prize device (the prize device continuous operation device is activated). When the condition device is not activated, it means that the aforementioned flag is not set, for example, when a minor win occurs. 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. Also, the "condition device" is necessary for the continuous operation of the electric prize device. The term "conditional device" is commonly used in the field of pachinko gaming machines, and is used in this specification with the same meaning.
[0072] In the special game state, a predetermined number of rounds in which the special variable prize winning device 94 is in the open state can be executed with intervals in between. At the start of a round, the special variable prize winning device 94 is converted to the open state, and the round ends when either the maximum number of winning balls (e.g., 10) are won from the time the special variable prize winning device 94 is converted to the open state, or the time the special variable prize winning device 94 has been in the open state reaches the maximum open time (e.g., 29 seconds).
[0073] Furthermore, the game control device 100 transmits information regarding the content of the special feature game, which was determined at the start of the special feature game, to the performance control device 300. Based on the received information, the performance control device 300 determines and executes the execution mode and performance of the decorative special feature game corresponding to the special feature game. The decorative special feature game displays multiple types of identification information (numbers, symbols, character patterns, etc.) sequentially on the display device 81 over the duration of the special feature game's variation, and then displays the identification information corresponding to the result of the special feature game as the result form.
[0074] If "Reach" is selected as the variation type for the special feature game, the performance control device 300 executes a reach performance corresponding to the reach type in the decorative special feature game. A reach animation is, for example, a special display game where identification information is displayed in each of three variable display areas before stopping, and the result is displayed based on the combination of the stopping patterns of the identification information in each variable display area. In such cases, the animation satisfies the condition that the temporarily stopped patterns of the identification information in at least two of the variable display areas correspond to the result of a jackpot. Also included in reach animations are so-called full-rotation reach animations, which perform variable displays in multiple variable display areas while maintaining the state of having a result that corresponds to a jackpot. The game control device 100 can choose to generate a reach regardless of the result of the special symbol game, but it will at least choose to generate a reach if the result of the special symbol game is a jackpot. Therefore, when a reach is selected, the probability of a jackpot is higher than when a reach is not selected, and the execution of the reach animation has the effect of increasing the player's anticipation.
[0075] [Specifications of the gaming machine] Figure 10 shows the specifications of the gaming machine 1 of this embodiment. As shown in Figure 10(a), the probability of a special game resulting in a jackpot is the same for both Special Game 1 and Special Game 2, and there are two states: a low-probability state and a high-probability state where the probability of a jackpot is higher than in the low-probability state. Note that the jackpot probability may vary depending on the probability setting value. Furthermore, a time-saving bonus that transitions to the normal game state without going through a special game state can only be obtained when there is no time-saving bonus and the probability state is low. Therefore, in the no-time-saving bonus state, either a big win or a time-saving bonus result can be obtained.
[0076] As shown in Figure 10(b), the probability of winning in the regular game, the variation time of the regular game, and the opening time of the regular variation prize device 79 in the winning state of the regular game differ depending on the game state. The time that the regular variation prize device 79 is open per unit time is shortest in the no-time-reduction state, longer in the slight-time-reduction state than in the no-time-reduction state, and longer in the time-reduction state than in the slight-time-reduction state.
[0077] As shown in Figure 10(c), there are two types of jackpots in the special feature game: 10R probability variation jackpots and 10R regular jackpots. A 10R probability variation jackpot is a special game state with 10 rounds, and after the special game state ends, the player enters a high-probability state and a time-saving state until the next jackpot occurs. A 10R regular jackpot means that the number of rounds in the special game state is 10, and after the special game state ends, it enters a low probability state and a time-saving state. The time-saving state set here The game ends after 100 special feature games without a big win, and the game transitions to a state without time-saving features.
[0078] As shown in Figure 10(d), there are five types of time-saving bonuses in the special game, from A to E. Time-saving bonus A transitions to a time-saving state. This time-saving state ends after 100 special symbol games without a big win occurring, and the game returns to a no-time-saving state. Time-saving bonus B transitions to a time-saving state. This time-saving state ends after 20 special game rounds without a big win, and the game returns to a no-time-saving state. Time-saving bonus C transitions to a time-saving state. This time-saving state ends after 50 special game rounds without a big win, and the game returns to a no-time-saving state. Time-saving bonus D transitions to a time-saving state. This time-saving state ends after 1324 special game rounds without a big win, and the game returns to a no-time-saving state. The time-saving bonus E transitions to a slightly reduced time state. This slightly reduced time state ends after 1324 special game rounds without a big win occurring, and the game transitions to a no-time-saving state.
[0079] Furthermore, a ceiling function may be included that transitions to a time-saving mode if a certain number of special feature games are played without a jackpot occurring in a low-probability state. Furthermore, the number of games in the shortened time state or slightly shortened time state is not limited to those mentioned above. In addition, although the number of games in the shortened time state or slightly shortened time state is determined solely based on the type of jackpot or shortened time jackpot, it may also be determined by considering the game state at the time the jackpot or shortened time jackpot occurs, in addition to the type of jackpot or shortened time jackpot. In this case, the correspondence between the type of jackpot or shortened time jackpot, the game state at the time the jackpot or shortened time jackpot occurs, and the number of games in the shortened time state or slightly shortened time state should be predetermined. For example, even with the same result, the number of games in the shortened time state or slightly shortened time state may differ depending on the game state at the time it occurs. Examples of game states include whether it is a low probability state or a high probability state, or whether it is a no-shortened time state, a slightly shortened time state, or a shortened time state. Furthermore, the decision of whether to enter a shortened time state or a slightly shortened time state may be made based on the type of big win or shortened time win, and the state of play when the big win or shortened time win occurs. For example, even with the same result, the state of play when it occurs may determine whether the game enters a shortened time state or a slightly shortened time state.
[0080] [Game State Transition Diagram] Figure 11 shows a game state transition diagram illustrating the transitions between game states in the gaming machine 1 of this embodiment. There are four game states, from the first to the fourth game states, and a special game state, and the player will remain in one of these game states.
[0081] The first game state, ST1, is a low-probability state with no time-saving feature, and is a game state in which the player is instructed to play by shooting left-handed, aiming for the starting prize device 90. In this first game state, ST1, either a big win or a time-saving win will be obtained. If a time-saving win A, B, C, or D is obtained in this first game state, ST1, the player will move to the third game state, ST3. If a time-saving win E is obtained in the first game state, ST1, the player will move to the second game state, ST2. If a big win is obtained in the first game state, ST1, the player will move to the special game state, ST5.
[0082] The second game state, ST2, is a low-probability state with a slight time reduction, and is a game state in which players are instructed to play by shooting left-handed, aiming for the starting prize device 90. If a jackpot is achieved in this second game state, ST2, the game transitions to the special game state, ST5. Also, if no jackpot occurs in the second game state, ST2, and 1324 special symbol games are played, the game transitions to the first game state, ST1.
[0083] The third game state, ST3, is a low-probability state and a time-saving state, where the player is instructed to play by shooting to the right, aiming for the normal variable prize winning device 79. If a jackpot is achieved in this third game state, ST3, the game transitions to the special game state, ST5. Also, if a jackpot does not occur in the third game state, ST3, and the specified number of special symbol games are played, the game transitions to the first game state, ST1. The specified number of games varies depending on the type of time-saving jackpot that triggered the transition to the third game state, ST3: 100 games for time-saving jackpot A, 20 games for time-saving jackpot B, 50 games for time-saving jackpot C, 1324 games for time-saving jackpot D, and 100 games for a 10R normal jackpot.
[0084] The fourth game state, ST4, is a high-probability state and a time-saving state, where players are instructed to play by shooting to the right, aiming for the normal variable prize winning device 79. If a jackpot is achieved in this fourth game state, ST4, the game transitions to the special game state, ST5. This fourth game state, ST4, is the state that is entered when the special game state ST5, which is based on a 10R probability variation jackpot, ends, and the player remains in this state until the next jackpot occurs.
[0085] [Processing by the game control device] The control of the gaming machine 1 that performs this type of game will be described below. First, the control performed by the gaming control device 100 will be described. The control processing by the gaming control device 100 mainly consists of the main processing shown in Figure 12 and the timer interrupt processing shown in Figure 13, which is performed at a predetermined time period (for example, 4 milliseconds).
[0086] [Main process] The main process begins when the power to the gaming machine 1 is turned on. In this main process, the initial power-on setup process (step S1) is performed first. This process includes granting permission to access RAM 103, setting initial values for the stack pointer, and configuring the serial port used for communication with the payout control device 200 and the performance control device 300. In addition, a predetermined wait time is set to wait for the transition to the next process, providing time to wait for the other control devices such as the payout control device 200 and the performance control device 300 to start up, thereby preventing problems such as command errors.
[0087] Next, the internal function register setting process (step S2) is performed. In this process, the interrupt period for the timer interrupt processing is set to a predetermined period (for example, 4 milliseconds). In addition, the random number generation circuit provided in the MPU101 is started, and the random number range, which is the numerical range of various random number counters, is set. After that, the initial processing flag is set (step S3). During the initial processing that accompanies power-on (steps S1 to S19), the timer interrupt processing described later is generally not performed, but in some cases, interrupts may be allowed. By setting the initial processing flag, during the execution of the initial processing that accompanies power-on (steps S1 to S19), it is possible to prevent the timer interrupt processing from performing any game-related processing other than monitoring for power outages, updating various random number counters, and monitoring for fraud.
[0088] Next, it is determined whether the power outage flag set when the power is cut off is of a normal value (step S4). If it is normal (step S4; Y), a checksum is calculated for a predetermined area of RAM 103 and it is determined whether it matches the checksum calculated and stored when the power was cut off (step S5). If the checksums match (step S5; Y), it is determined whether the probability setting value is normal (step S6).
[0089] The probability setting value can be selected from six levels, from setting 1 to setting 6, and the value corresponding to the currently selected probability setting value is stored in the probability setting value area of RAM103. Therefore, if the value stored in the probability setting area corresponds to any of the values from setting 1 to setting 6, it is considered a normal state. If the probability setting value is normal (step S6; Y), it is determined whether there is a setting change flag (step S7).
[0090] Furthermore, if the power outage flag is not normal (step S4;N), the checksum does not match (step S5;N), or the probability setting value is not normal (step S6;N), the game stop flag is set (step S12) because the information stored in RAM103 is considered abnormal. Setting the game stop flag prevents the timer interrupt processing described later from performing any game-related processing other than monitoring for power outages, updating various random number counters, and monitoring for fraud.
[0091] Next, it is determined whether the RAM initialization switch 107 is ON (step S13). If it is not ON (step S13;N), that is, if the RAM initialization switch 107 has not been operated, RAM abnormality processing (step S18) is performed, and the process proceeds to step S19. In RAM abnormality processing (step S18), for example, a command indicating a RAM abnormality is set to be sent to the performance control device 300, and information is set to notify external devices such as the hall computer of the occurrence of the abnormality. Upon receiving a command indicating a RAM abnormality, the performance control device 300 uses the display device 81, light-emitting means 33, and speaker 34 to notify of the abnormality.
[0092] Returning to step S13, if the RAM initialization switch 107 is ON (step S13; Y), it is determined whether the setting key switch 108 is ON (step S14). If the setting key switch 108 is ON (step S14; Y), that is, if the setting key is inserted into the setting key operation unit and turned, the setting change process (step S15) is performed and the process proceeds to step S19.
[0093] The settings change process (step S15) performs various operations related to changing the probability setting value. First, interrupts are enabled to allow the execution of timer interrupt processing. Also, a settings change flag is set to indicate that the settings change process is in progress. This ensures that if the power is cut off and then restored during the settings change process, the settings change process will be performed again. Furthermore, the game stop flag is cleared. This ensures that if the information stored in RAM 103 is abnormal, it can be resolved by going through the settings change process.
[0094] Then, the probability setting value is sequentially changed in response to the operation of the RAM initialization switch 107, and the probability setting value is set based on the fact that the setting key switch 108 has been turned off. The selected probability setting value is displayed on the performance display monitor 109. After that, interrupts are disabled, and the area of RAM 103 excluding the area for storing the probability setting value is initialized, and the setting change process is terminated. Furthermore, if the machine has a ceiling function that puts it into a time-saving state if a predetermined number of special feature games are played without a big win occurring, a ceiling counter area is provided in RAM103 to manage the number of games until the ceiling is reached. However, the ceiling counter area may or may not be initialized.
[0095] Returning to step S14, if the setting key switch 108 is not on (step S14; N), it is determined whether there is a game stop flag (step S16). If there is a game stop flag (step S16; Y), the RAM abnormality processing (step S18) is performed. In other words, if the game stop flag is set because the information stored in RAM 103 is abnormal, the setting change processing (step S15) must be performed, thereby preventing the machine from starting operations with unintended probability settings.
[0096] Also, if there is no game stop flag (step S16;N), the RAM initialization process (step Step S17 is performed, and the game proceeds to step S19. This RAM initialization process initializes the areas of RAM 103, excluding the area for storing probability setting values and the area for storing performance display information for calculating base values and bonus ratios. This results in a low probability state with no time-saving feature. Additionally, if a ceiling counter area is provided, it may or may not be initialized.
[0097] If the information stored in RAM 103 is normal, the process returns to step S7. If the setting change flag is present (step S7; Y), the process proceeds to the setting change process (step S15). If the setting change flag is not present (step S7; N), it is determined whether the RAM initialization switch 107 is on (step S8). If the RAM initialization switch 107 is on (step S8; Y), the process proceeds to step S14. If the RAM initialization switch 107 is not on (step S8; N), it is determined whether the setting key switch 108 is on (step S9).
[0098] If the setting key switch 108 is ON (step S9; Y), a setting confirmation process (step S11) is performed to make the probability setting value verifiable. If the setting key switch 108 is NOT ON (step S9; N), it is determined whether there is a setting confirmation flag (step S10). If there is no setting confirmation flag (step S10; N), the process proceeds to step S19. If there is a setting confirmation flag (step S10; Y), the setting confirmation process (step S11) is performed.
[0099] The setting confirmation process (step S11) performs various operations to enable the confirmation of the probability setting value. First, interrupts are enabled to allow the execution of timer interrupt processing. Also, a setting confirmation flag is set to indicate that the setting confirmation process is in progress. This ensures that if the power is cut off and then restored during the setting confirmation process, the setting confirmation process will be performed again. Furthermore, the current probability setting value is displayed on the performance display monitor 109, and based on the setting key switch 108 being turned off, the setting confirmation flag is cleared, interrupts are disabled, and the setting confirmation process ends.
[0100] In step S19, the flag indicating that initial processing is in progress is cleared. This allows game-related processing to be performed in the timer interrupt handling described later. Subsequently, the loop processing from steps S20 to S23 is repeated. In this loop processing, interrupts are disabled (step S20), and a random number initial value update process is performed to update the values of various initial random numbers and break the regularity of the random numbers (step S21). Furthermore, a variation type random number update process is performed to update the variation type random number for determining the variation type of the special feature game (step S22), and interrupts are enabled (step S23).
[0101] In the random number initial value update process (step S21) and the variation type random number update process (step S22), the counter is updated by +1 each time a process is performed, and when it reaches the maximum value of a predetermined random number range, it returns to 0. The loop process is performed in the time from the end of one timer interrupt process to the start of the next timer interrupt process. However, this time varies depending on the content of the timer interrupt process, so the number of times the loop process is performed is irregular, which allows for irregularity in the random number initial value and variation type random numbers.
[0102] [Timer interrupt handling] Figure 13 shows the timer interrupt process. This timer interrupt process is an interrupt routine that starts at a predetermined period (for example, 4 milliseconds). In this timer interrupt process, first, a power outage monitoring process (step S41) is performed to monitor for the occurrence of a power outage. In this power outage monitoring process, power outage occurrence information is output from the power outage detection circuit 253 when a power outage occurs, and if power outage occurrence information is received, power outage processing is performed. In the power outage processing, a power outage occurrence flag is set, The checksum is calculated and saved. Then, access to RAM103 is prohibited, and the system waits for the power to be cut off.
[0103] Next, a random number update process (step S42) is performed to update the special symbol type random numbers, regular symbol hit random numbers, and variation type random numbers, and a random number initial value update process (step S43) is performed to update the values of various initial random numbers and break the regularity of the random numbers. In these update processes, each random number counter is updated by +1, and when the values in the predetermined random number range have cycled through once, the starting value is changed using the random number initial value which has been updated as needed. Note that the special symbol hit random numbers are updated in the random number generation circuit of MPU101, but they may also be updated in the random number update process in the same way.
[0104] Next, the fraud detection process (step S44) is performed. In the fraud detection process, the detection signal from the fraud detection sensor 98 is monitored, and if the input of the detection signal meets predetermined conditions, the system performs processes such as sending a fraud detection command to the performance control device 300 to notify of the abnormality, and setting a game stop flag to stop the game. Then, if there is a game stop flag (step S45; Y) or an initial processing in progress flag (step S46; Y), the timer interrupt processing is terminated without performing any further processing. Also, if there is no game stop flag (step S45; N) and no initial processing in progress flag (step S46; N), output processing (step S47) is performed. In output processing (step S47), based on the output data set in the various processes, drive control of the large prize slot solenoid 94c, general power solenoid 79c, etc. is performed.
[0105] Next, an input process (step S48) is performed to read the state of the input ports and acquire inputs and signals from various sensors and switches. Then, an entry detection process (step S49) is performed, which performs corresponding processing based on the inputs from the first start port switch 76a, the second start port switch 77a, the general power switch 79a, the big prize port switch 94a, the general prize port switch 96a, and the gate switch 78a. Then, a timer update process (step S50) is performed to update the timer counter, and a launch control process (step S51) is performed to control the launch of the game balls. Furthermore, based on the information read in the input process, an abnormality monitoring process (step S52) is performed to monitor for abnormalities in the game machine.
[0106] Subsequently, a general-purpose power processing (step S53) is performed to control the general-purpose game and the general-purpose variable prize winning device 79, a special-purpose power processing (step S54) is performed to control the special-purpose game and the special variable prize winning device 94, and a display control processing (step S55) is performed to control the display on the integrated display device 60. Furthermore, a payout control processing (step S56) is performed to control the payout of game balls, and an external information setting processing (step S57) is performed to set information to be output to various external devices. Finally, a performance display control processing (step S58) is performed to set the information necessary for calculating the base value and the prize ratio and to control the performance display monitor 109, and the timer interrupt processing is terminated.
[0107] [Ball entry detection process] Figure 14 shows the ball entry detection process (step S49) in the timer interrupt processing described above. In this process, it is first determined whether there is an input to the large prize slot switch 94a (step S61). If there is no input (step S61; N), the process proceeds to step S65. If there is an input (step S61; Y), it is determined whether the special variable prize device 94 is in a prize entry permission state (step S62).
[0108] If the special variable prize winning device 94 is not in a state where prize winning is permitted (step S62; N), the process proceeds to step S65. If the special variable prize winning device 94 is in a state where prize winning is permitted (step S62; Y), the corresponding payout counter is incremented by 1 (step S63). This sets the payout of prize balls associated with a win in the special variable prize winning device 94. After that, the performance begins. A command to win the grand prize is sent to the control device 300 (step S64), and the process proceeds to step S65. Upon receiving the command to win the grand prize, the performance control device 300 can perform performances such as updating the display of the cumulative number of prize balls won.
[0109] The special variable prize winning device 94 is designed so that it cannot win prizes when closed (first state) and can win prizes when open (second state). Therefore, during periods when it is possible to win prizes with the special variable prize winning device 94, it is set to a prize-permitted state and prize balls are paid out upon winning. During periods when it is not possible to win prizes with the special variable prize winning device 94, it is set to a prize-non-prize state and prize balls are not paid out even if a prize is won. The period during which it is possible to win a prize in the special variable prize winning device 94 is the period of special game mode, and the period during which it is not possible to win a prize in the special variable prize winning device 94 is the period when it is not in special game mode. Even in special game mode, there may be periods when winning is permitted and periods when winning is not permitted. For example, the opening period, interval period, and ending period during which the special variable prize winning device 94 is closed may be set to a state where winning is not permitted, while the rounds may be set to a state where winning is permitted.
[0110] In step S65, it is determined whether there is an input to the normal power switch 79a. If there is no input (step S65; N), the process proceeds to step S68. If there is an input (step S65; Y), it is determined whether the normal variable prize winning device 79 is in a prize winning permission state (step S66). If the normal variable prize winning device 79 is not in a prize-winning permitted state (step S66; N), the process proceeds to step S68. If the normal variable prize winning device 79 is in a prize-winning permitted state (step S66; Y), the corresponding payout counter is incremented by 1 (step S67), and the process proceeds to step S68. This sets the payout of prize balls associated with a win in the normal variable prize winning device 79.
[0111] The standard variable prize winning device 79 is designed so that it cannot win prizes when closed (first state) and can win prizes when open (second state). Therefore, during periods when it is possible to win prizes with the standard variable prize winning device 79, it is set to a prize-permitted state and prize balls are paid out upon winning. During periods when it is not possible to win prizes with the standard variable prize winning device 79, it is set to a prize-non-principal state and prize balls are not paid out even if a prize is won. The period during which it is possible to win a prize in the normal variable prize winning device 79 is the period when the normal diagram is in a winning state, and the period during which it is not possible to win a prize in the normal variable prize winning device 79 is the period when the normal diagram is not in a winning state. Even in the normal diagram's winning state, there may be periods when prize winning is permitted and periods when prize winning is not permitted. For example, the period during which the normal variable prize winning device 79 is in a closed state may be considered a prize-not-permitted state, and the period during which the normal variable prize winning device 79 is in an open state may be considered a prize-permitted state. In addition, even if a prize is won in a prize-not-permitted state, it is possible for the special diagram 2 reserve to occur, but this may also be considered invalid.
[0112] In step S68, it is determined whether there is an input to the first start port switch 76a. If there is no input (step S68; N), the process proceeds to step S70. If there is an input (step S68; Y), the corresponding payout counter is incremented by 1 (step S69), and the process proceeds to step S70. This sets the payout of prize balls associated with winning at the first start port 76. In step S70, it is determined whether there is an input to the second start port switch 77a. If there is no input (step S70; N), the process proceeds to step S72. If there is an input (step S70; Y), the corresponding payout counter is incremented by 1 (step S71), and the process proceeds to step S72. This sets the payout of prize balls associated with winning in the second start port 77. In step S72, it is determined whether there is input to the general prize slot switch 96a, and if there is no input, If (step S72; N), the ball entry detection process is terminated. If there is input (step S72; Y), the corresponding payout counter is incremented by 1 (step S73), and the ball entry detection process is terminated. This sets the payout of prize balls associated with a ball entering the general prize slot 96.
[0113] [Special Electrical Processing] Figure 15 shows the special feature special power processing (step S54) in the timer interrupt processing described above. This special feature special power processing controls the occurrence of special feature hold and the overall processing related to the special feature game. First, the special symbol hold generation process (step S81) is performed. In this process, various random numbers are extracted based on the entry into the first start port 76, the second start port 77, and the normal variable prize winning device 79, and stored as special symbol holds, which are the rights to execute the special symbol game.
[0114] Next, the value of the special feature / special electric counter is obtained (step S82), the special feature / special electric address table is set (step S83), and the starting address of the process corresponding to the value of the special feature / special electric counter is obtained using the said special feature / special electric address table (step S84). Then, the process indicated by the starting address is executed (step S85). This allows the system to branch to a process corresponding to the current game state.
[0115] If the value of the special feature special electricity counter is 0, the special feature variation start process (step S86), which includes setting the start of the special feature game, is performed, and the special feature special electricity process ends. If the value of the special feature special electricity counter is 1, the special feature variation in progress process (step S87), which includes setting the stop time of the special feature game, is performed, and the special feature special electricity process ends. If the value of the special feature special electricity counter is 2, the special feature confirmation in progress process (step S88), which includes processing at the end of the special feature game according to the result of the special feature game, is performed, and the special feature special electricity process ends.
[0116] If the value of the special symbol special electric counter is 3, the special electric start process (step S89), which includes settings related to the start of the special game state, is performed, and the special symbol special electric process ends. If the value of the special symbol special electric counter is 4, the special electric open process (step S90), which includes processing related to the end of rounds in the special game state, is performed, and the special symbol special electric process ends. If the value of the special symbol special electric counter is 5, the special electric closed process (step S91), which includes processing related to the start of rounds in the special game state, is performed, and the special symbol special electric process ends. If the value of the special symbol special electric counter is 6, the special electric end process (step S92), which includes processing related to the end of the special game state, is performed, and the special symbol special electric process ends.
[0117] [Special Symbol Hold Generation Processing] Figure 16 shows the special symbol hold generation process (step S81) in the special symbol special electric processing. In this process, it is first determined whether there is a target prize (step S101). The target prizes are prizes won in the first start port 76, the second start port 77, and the normal variable prize winning device 79. If there are no eligible winning combinations (Step S101; N), the special symbol reserve generation process is terminated. If there are eligible winning combinations (Step S101; Y), it is determined whether the number of eligible special symbol reserves is less than the upper limit (Step S102). If a ball enters the first starting gate 76, a special symbol 1 reserve can be generated, so the number of special symbol reserves in question will be the number of special symbol 1 reserves. If a ball enters the second starting gate 77 or the normal variable prize entry device 79, a special symbol 2 reserve can be generated, so the number of special symbol reserves in question will be the number of special symbol 2 reserves.
[0118] If the number of target special symbols held is not less than the upper limit (step S102; N), it is not possible to store any more target special symbols, so the special symbol hold generation process is terminated. Also, the number of target special symbols held is If the value is less than the upper limit (step S102; Y), the number of special symbols held is updated by +1 (step S103), and various random values are obtained and stored in the special symbol hold storage area of RAM 103 (step S104).
[0119] The various random values acquired include the special symbol win random value, the special symbol type random value, and the variation type random value, and these are stored for each special symbol hold. In addition, in the gaming machine 1 of this embodiment, special symbol 1 holds and special symbol 2 holds are processed in the order in which they occur, so information regarding the order in which they occur is also stored. Furthermore, when a special symbol hold occurs, the display of the corresponding hold display unit among the special symbol 1 hold display unit 64 and special symbol 2 hold display unit 65 of the integrated display device 60 is updated.
[0120] The RAM103's special feature hold storage area includes a special feature 1 hold storage area for storing special feature 1 holds and a special feature 2 hold storage area for storing special feature 2 holds. The special feature 1 hold storage area and the special feature 2 hold storage area each have a number of storage areas corresponding to the upper limit of the number of holds, and the information of one special feature hold is stored in one storage area. In addition, the storage areas in both the special feature 1 hold storage area and the special feature 2 hold storage area are assigned a rank, and the oldest stored information is stored in the storage area with the highest rank. When a special feature hold is used up, the oldest special feature hold stored in the highest-ranking storage area is used up, and the information of other special feature holds is shifted to the storage area with the next higher rank.
[0121] After storing the information of the special symbol hold, a pre-determination process (step S105) is performed. In this process, information about the special symbol game based on the special symbol hold is determined before the start of the special symbol game based on the special symbol hold. Information about the special symbol game includes the result of the special symbol game and the type of variation. Note that the determination result at the time of the pre-determination process may differ from the determination result when the special symbol game actually starts, depending on the progress of the game, so it is preferable to perform the pre-determination taking this into consideration. The result of this pre-determination process is transmitted to the performance control device 300 as a pre-determination command, and the performance control device 300 can execute performances based on the pre-determination result.
[0122] Subsequently, the special symbol hold command is sent to the performance control device 300 (step S106), and the special symbol hold generation process ends. The target special symbol hold command becomes the special symbol 1 hold command if special symbol 1 hold occurs, and the special symbol 2 hold command if special symbol 2 hold occurs. This special symbol hold command is sent to the performance control device 300, which can then perform effects such as displaying the number of special symbols held on the display device 81.
[0123] [Special Feature Fluctuation Start Processing] Figure 17 shows the special symbol variation start process (step S86) in the special symbol special electric processing. In this process, first, it is determined whether both the number of special symbol 1 reserves and the number of special symbol 2 reserves are 0 (step S121). If either or both of the number of special symbol 1 reserves and the number of special symbol 2 reserves are not 0 (step S121; N), it is determined whether it is the start of a variation for special symbol 1 (step S122). In the gaming machine 1 of this embodiment, special symbol reserves are consumed in the order in which they occur, and it is determined whether the type of special symbol reserve to be consumed this time is a special symbol 1 reserve. Note that it is also possible to prioritize the consumption of one type of special symbol reserve over the other.
[0124] If it is the start of a variation in Special Feature 1 (step S122; Y), the information for the earliest Special Feature 1 hold, which is the oldest Special Feature 1 hold in the memory order, is prepared (step S123), and a Special Feature 1 hold command indicating that the Special Feature 1 hold has decreased is sent (step S124). If it is not the start of a variation in Special Feature 1 (step S122; N), the information for the earliest Special Feature 2 hold, which is the oldest Special Feature 2 hold in the memory order, is prepared (step S125), and a Special Feature 2 hold command indicating that the Special Feature 2 hold has decreased is sent (step S126). In addition, as the Special Feature holds are consumed, the display of the corresponding hold display unit of the Special Feature 1 hold display unit 64 and Special Feature 2 hold display unit 65 of the integrated display device 60 is updated.
[0125] Then, a determination is made using the various random values contained in the prepared special symbol hold information. First, a determination table is set to determine the result of the special symbol game (step S127). In this process, the determination table is selected based on the currently set probability setting value, the type of special symbol that starts the variation (special symbol 1 or special symbol 2), the probability state of the special symbol (high probability state or low probability state), and the state of the regular symbol (no time reduction state, slight time reduction state, time reduction state).
[0126] Next, a result determination process (step S128) is performed to determine the result of the special game. In the result determination process, the result is determined by referring to the special game random number in the set jackpot determination table. If the result of the result determination process is a jackpot (step S129; Y), a jackpot type determination process is performed (step S130). In the jackpot type determination process, the jackpot type is determined by referring to the special game random number in the set jackpot type determination table. After that, a jackpot flag is set (step S131), and the stop symbols corresponding to the result are set (step S137).
[0127] Furthermore, if the result of the result determination process is not a big win (step S129; N) but a time-saving win (step S132; Y), the time-saving win type determination process is performed (step S133). In the time-saving win type determination process, the type of time-saving win is determined by referring to the special symbol type random number in the set time-saving win type determination table. Next, it is determined whether the game state is the first game state ST1, which is a low probability state and a state without time-saving features (step S134). If the game state is the first game state (step S134; Y), the time-saving feature win flag is set (step S135), and the stop symbols corresponding to the result are set (step S137). If the game state is not the first game state (step S134; N), the miss flag is set (step S136), and the stop symbols corresponding to the result are set (step S137). In other words, time-saving features wins can only occur in the first game state ST1, and in any other game state, the result is treated as a miss. Note that the processing in step S134 may be omitted if the judgment values for determining a time-saving feature win are not included in any other tables besides the jackpot judgment table used in the first game state ST1.
[0128] Furthermore, if the result of the result determination process is neither a big win (step S129;N) nor a time-saving win (step S132;N), a losing flag is set (step S136), and the stop symbols corresponding to the result are set (step S137). In the process of setting the stop symbol corresponding to the result (step S137), the result mode to be displayed on the comprehensive display device 60 is set. The stop symbols set here are at least different depending on the type of result, and there are eight types: 10R sure big win, 10R normal big win, time-saving wins A to E, and loss. Note that multiple stop symbols may be assigned to one type of result and selected by a special figure type random number.
[0129] Next, the variable type setting process is performed (step S138). In the variable type setting process, the variable type is selected by referring to the variable type random number in the variable type selection table. The variable type selection table is selected according to the type of special figure (special figure 1 or special figure 2) at the start of the variation, the probability state of the special figure (high probability state or low probability state), the state of the normal figure (no time-saving state, slight time-saving state, time-saving state), the result of the special figure game, the current number of reserved special figures, etc., enabling a diverse selection of variable types according to the game situation. The content of the variable type includes the variation time, the mode of the effect, the presence or absence of a reach, the type of reach, etc. For example, as for the type of reach, there are different probabilities of achieving a big win (different expected values), namely normal reach (N-reach), special 1 reach (SP1-reach), special 2 reach (SP2-reach), special 3 reach (SP3-reach), and the expected values increase in the order of no reach < N-reach < SP1-reach < SP2-reach < SP3-reach.
[0130] Then, a value corresponding to the variation time of the special figure game corresponding to the selected variable type is set in the special figure processing timer (step S139), and the variation display in the display part corresponding to the current special figure game among the special figure 1 display part 61 and the special figure 2 display part 62 on the comprehensive display device 60 is started (step S140). The special figure processing timer is decremented by 1 every time the timer update process (step S50) is performed, so that it can be determined that the set time has been reached when the value of the special figure processing timer becomes 0.
[0131] Subsequently, a variation start command is sent to the performance control device 300 (step S141), the value of the special feature special electric counter is incremented by 1 (step S142), and the special feature variation start process is terminated. The variation start command includes information such as the result of the special feature game, the type of big win or time-saving win, and the variation type. Based on this information, the performance control device 300 sets various effects on the display device 81, such as setting the variation pattern of the decorative special feature game and setting the preview effects.
[0132] On the other hand, in determining whether the number of reserved symbols for Special Feature 1 and Special Feature 2 are both 0 (step S121; Y), the reserved symbol generation waiting process (step S143) is performed and the Special Feature variation start process is terminated. In the reserved symbol generation waiting process, a reserved symbol generation waiting state is set and the system waits for the occurrence of a Special Feature reserved symbol. The reserved symbol generation waiting state is released when the Special Feature game starts. Also, when the reserved symbol generation waiting state starts, a reserved symbol generation waiting command is sent to the performance control device 300, and upon receiving the reserved symbol generation waiting command, the performance control device 300 performs effects such as displaying a demo image on the display device 81.
[0133] [Special Feature Fluctuation Processing] Figure 18 shows the special feature variation processing (step S87) in the special feature special electric processing. In this process, it is first determined whether the value of the special feature processing timer is 0 (step S161). The special feature processing timer here is set to a value corresponding to the remaining variation time of the special feature game, and when the value of the special feature processing timer becomes 0, it means that the variation time has ended.
[0134] If the value of the special feature processing timer is not 0 (step S161; N), the variation time has not ended, so the special feature variation processing is terminated. Also, if the value of the special feature processing timer is 0 (step S161; Y), the variation time has ended, so the variation display is stopped and the result is displayed (step S162). As a result, the variation display on the special feature 1 display unit 61 or the special feature 2 display unit 62 that was displaying the variation on the integrated display device 60 ends, and the stop symbol corresponding to the result is displayed, confirming the result of the special feature game. The stop symbol displayed here is the one set in the process of setting the stop symbol corresponding to the result in the special feature variation start processing (step S137).
[0135] Subsequently, a stop command is sent to the performance control device 300 (step S163). Upon receiving the stop command, the performance control device 300 stops the display of the decorative special feature game and displays the result. Then, a value corresponding to the stop time based on the result is set in the special symbol processing timer (step S164), the value of the special symbol special electric counter is incremented by 1 (step S165), and the special symbol variation processing ends. Note that the stop time may be the same regardless of the result, or it may be different depending on the result. For example, the stop time may be longer in the case of a big win or a time-saving win than in the case of a miss. Also, the stop time (confirmation time) in the case of a miss is shorter than the time from the start of the stop time (confirmation time) in the case of a big win until the end of the special game state based on that big win.
[0136] [Special design confirmation in progress] Figure 19 shows the special drawing confirmation process (step S88) in the special drawing special electrical processing. The process first determines whether the value of the special feature processing timer is 0 (step S181). The special feature processing timer here is set to a value corresponding to the remaining stop time of the special feature game, and when the value of the special feature processing timer becomes 0, it means that the stop time has ended. If the value of the special symbol processing timer is not 0 (step S181; N), the stop time has not ended, so the special symbol confirmation process is terminated. Also, if the value of the special symbol processing timer is 0 (step S181; Y), the stop time has ended, so in order to perform processing according to the result of the special symbol game, it is determined whether there is a jackpot flag (step S182).
[0137] If a jackpot flag is present (step S182; Y), that is, if the result is a jackpot, a value corresponding to the duration of the opening period set at the start of the special game state is set in the special symbol processing timer (step S183), and an opening command is sent to the performance control device 300 (step S184). Upon receiving the opening command, the performance control device 300 starts the special game state and performs the opening performance. After that, the value of the special symbol special electric counter is incremented by 1 (step S185), and the special symbol confirmation process is terminated. As a result, the special symbol game ends and the special game state begins. The opening time can be the same regardless of the type of jackpot, or it can be different depending on the type of jackpot. For example, the opening time for a probability-increasing jackpot can be made longer than that for a regular jackpot.
[0138] On the other hand, if there is no jackpot flag (step S182; N), the time-saving state counter update process is performed to manage the period of time-saving state or slight time-saving state (step S186), and it is determined whether there is a time-saving jackpot flag (step S187). If there is no time-saving win flag (step S187; N), that is, if the result is a miss, the process proceeds to step S191. If there is a time-saving win flag (step S187; Y), that is, if the result is a time-saving win, the time-saving flag corresponding to the type of time-saving win is set (step S188), the value corresponding to the type of time-saving win is set in the time-saving state counter (step S189), a state specification command is sent to the performance control device 300 (step S190), and the process proceeds to step S191.
[0139] In the gaming machine 1 of this embodiment, there are three game states as shown in the diagram: no time reduction state, slight time reduction state, and time reduction state, and the state can be determined by the value of the time reduction flag. In the process of step S188, if the type of time reduction win is a time reduction win A to D which represents the time reduction state, the time reduction flag is set to a value corresponding to the time reduction state. Also, if the type of time reduction win is a time reduction win E which represents the slight time reduction state, the time reduction flag is set to a value corresponding to the slight time reduction state.
[0140] Furthermore, the time-saving state counter is a counter used to manage the number of times the special game that results in a time-saving state or a slightly time-saving state is executed, and it is decremented by 1 during the time-saving state counter update process. The time-saving state or slightly time-saving state ends when the value of this time-saving state counter becomes 0. In the process of step S189, the number of times the special game that results in a time-saving state or a slightly time-saving state is executed is set, and 100 is set for time-saving win A, 20 for time-saving win B, 50 for time-saving win C, and 1324 for time-saving win D or E.
[0141] In the high probability counter update process (step S191), the high probability counter is decremented by 1, and if the value becomes 0, the system transitions to the low probability state. Then, the special symbol special electric counter is set to the value 0 (step S192), and the special symbol variation process ends. This ends the special symbol game and makes it possible to start the next special symbol game.
[0142] [Time-saving status counter update process] Figure 20 shows the time-saving state counter update process (step S186) during the special figure confirmation process. This was shown. In this process, first, it is determined whether the system is in a no-time-saving state (step S201). Whether the system is in a no-time-saving state can be determined by referring to the value of the time-saving flag. If the system is in a no-time-saving state (step S201; Y), the time-saving state counter update process is terminated. If the system is not in a no-time-saving state (step S201; N), that is, if the system is in a time-saving state or a slightly time-saving state, the time-saving state counter is decremented by 1 (step S202), and it is determined whether the value of the time-saving state counter is 0 (step S203).
[0143] If the value of the time-saving state counter is not 0 (step S203; N), the time-saving state counter update process is terminated. In this case, the time-saving state or slight time-saving state continues in the next special game. If the value of the time-saving state counter is 0 (step S203; Y), the value of the no-time-saving state is set to the time-saving flag (step S204), a state specification command is sent to the performance control device 300 (step S205), and the time-saving state counter update process is terminated. As a result, the time-saving state or slight time-saving state ends and the game returns to the no-time-saving state.
[0144] [High probability counter update process] Figure 21 shows the high probability counter update process (step S191) during the special symbol confirmation process. In this process, first, it is determined whether a high probability flag is present (step S211). If there is no high probability flag (step S211; N), i.e., the low probability state is reached, the high probability counter update process is terminated. If there is a high probability flag (step S211; Y), i.e., the high probability state is reached, the high probability counter, which manages the number of games that can be played in the high probability state, is deducted by 1 (step S212), and it is determined whether the value of the high probability counter is 0 (step S213).
[0145] If the value of the high probability counter is not 0 (step S213; N), the high probability counter update process is terminated. In this case, the high probability state continues in the next special game. Also, if the value of the high probability counter is 0 (step S213; Y), the high probability flag is cleared (step S214), a state specification command is sent to the performance control device 300 (step S215), and the high probability counter update process is terminated. This ends the high probability state and returns to the low probability state.
[0146] [Special Telephone Start Processing] Figure 22 shows the special electric start process (step S89) in the special electric processing. In this process, it is first determined whether the value of the special processing timer is 0 (step S221). The special processing timer here is set to a value corresponding to the remaining time of the opening period of the special game state, and when the value of the special processing timer becomes 0, it means that the opening period has ended. If the value of the special effect processing timer is not 0 (step S221; N), the opening period has not ended, so the special effect start process is terminated. Also, if the value of the special effect processing timer is 0 (step S221; Y), the opening period has ended, so the round counter is set to an initial value (step S222).
[0147] The round counter manages the number of rounds in which the special variable prize winning device 94 is converted to the closed state during a special game state. In the game machine 1 of this embodiment, the number of rounds is 10 regardless of the type of jackpot, so the value is set to 10. If the number of rounds differs depending on the type of jackpot, the value corresponding to the type of jackpot is set. Next, a value corresponding to the maximum opening time of the special variable prize winning device 94 in the first round is set in the special symbol processing timer (step S223), and an initial value corresponding to the maximum number of wins to the special variable prize winning device 94 in the first round is set in the prize winning counter that manages the number of wins to the special variable prize winning device 94 (step S224).
[0148] Then, the special variable prize winning device 94 is set to the prize winning permitted state (step S225), and the special variable prize winning device 94 is opened (step S226). Furthermore, a special electric release command is sent to the performance control device 300 (step S227), the value of the special symbol special electric counter is incremented by 1 (step S228), and the special electric start process is terminated. This starts the first round.
[0149] [Special electrical system release in progress processing] Figure 23 shows the special electric release processing (step S90) in the special electric processing. In this process, it is first determined whether there is a win in the special variable prize device 94 (step S241). If there is no win (step S241; N), the process proceeds to step S243. If there is a win (step S241; Y), the prize counter is decremented by 1 (step S242), and it is determined whether the value of the special processing timer is 0 (step S243).
[0150] The special processing timer here is set to a value equivalent to the remaining time relative to the maximum opening time of the round. If the value of this special processing timer is 0 (step S243; Y), that is, if the maximum opening time has been reached, the time-up flag is set as the termination condition flag (step S247), and the process proceeds to terminate the round from step S248 onwards. In this case, the round ends because the maximum opening time, which fulfills the first condition, has been reached.
[0151] Furthermore, if the value of the special feature processing timer is not 0 (step S243;N), that is, if the maximum opening time has not been reached, it is determined whether the value of the prize counter is 0 (step S244). If the value of the prize counter is not 0 (step S244;N), that is, if there are no prizes equal to the maximum number of prizes, the special electric start process is terminated. In this case, the round is continued without ending. Furthermore, if the value of the prize counter is 0 (step S244; Y), that is, if the maximum number of prizes has been won, the flag indicating that the upper limit has been reached is set as the termination condition flag (step S245), the special feature processing timer is set to 0 (step S246), and the process proceeds to terminate the round from step S248 onwards. In this case, the round ends due to the winning of the maximum number of prizes, which fulfills the second condition.
[0152] In step S248, the special variable prize winning device 94 is set to a non-prize state. This prevents the payout of prize balls even if a game ball is detected by the large prize opening switch 94a after the maximum opening time of the round has been reached or the maximum number of prizes have been won. In other words, in the game machine 1 of this embodiment, the special variable prize winning device 94 is set to a prize-allowed state only from the start of the round in the special game state until the closing condition for ending the round is met. Therefore, for example, even if a game ball is detected by the large prize opening switch 94a during the process of converting the special variable prize winning device 94 to a closed state due to reaching the maximum opening time of the round or the maximum number of prizes being won, no prize balls will be paid out.
[0153] In other words, the system is designed to invalidate payouts based on so-called over-winning. In the gaming machine 1 of this embodiment, even when a win is not possible, the detection by the large prize slot switch 94a is enabled, and the payout based on over-winning is invalidated by not performing the processing related to the payout of prize balls based on this detection. However, the detection by the large prize slot switch 94a itself may be disabled when a win is not possible.
[0154] When a game ball is detected by the large prize slot switch 94a in a state where a prize cannot be won, information that there has been a prize that has been invalidated for payout may be sent to the performance control device 300, and the performance control device 300 may perform a performance based on this information. For example, this performance may include displaying the number of prizes for which payout was invalid on the display device 81, displaying the number of prize balls that would have been obtained if the payout had been valid on the display device 81, and payout Examples of effects include outputting an audio message from speaker 34 to notify players that there have been winnings that have been invalidated, and illuminating the light-emitting means 33 in a way that indicates that there have been winnings that have been invalidated. By implementing such effects, players can be sure that there have been winnings that have been invalidated, thereby enhancing the enjoyment of the game.
[0155] Furthermore, it is also permissible to allow the payout of prize balls based on over-winning. In this case, the prize-winning permitted state should be maintained for a certain period of time or for the entire duration from the start of the interval period or ending period. That is, the prize-winning permitted state and the prize-winning prohibited state should switch depending on the time elapsed from the start of the interval period or ending period. For example, the prize-winning permitted state may be maintained from the start of the interval period or ending period until the special variable prize-winning device 94 is completely closed, and the prize-winning prohibited state may be maintained for the remaining time. In addition to the case where the prize-winning permitted state is maintained for a certain period from the start of the interval period or ending period and the prize-winning prohibited state is maintained for the remainder, or the prize-winning prohibited state may be maintained for a certain period from the start of the interval period or ending period and the prize-winning permitted state is maintained for the remainder. In this case, within a single interval period or ending period, the time elapsed in the prize-winning permitted state and the time elapsed in the prize-winning prohibited state may be the same, the time elapsed in the prize-winning permitted state may be longer than the time elapsed in the prize-winning prohibited state, or the time elapsed in the prize-winning permitted state may be shorter than the time elapsed in the prize-winning prohibited state.
[0156] Furthermore, there may be multiple points in time during the interval or ending period where the state switches between being allowed to win a prize and being ineligible to win a prize. In this case as well, within a single interval or ending period, the total time spent in the state allowed to win a prize and the total time spent in the state ineligible to win a prize may be the same, the total time spent in the state allowed to win a prize may be longer than the total time spent in the state ineligible to win a prize, or the total time spent in the state allowed to win a prize may be shorter than the total time spent in the state ineligible to win a prize.
[0157] Furthermore, the system may switch between a "prize-granting allowed" state and a "prize-granting ineligible" state depending on the number of prizes won from the start of the interval period or ending period. For example, the system may be in a "prize-granting ineligible" state until two prizes are won from the start of the interval period or ending period, and then in a "prize-granting allowed" state for the remaining time. If four prizes are won, the system may then be set to a "prize-granting ineligible" state again. Conversely, the system may be in a "prize-granting allowed" state until two prizes are won from the start of the interval period or ending period, and then in a "prize-granting ineligible" state for the remaining time. If four prizes are won, the system may then be set to a "prize-granting allowed" state again.
[0158] Furthermore, under certain conditions, the payout of prize balls based on over-winning may be permitted. Certain conditions include the end of a round due to reaching the maximum opening time. Another certain condition is the end of a specific round. For example, in the first half of the rounds (rounds 1 to 5), the payout of prize balls based on over-winning may be permitted, while in the second half of the rounds (rounds 6 to 10), the payout of prize balls based on over-winning may not be permitted.
[0159] Next, the special variable prize winning device 94 is closed (step S249), the round counter is deducted by 1 (step S250), and it is determined whether the value of the round counter is 0 (step S251). If the value of the round counter is not 0 (step S251; N), that is, if it is not the end of the final round, the interval period setting process is performed to set the interval period between rounds and to send the interval command to the performance control device 300 (step S252), the value of the special feature special electric counter is incremented by 1 (step S253), and the special electric release process is terminated. Furthermore, if the round counter value is 0 (step S251; Y), that is, if it is the end of the final round, the ending period is set at the end of the special game state. The process of setting the ending period is performed, which involves sending an ending command to the performance control device 300 (step S254), the value of the special feature special electric counter is incremented by 2 (step S255), and the special electric release process is terminated.
[0160] [Interval period setting process] Figure 24 shows the interval period setting process (step S252) during the special electric release process. In this process, first, it is determined whether the termination condition flag is time-up (step S261). If it is time-up (step S261; Y), a value corresponding to the first interval time is set in the special effect processing timer (step S262). If the termination condition flag is not time-up (step S261; N), i.e., the upper limit has been reached, a value corresponding to the second interval time is set in the special effect processing timer (step S263). After that, an interval command containing the set interval time information is sent to the effect control device 300 (step S264), and the interval period setting process is terminated.
[0161] In the gaming machine 1 of this embodiment, the first interval time and the second interval time are predetermined times, and the first interval time is shorter than the second interval time. That is, the next round starts earlier when the round ends due to reaching the maximum opening time than when the round ends due to winning the maximum number of prizes. Also, the value that can be set in the process of setting a value corresponding to the first interval time in the special symbol processing timer (step S262) is 1 or greater. That is, the first interval time can also be set to the interval of the timer interrupt processing (in this case, 4 milliseconds).
[0162] [Ending period setting process] Figure 25 shows the ending period setting process (step S254) during the special electric release processing. In this process, first, it is determined whether the termination condition flag is time up (step S271). If it is time up (step S271; Y), a value corresponding to the first ending time is set in the special effect processing timer (step S272). If the termination condition flag is not time up (step S271; N), i.e., the upper limit has been reached, a value corresponding to the second ending time is set in the special effect processing timer (step S273). After that, an ending command containing the information of the set ending time is sent to the effect control device 300 (step S274), and the ending period setting process is terminated.
[0163] In the gaming machine 1 of this embodiment, the first ending time and the second ending time are predetermined times, and the first ending time is shorter than the second ending time. In other words, the special game state ends earlier and the next special game starts earlier when the final round ends due to reaching the maximum opening time than when the final round ends due to winning the maximum number of prizes. Also, the value that can be set in the process of setting a value corresponding to the first ending time in the special game processing timer (step S272) is 1 or greater. In other words, the first ending time can also be set to the interval of the timer interrupt processing (in this case, 4 milliseconds).
[0164] During the interval and ending periods, the special variable prize winning device 94 is closed, and even if a game ball is detected by the large prize winning switch 94a, no prize balls are paid out. Therefore, most of the game balls shot during the interval and ending periods do not contribute to the payout of prize balls. Thus, assuming that players continue to shoot game balls during the interval and ending periods, the longer the interval and ending periods, the less profit the player will get.
[0165] If the round ends due to reaching the maximum opening time, which is the first condition, the player will have finished the round without receiving the maximum benefit that could have been obtained in that round. Furthermore, Since most of the game balls that do not enter the special variable prize winning device 94 do not contribute to the payout of prize balls, the player's profit in that round is reduced accordingly. In contrast, if the round ends due to the second condition (winning the maximum number of prize balls), the player receives the maximum possible benefit from that round. Furthermore, since the round ends in less time than the maximum opening time, fewer game balls are generated that do not contribute to the payout of prize balls. In other words, the second condition (winning the maximum number of prize balls) is more advantageous for the player than the first condition (reaching the maximum opening time).
[0166] Thus, the trigger for ending a round can make a big difference in the profits earned in that round. Therefore, if a round ends due to reaching the maximum open time, which is the first condition, the interval period and ending period are shortened to minimize the decrease in profits during those periods. This reduces player dissatisfaction when a round ends due to reaching the maximum opening time, minimizes the difference in benefits compared to when the round ends due to winning the maximum number of prizes, enhances the enjoyment of the game, and maintains fairness. Furthermore, it prevents the duration of the special game state from becoming too long, thus preventing players from becoming bored.
[0167] In particular, by setting a very short interval time when a round ends due to reaching the maximum opening time, which is the first condition, game balls that flow into the special variable prize winning device 94 just before the end of a round will be treated as winning balls for the next round, thereby maximizing the player's profit. An example of a very short time is the interval of timer interrupt processing (4 milliseconds in this case). Alternatively, it may be a time shorter than the time required from the start of operation of the large prize winning opening solenoid 94c to close the special variable prize winning device 94 until the movable member 94b moves to the completely closed position.
[0168] Furthermore, the first and second interval times may be the same, or the first and second ending times may be the same. By making the first and second interval times the same, or the first and second ending times the same, the difference in player benefits due to the different triggers for ending rounds becomes clear, increasing player attention to the progress of the rounds and resulting in a more engaging gaming machine.
[0169] Furthermore, the first interval may be longer than the second interval, and the first ending may be longer than the second ending. By making the first interval longer than the second interval, or the first ending longer than the second ending, the difference in player benefits due to the different triggers for ending rounds becomes greater, which can enhance the enjoyment of the game.
[0170] [Special telephone line closed during processing] Figure 26 shows the special power closing process (step S91) in the special power processing. In this process, it is first determined whether the value of the special power processing timer is 0 (step S291). The special power processing timer here is set to a value corresponding to the remaining time of the interval period, and when the value of the special power processing timer becomes 0, it means that the interval period has ended. If the value of the special feature processing timer is not 0 (step S291; N), the interval period has not ended, so the special electric closing process is terminated. Also, if the value of the special feature processing timer is 0 (step S291; Y), the interval period has ended, so the value corresponding to the maximum opening time of the special variable prize winning device 94 in the next round is set to the special feature processing timer (step S292).
[0171] Then, an initial value is set in the prize counter that manages the number of prizes won in the special variable prize device 94, corresponding to the maximum number of prizes won in the special variable prize device 94 in the next round to begin (step S293), and the termination condition flag is cleared (step S294). In the process of clearing the termination condition flag (step S294), either the time-up flag or the upper limit reached flag is cleared. Subsequently, the special variable prize winning device 94 is set to the prize winning permitted state (step S295), and the special variable prize winning device 94 is opened (step S296). Furthermore, a special electric release command is sent to the performance control device 300 (step S297), the value of the special symbol special electric counter is deducted by 1 (step S298), and the special electric closing process is terminated. This starts a new round.
[0172] [Special Telephone Termination Processing] Figure 27 shows the special effect termination process (step S92) in the special effect special effect processing. In this process, it is first determined whether the value of the special effect processing timer is 0 (step S311). The special effect processing timer here is set to a value corresponding to the remaining time of the ending period of the special game state, and when the value of the special effect processing timer becomes 0, it means that the ending period has ended. If the value of the special symbol processing timer is not 0 (step S311; N), the ending period has not ended, so the special game termination process is terminated. Also, if the value of the special symbol processing timer is 0 (step S311; Y), the ending period has ended, so as a process related to the termination of the special game state, it is determined whether the trigger for the occurrence of this special game state was a probability variation jackpot (step S312).
[0173] If the trigger for this special game state is a jackpot with a probability variation (step S312; Y), the high probability flag is set (step S313), and the time reduction flag is set to the value of the time reduction state (step S314). As a result, the game state after the special game state ends will be set to both the high probability state and the time reduction state. Furthermore, the high probability state counter is set to 10000 (step S315), the time reduction state counter is set to 10000 (step S316), and the game proceeds to step S320. In the gaming machine 1 of this embodiment, the probability variation jackpot is a 10R probability variation jackpot, and in this case, the fourth gaming state ST4, which is a high probability state and a time-saving state, is set as the gaming state after the end of the special gaming state. In addition, the high probability state counter and the time-saving state counter are set to 10000, but since this value is sufficiently large, it is practically possible to stay in the fourth gaming state ST4 until the next jackpot.
[0174] Furthermore, if the trigger for this special game state is not a probability-increasing jackpot (step S312; N), that is, if it is a regular jackpot, the high probability flag is cleared (step S317), and the value for the time-saving state is set to the time-saving flag (step S318). As a result, the game state after the special game state ends will be set to a low probability state and a time-saving state. In addition, the time-saving state counter is set to 100 (step S319), and the game proceeds to step S320. In the gaming machine 1 of this embodiment, a jackpot that is not a probability-changing jackpot is a 10R regular jackpot, and in this case, the third gaming state ST3, which is a low probability state and a time-saving state, is set as the gaming state after the end of the special gaming state. In addition, the time-saving state counter is set to 100, and if the special symbol game is executed 100 times without a jackpot occurring, it will transition to the first gaming state ST1, which is a low probability state and no time-saving state.
[0175] Subsequently, a state specification command is sent to the performance control device 300 (step S320), the value of the special feature special electric counter is set to 0 (step S321), the termination condition flag is cleared (step S322), and the special electric termination process is completed. As a result, the special game state ends and the system becomes ready to start the next special feature game.
[0176] [General diagram and general electricity processing] Figure 28 shows the general diagram power processing (step S53) in the timer interrupt processing described above. This general diagram power processing controls the occurrence of general diagram hold and the overall processing related to the general diagram game. First, it is determined whether there is an input to gate switch 78a (step S401). If there is no input (step S401; N), the process proceeds to step S405. If there is an input (step S401; Y), it is determined whether the number of general diagram hold values is less than the upper limit (step S402).
[0177] If the number of reserved regular figures is not less than the upper limit (step S402; N), no more reserved regular figures can be stored, so the process proceeds to step S405 without generating any more reserved regular figures. Also, if the number of reserved regular figures is less than the upper limit (step S402; Y), the number of reserved regular figures is updated by +1 (step S403), various random values are obtained, and stored in the reserved regular figure storage area of RAM 103 (step S404). The various random values to be acquired include a random value for each regular drawing, which is stored for each regular drawing hold. In addition, when a regular drawing hold occurs, the display on the regular drawing hold display unit 66 of the integrated display device 60 is updated. Furthermore, it is also possible to store a random value for the type of regular drawing game result and a random value for the regular drawing game variation time to determine the variation time of the regular drawing game.
[0178] The RAM103's general data hold storage area has a number of storage areas corresponding to the upper limit of the number of general data holds, with the information of one general data hold stored in one storage area. Furthermore, the storage areas are assigned a rank, and the oldest stored data is stored in the higher-ranking storage area first. When a general data hold is used up, the oldest general data hold stored in the highest-ranking storage area is used up, and the information of other general data holds is shifted to the storage area with the next higher rank.
[0179] Next, the value of the regular power counter is obtained (step S405), the regular power address table is set up (step S406), and the starting address of the process corresponding to the value of the regular power counter is obtained using the regular power address table (step S407). Then, the process indicated by the starting address is executed (step S408). This allows branching to occur according to the current game state.
[0180] If the value of the regular diagram / regular power counter is 0, the regular diagram variation start process (step S409), which includes setting the start of the regular diagram game, is performed, and the regular diagram / regular power process ends. If the value of the regular diagram / regular power counter is 1, the regular diagram variation in progress process (step S410), which includes setting the stop time as the variation time of the regular diagram game ends, is performed, and the regular diagram / regular power process ends. If the value of the regular diagram / regular power counter is 2, the regular diagram confirmation in progress process (step S411), which includes processing at the end of the regular diagram game according to the result of the regular diagram game, is performed, and the regular diagram / regular power process ends. If the value of the regular diagram / regular power counter is 3, the regular power control process (step S412), which includes control in the winning state of the regular diagram, is performed, and the regular diagram / regular power process ends.
[0181] [Start of general chart fluctuation process] Figure 29 shows the process for starting a normal diagram change in normal diagram normal power processing (step S409). In this process, first, it is determined whether the normal diagram hold is 0 (step S421). If it is 0 (step S421; Y), the normal diagram change start process is terminated. If it is not 0 (step S421; N), the information of the earliest normal diagram hold, which is the oldest normal diagram hold in memory order, is prepared (step S422), a judgment table corresponding to the value of the time reduction flag is set (step S423), and the result judgment process is performed (step S424). Here, a judgment table is selected and set based on whether it is a no-time reduction state, a time reduction state, or a slight time reduction state, and the result is determined by referring to the normal diagram random number in the set table.
[0182] If the result of the result determination process is a win (step S425; Y), the win flag is set (step S426), and the stop symbol corresponding to the result is set (step S428). If the result of the result determination process is not a win (step S425; N), the loss flag is set (step S427), and the stop symbol corresponding to the result is set (step S428). In the process of setting the stop symbol corresponding to the result (step S428), the result pattern to be displayed on the general display unit 63 of the integrated display device 60 is set.
[0183] Next, the variable time for the regular game corresponding to the value of the time reduction flag is selected (step S429), a value equivalent to the variable time for the regular game is set in the regular processing timer (step S430), and the variable display on the regular display unit 63 is started (step S431). The regular processing timer is decremented by 1 each time the timer update process (step S50) is performed, and it can be determined that the set time has been reached when the value of the regular processing timer becomes 0.
[0184] Subsequently, a regular diagram variation start command is sent to the performance control device 300 (step S432), the value of the regular diagram regular counter is incremented by 1 (step S433), and the regular diagram variation start process is terminated. The regular diagram variation start command includes information on the results of the regular diagram game and the variation time, and the performance control device 300 uses this information to display the decorative regular diagram game on the display device 81 and set various effects. Alternatively, a regular diagram hold command containing information on the regular diagram hold may be sent to the performance control device 300 as the number of regular diagram holds increases or decreases, and the performance control device 300 may perform effects related to the regular diagram hold, such as displaying the number of regular diagram holds.
[0185] [General map confirmation in progress] Figure 30 shows the process of confirming the regular diagram during the regular diagram processing (step S411). In this process, it is first determined whether the value of the regular diagram processing timer is 0 (step S451). The regular diagram processing timer here is set to a value corresponding to the remaining stop time of the regular diagram game, and when the value of the regular diagram processing timer becomes 0, it means that the stop time has ended. If the value of the regular diagram processing timer is not 0 (step S451; N), the stop time has not ended, so the regular diagram confirmation process is terminated. Also, if the value of the regular diagram processing timer is 0 (step S451; Y), the stop time has ended, so in order to perform processing according to the result of the regular diagram game, it is first determined whether there is a winning flag (step S452).
[0186] If there is no winning flag (step S452; N), i.e., the result is a loss, the normal chart normal power counter is set to 0 (step S460), and the normal chart confirmation process is terminated. This ends the normal chart game and makes it possible to start the next normal chart game. If there is a winning flag (step S452; Y), i.e., the result is a win, the normal power release counter is set to a value corresponding to the time reduction flag (step S453). The normal power release counter controls the number of times the normal variable prize winning device 79 is opened and closed. It is set to "1" in the no-time reduction state and the slight time reduction state, which is one opening, and to "3" in the time reduction state, which is two openings.
[0187] Next, the value of the release time corresponding to the value of the time-saving flag is obtained (step S454), and the value equivalent to the release time is set in the general processing timer (step S455). In the case of the no-time-saving state and the slight time-saving state, which is one release, the value equivalent to the release time for that one release (here, 0.2 seconds or 0.5 seconds) is set. In the time-saving state, which is two releases, the value equivalent to the first release time (here, 1 second) is set.
[0188] Then, an initial value is set for the regular prize winning counter that manages the number of wins in the regular variable prize winning device 79 (step S456), and the regular variable prize winning device 79 is set to the prize winning permission state (step S457). Furthermore, the regular variable prize winning device 79 is opened (step S458), and the regular variable prize winning counter The value of Unta is increased by 1, and the process of confirming the regular diagram ends. This ends the regular diagram game and starts the regular diagram winning state.
[0189] [Public Electric Train Control Processing] Figure 31 shows the regular control process (step S412) in the regular regular power processing. In this process, it is first determined whether there is a win in the regular variable prize device 79 (step S481). If there is no win (step S481; N), the process proceeds to step S483. If there is a win (step S481; Y), the regular power prize counter is decremented by 1 (step S482), and the process proceeds to step S483.
[0190] In step S483, it is determined whether the value of the normal win counter is 0 (step S483). If the value of the normal win counter is 0 (step S483; Y), that is, if the maximum number of wins has been achieved, the normal diagram processing timer is set to 0 (step S494), and the normal variable win device 79 is set to a state where wins cannot be achieved (step S495). Furthermore, the normal variable win device 79 is closed (step S496), the normal diagram normal counter is set to 0 (step S497), and the normal diagram control process is terminated. This ends the normal diagram winning state and makes it possible to execute the next normal diagram game.
[0191] On the other hand, if the value of the regular power entry counter is not 0 (step S483; N), that is, if there are no entries with the maximum number of entries, it is determined whether the regular diagram processing timer is 0 (step S484). If the value of the regular diagram processing timer is not 0 (step S484; N), the regular power control process is terminated. In this case, the regular diagram winning state is continued without termination. Also, if the regular diagram processing timer is 0 (step S484; Y), the value of the regular power release counter is deducted by 1 (step S485), and it is determined whether the regular power release counter is 0 (step S486). If the normal opening counter is 0 (step S486; Y), the opening for the maximum opening time has ended, so the process from step S495 onwards is performed to end the normal opening state.
[0192] When the normal winning state ends due to reaching the maximum opening time or winning the maximum number of prizes, the prize-not-winning state is set (step S495). This prevents the payout of prize balls even if a game ball is detected by the normal power switch 79a after reaching the maximum opening time or winning the maximum number of prizes. In other words, in the game machine 1 of this embodiment, the normal variable prize-winning device 79 is set to the prize-winning permission state only from the start of the winning state until the end condition is met in the normal winning state. Therefore, for example, even if a game ball is detected by the normal power switch 79a during the process of converting the normal variable prize-winning device 79 to the closed state due to reaching the maximum opening time or winning the maximum number of prizes in the winning state, no prize balls will be paid out.
[0193] In other words, payouts based on so-called over-winning are invalidated. In the gaming machine 1 of this embodiment, even when a winning state is not possible, the detection by the general power switch 79a is enabled, and by not performing the processing related to the payout of prize balls based on this detection, payouts based on over-winning are invalidated. In addition, even if an over-winning occurs, it is still possible for the special feature 2 reserve to occur, but this may also be invalidated. In this case, the detection by the normal power switch 79a may be disabled when winning is not possible. Furthermore, the payout of prize balls based on over-winning may be permitted. In this case, the prize-winning permission state shall be maintained for a certain period of time after the end of the normal winning state. Also, the payout of prize balls based on over-winning may be permitted if certain conditions are met. One such condition is when the normal winning state ends due to reaching the maximum opening time.
[0194] Also, if the value of the normal power release counter is not 0 (step S486;N), the normal power release counter Determine if the value of Unta is even (step S487). If the value of the normal power release counter is even (step S487; Y), the value of the closing time corresponding to the value of the time reduction flag and the value of the normal power release counter is obtained (step S488), and the value corresponding to the closing time is set in the normal power processing timer (step S489). Then, the normal variable prize winning device 79 is closed (step S490), and the normal power control process is terminated. In this case, if there are multiple openings in the normal winning state, it is when all openings except the last one have finished. For example, if there are two openings, it is when the first opening has finished.
[0195] Furthermore, if the value of the normal power release counter is not an even number (step S487; N), the value of the time reduction flag and the value of the normal power release counter are obtained to obtain the release time value (step S491), and the value equivalent to the release time is set in the normal power processing timer (step S492). Then, the normal variable prize winning device 79 is released (step S493), and the normal power control process is terminated. In this case, if there are multiple openings in the normal winning state, it is the case when starting an opening other than the first one. For example, it is the case when starting the second opening in the case of two openings.
[0196] Furthermore, if the value of the normal opening counter is even (step S487; Y), the normal variable prize winning device 79 may be set to a state where prize winning is not permitted, and if the value of the normal opening counter is odd (step S487; N), the normal variable prize winning device 79 may be set to a state where prize winning is permitted. In this way, when there are multiple openings in the normal winning state, payouts based on prize winnings during the period from the end of each opening (except the last one) until the next opening can be invalidated. In addition, the generation of special symbol 2 reserves based on prize winnings during this period may also be invalidated.
[0197] [Processing in the performance control system] Next, we will explain the control performed by the performance control device 300. The MPU 301 of the performance control device 300 controls the game's performance mainly by performing the main performance processing shown in Figure 32 and timer interrupt processing (not shown).
[0198] [Main processing for visual effects] As shown in Figure 32, in the main performance processing, various initial setting processes (step S601) are performed when the power of the gaming machine is turned on. These initial setting processes include, for example, initial settings for the MPU 301 and VDP 306, and initialization of the work RAM 303. After these initial settings are performed, a loop process is carried out. In the loop process, a received command processing (step S602) is performed, which processes commands received from the gaming control device 100, and a button input processing (step S603) is performed, which processes performances based on inputs from input units such as the performance button 41 and the directional pad 42.
[0199] Next, a display editing process (step S604) is performed to enable display on the display device 81 by editing settings to control the progress of the performance and drawing commands for the VDP306, and a sound control process (step S605) is performed to handle the output of sound from the speaker 34. Then, a light emission control process (step S606) is performed to control the light emission means 33, and a movable body control process (step S607) is performed to control the motor and solenoid of the movable performance device 82, before returning to the received command processing (step S602).
[0200] [Processing received commands] Figure 33 shows the received command processing (step S602) in the main processing for the performance. In this process, first, the command is read from the storage area in the work RAM 303 that stores received commands and the type of command is analyzed (step S611).
[0201] If the command is a special feature command (step S612; Y), then the decorative special feature game will be played. Perform the special figure production process (step S613) for the relevant process to end the received command process. The special figure commands include a variation start command transmitted at the start of the special figure game, a stop command transmitted when the variation of the special figure game stops, and the like. In the case of the variation start command, information such as the result of the special figure game, the type of jackpot or short time jackpot, and the variation type is included. Based on this information, various productions such as setting the variation pattern of the decorative special figure game and setting a preview production are performed, and the process of starting the decorative special figure game is carried out. Also, in the case of the stop command, the process of stopping the variation display of the decorative special figure game and displaying the result state in a stopped manner is performed.
[0202] If the command is not a special figure command (step S612; N), it is determined whether it is a jackpot command (step S614). If it is a jackpot command (step S614; Y), the jackpot production process for performing the process related to the production of the special game state is carried out (step S615), and the received command process is ended. The jackpot commands include an opening command, a special electric release command, an interval command, an ending command, a big winning opening winning command, and the like. In the case of the opening command, the process of setting the production during the opening period is performed. In the case of the special electric release command, the process of setting the start of the round and the production during the round is performed. Also, in the case of the interval command, the process of setting the production during the interval period is performed. In the case of the ending command, the process of setting the production during the ending period is performed. Also, in the case of the big winning opening winning command, the process of setting productions such as the cumulative number display of the prize balls obtained by winning in the special game state is carried out.
[0203] If the command is not a jackpot command (step S614; N), it is determined whether it is a general figure command (step S616). If it is a general figure command (step S616; Y), the general figure production process for performing the process related to the production of the general figure game is carried out (step S617), and the received command process is ended. The general figure commands include a general figure variation start command and the like. In the case of the general figure variation start command, the display of the decorative general figure game on the display device 81 and the setting of various productions are performed.
[0204] If the command is not a regular symbol command (step S616; N), it is determined whether it is a hold command (step S618). If it is a hold command (step S618; Y), the hold effect processing, which performs the processing of the special symbol hold, is performed (step S619), and the received command processing is terminated. The hold-type commands include the Special Feature 1 hold command, the Special Feature 2 hold command, and the pre-judgment command. In the case of the Special Feature 1 hold command or the Special Feature 2 hold command, processing is performed to increase, decrease or move the decorative Special Feature hold display shown on the display device 81, etc., in accordance with the increase or decrease in the number of Special Feature 1 or Special Feature 2 holds. In the case of the pre-judgment command, processing is performed such as setting the notification for the decorative Special Feature hold display shown on the display device 81, etc., and setting the continuous performance across multiple Special Feature games.
[0205] If the command is not a hold command (step S618; N), it is determined whether it is a hold generation standby command (step S620). If it is a hold generation standby command (step S620; Y), a standby effect processing is performed, which includes setting up a standby effect to display a demo image on the display device 81, etc. (step S621), and the received command processing is terminated.
[0206] If the command is not a pending command (step S620; N), it is determined whether it is an error command (step S622). If it is an error command (step S622; Y), error notification processing is performed to perform the processing related to the error notification (step S623), and the received command processing is terminated. Error commands include RAM abnormality commands, fraud detection commands, inner frame release commands, front frame release commands, lower tray overflow commands, payout ball out commands, etc., and processing is performed to notify the error using the display device 81, etc.
[0207] If the command is not an error command (step S622; N), it is determined whether it is a state specification command (step S624). If it is a state specification command (step S624; Y), the current game state, such as a high probability state or a time-saving state, is stored based on the state specification command, and a state setting process is performed to make it available for selecting effects, etc. (step S625), and the received command processing is terminated. If the command is not a status setting command (step S624; N), it is determined whether it is a command other than those listed above (step S626). If it is a command other than those listed above (step S626; Y), various command-responding processes corresponding to the command are performed (step S627), and the received command processing is terminated.
[0208] [Game presentation] Next, the game's effects and other features will be explained. Figure 34 shows an example of the effects displayed on the display device 81. In principle, the effects shown in Figure 34 can be displayed in any of the first game state ST1, second game state ST2, third game state ST3, and fourth game state ST4, but different effects may be displayed depending on the game state.
[0209] As shown in Figure 34(a), a first decorative special feature game display unit 501 is provided in the center of the display area of the display device 81, which displays the first decorative special feature game among the decorative special feature games executed in accordance with the special feature game. The first decorative special feature game display unit 501 is provided with an upper variable display area 502, a middle variable display area 503, and a lower variable display area 504. The decorative special feature game is displayed by changing the display of identification information so that it flows horizontally to the left in each of the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504, and then stopping the display.
[0210] In the gaming machine 1 of this embodiment, the upper fluctuation display area 502, the middle fluctuation display area 503, and the lower fluctuation display area 504 each contain nine types of main symbols indicated by the numbers "1" to "9" and sub-symbols indicated by "·" as identification information. In the upper fluctuation display area 502, the nine types of main symbols from "1" to "9" are arranged in ascending numerical order, with one sub-symbol placed between each main symbol. In the lower fluctuation display area 504, the nine types of main symbols from "1" to "9" are arranged in descending numerical order, with one sub-symbol placed between each main symbol. In the middle fluctuation display area 503, the nine types of main symbols from "1" to "9" are arranged in ascending numerical order, with the main symbol "4" placed between "1" and "9", and one sub-symbol placed between each main symbol.
[0211] In the first decorative special feature game display unit 501, when the machine is stopped, three pieces of identification information are displayed in each of the upper fluctuation display area 502, the middle fluctuation display area 503, and the lower fluctuation display area 504, resulting in a 3x3 arrangement of nine pieces of identification information. Five active lines are then set: the left line L1, the middle line L2, the right line L3, the downward-right line L4, and the upward-right line L5. If the result of the special game is a jackpot, a jackpot result pattern (for example, "777") in which the same main symbols line up on any of the active lines will be displayed. If the result of the special game is a time-saving jackpot A through D, that is, a time-saving jackpot that transitions to a time-saving state, a time-saving result pattern (for example, "341") in which the main symbols line up in a predetermined pattern on any of the active lines will be displayed. If the result of the special game is a miss, or a time-saving jackpot E that transitions to a slightly time-saving state, neither a jackpot result pattern nor a time-saving result pattern will be displayed on any of the active lines.
[0212] In the upper left of the display area of the display device 81, there is a second decorative special feature game display unit 505 which displays the second decorative special feature game among the decorative special feature games. The second decorative special feature game includes special feature There is a second special display game 1 corresponding to game 1, and a second special display game 2 corresponding to game 2. The second special display game display unit 505 has a first display area 506 for displaying the second special display game 1, and a second display area 507 for displaying the second special display game 2. The second special display game display unit 505 displays identification information (small symbols) that is relatively smaller than the identification information (large symbols) displayed in the first special display game display unit 501.
[0213] In the first display area 506 and the second display area 507, identification information is displayed in a variable manner in one area, then stopped, and the result is displayed. The identification information displayed in the second decorative special feature game display unit 505 includes identification information corresponding to each result that can be derived in the special feature game, and after a variable display of these is performed sequentially, the identification information corresponding to the result is displayed in a stopped manner. In addition, similar to the first decorative special feature game, the result may be shown by a combination of identification information stopped in multiple variable display areas.
[0214] Furthermore, a decorative special symbol hold display unit 508 is provided at the bottom of the display area of the display device 81, which displays decorative special symbol hold displays corresponding to special symbol hold displays. The decorative special symbol hold displays include a decorative special symbol 1 hold display corresponding to special symbol 1 hold and a decorative special symbol 2 hold display corresponding to special symbol 2 hold, and they correspond one-to-one with the special symbol hold. In the gaming machine 1 of this embodiment, regardless of whether it is a special symbol 1 hold or a special symbol 2 hold, they are consumed in the order they are stored, so the decorative special symbol 1 hold display corresponding to special symbol 1 hold and the decorative special symbol 2 hold display corresponding to special symbol 2 hold are displayed in the same area in the order they are stored. The decorative special symbol hold displays are arranged so that the leftmost decorative special symbol hold display corresponds to the oldest and first stored special symbol hold in the order it is stored, and they move to the left each time one is consumed.
[0215] Furthermore, the display patterns for the decorative special feature 1 hold indicator and the decorative special feature 2 hold indicator are different, making it possible to distinguish which special feature hold it is. Here, the shape of the decorative special feature 1 hold indicator is represented as "○" and the shape of the decorative special feature 2 hold indicator is represented as "△", but it may also be possible to distinguish them by differences in color or other means. Furthermore, the decorative special symbol hold display unit 508 can suggest or notify the results of the special symbol game based on the special symbol hold, the type of variation, and other pre-determined results, through the display mode of the decorative special symbol hold display corresponding to the special symbol hold. In this example, the pre-determined results are suggested or notified by changing the color of the decorative special symbol hold display on the far left. Furthermore, in the upper right part of the display area of the display device 81, there is a special feature reserve number display unit 520 for displaying the number of special feature reserves, which includes a special feature 1 reserve number display unit 521 for displaying the number of special feature 1 reserves and a special feature 2 reserve number display unit 522 for displaying the number of special feature 2 reserves.
[0216] Furthermore, the decorative special feature hold display unit 508 may be provided with a special feature 1 hold display unit for displaying special feature 1 holds and a special feature 2 hold display unit for displaying special feature 2 holds, and each hold display unit may display the decorative special feature hold displays in the order they are stored. Furthermore, although the display methods for the decorative special feature 1 hold display and the decorative special feature 2 hold display are different, they may be the same. Furthermore, although the decorative special feature hold display unit 508 is shown on the display device 81, the decorative special feature hold display unit 508 may be composed of a light-emitting unit provided on the variable display unit 80, and information regarding the special feature hold may be displayed by the lighting pattern of the light-emitting unit. Furthermore, a "Currently Running Reserved" display unit may be provided to display information related to the currently running special game. The "Currently Running Reserved" display unit may also suggest or notify the results and types of fluctuations of the currently running special game through the display method of the "Currently Running Reserved" display unit.
[0217] In the state shown in Figure 34(a), the oldest and first stored special symbol hold is Special Symbol 1 Hold. This is the state in which the Special Feature 1 game is started as a new Special Feature game based on the Special Feature 1 hold from this state. As shown in Figure 34(b), the decorative Special Feature hold display at the left end of the decorative Special Feature hold display unit 508 is erased, and the other decorative Special Feature hold displays move to the left. Furthermore, the value in the Special Feature 1 hold count display unit 521 is decreased by 1, and the display of changing identification information begins in the first display area 506 of the first decorative Special Feature game display unit 501 and the second decorative Special Feature game display unit 505.
[0218] After a predetermined time has elapsed, the upper variable display area 502 enters a temporary stop state, as shown in Figure 34(c). In this temporary stop state, the identification information is displayed as if it is fluctuating, indicating that the variable display has not yet finished. Next, as shown in Figure 34(d), the lower fluctuation display area 504 enters a temporary stop state. In this example, a double reach is selected as the fluctuation type, resulting in a double reach where the same identification information is lined up on both the downward-sloping line L4 and the upward-sloping line L5. Depending on the selected fluctuation type, the performance may develop further into an SP reach. If a single reach is selected as the fluctuation type, a single reach will occur where the same identification information is lined up on either the left line L1, the middle line L2, or the right line L3. If no reach is selected as the fluctuation type, the same identification information will not be lined up on any of the active lines.
[0219] Subsequently, the medium-variation display area 503 enters a temporary stop state. If the result of the special game is a miss, the display temporarily stops in a state where neither the jackpot result pattern nor the time-saving result pattern is displayed on any of the active lines, as shown in Figure 34(e). As the variation time ends, the temporary stop ends and the identification information is displayed as shown in Figure 34(f). Also, as the variation time ends, the variation display in the first display area 506 stops, and the identification information corresponding to the miss result is displayed. The display in Figure 34(f) continues until the stop time of the special game ends, and if a new special game starts afterward, the variation display as shown in Figure 34(b) begins.
[0220] Furthermore, if the result of the special game is a jackpot, the jackpot result is temporarily stopped on the active line as shown in Figure 34(g), and as the variation time ends, the temporary stop ends and the identification information is stopped and displayed as shown in Figure 34(h). Also, as the variation time ends, the variation display in the first display area 506 stops, and the identification information corresponding to the jackpot result is stopped and displayed. The display in Figure 34(h) continues until the stop time of the special game ends, after which the special game state begins.
[0221] Figure 35 shows an example of the effects during the special game state, and Figure 36 shows the operation and effects of the special variable prize winning device 94 during the special game state. As shown in Figure 36, when the variation display ends in the special game that results in a jackpot (t11), and the stop time for displaying the jackpot result (t11 to t12) ends (t12), the special game state begins (from t12 onwards).
[0222] When the special game state is started, an opening period (from t12 to t13 in Figure 36) begins and an opening sequence is performed. In this opening sequence, for example, as shown in Figure 35(a), a notification display 531 indicating that a jackpot result has been obtained, such as "Jackpot!!", and a display indicating the type of jackpot result are shown. In addition, characters and decorative images are also displayed. Examples of displays indicating the type of jackpot result include a symbol display 532 indicating the result of the first decorative special game, and a type display 533 indicating whether it is a probability variation jackpot or a normal jackpot.
[0223] In this example, the result of the first special display game was "777," so "7" is shown as the symbol display 532. Also, since it is a probability variation jackpot, the type display 533 is "probability variation jackpot." The display shows "Super Lucky," indicating a win. In the case of a regular jackpot, the display shows "Lucky" as type 533. However, even in the case of a probability-increasing jackpot, the display may show "Lucky" at this point, corresponding to a regular jackpot. In this case, a so-called upgrade animation will be performed during the special game state to indicate that it is a probability-increasing jackpot.
[0224] Once the opening period ends, the first round begins and the special variable prize winning device 94 is opened (t13 in Figure 36). Rounds are played as shown in Figure 35(b), etc. In addition to displaying characters and decorative images, various displays are shown during the rounds to indicate information about the special game state. For example, a round number display 534 is shown to show the current number of rounds, a cumulative number of prize balls acquired display 535 is shown to show the number of prize balls acquired in the special game state from the first win (which is a jackpot in a no-time-saving state or a slightly-time-saving state) until returning to a no-time-saving state or a slightly-time-saving state, and a jackpot count display 536 is shown to show the number of jackpots during that period, with the first win being the first. Symbol displays 532 and type displays 533 are also shown.
[0225] When the round termination conditions are met, the round ends, the special variable prize winning device 94 closes, and an interval period begins (t14 in Figure 36). The round termination conditions in the gaming machine 1 of this embodiment include a first condition, which is reaching the maximum opening time, and a second condition, which is achieving the maximum number of winnings. The round ends when either of these conditions is met. The maximum opening time is 29 seconds, and the maximum number of winnings in one round is 10. In addition, 15 prize balls are paid out for each winnings in the special variable prize winning device 94.
[0226] The length of the interval period differs depending on whether the first or second condition is met when the round ends. In this example, the first round ends when the maximum number of winnings is achieved, which is the second condition. In this case, the interval period (t14 to t15 in Figure 36) is set to a relatively longer second interval time. As shown in Figure 35(c), the interval animation is different from the animation during the round, for example, by displaying characters or decorative images, so that it is clearly recognized that it is an interval period. Then, as shown in Figure 35(d), when the next second round begins, the animation from the previous round shown in Figure 35(b) and the animation during the round that is different from the interval animation shown in Figure 35(c) are performed, and the special variable winning device 94 is opened (t15 in Figure 36).
[0227] In this example, the second round reaches its maximum opening time with 9 winning entries, which is less than the maximum number of winning entries, as shown in Figure 35(e). At this point, the round ends and the interval period begins (t16 in Figure 36). In this case, the interval period (t16 to t17 in Figure 36) is set to a relatively short first interval period. That is, as mentioned above, when the round ends due to reaching the maximum opening time, which is the first condition, the interval period is shorter than when the round ends due to winning the maximum number of winning entries, which is the second condition. Also, the interval animation shown in Figure 35(f) is different from the animation when the round ends due to winning the maximum number of winning entries, which is the second condition, making it easy to determine which ending condition caused the round to end. Then, as shown in Figure 35(g), when the next third round begins, a different animation is played during the round, which is different from the animation of the previous round shown in Figure 35(e) or the interval animation shown in Figure 35(f), and the special variable winning device 94 is opened (t17 in Figure 36).
[0228] Furthermore, if a very short time (for example, 4 milliseconds) is set as the first interval time (t16 to t17 in Figure 36) which is set when the maximum opening time is reached and the interval period begins, the next round will start almost simultaneously with the end of the round, so it is acceptable not to perform any interval effects.
[0229] When the special game state progresses and the final 10th round ends (t18 in Figure 36), The ending period begins and the ending sequence is performed (from t18 to t19 in Figure 36). In this example, it was a probability variation jackpot, so the ending sequence shown in Figure 35(h) displays "One More Time," suggesting that the next jackpot can be won. If it was a regular jackpot, "Chance" is displayed.
[0230] The length of this ending period varies depending on how the final round ends. If the final round ends due to reaching the maximum opening time (condition 1), the ending period will be shorter than if it ends due to winning the maximum number of prizes (condition 2). However, the content of the interval animation is the same whether the final round ends due to condition 1 or condition 2, making it difficult to determine from the animation which ending condition triggered the final round.
[0231] Furthermore, the content of the interval animation may be the same whether the round ends due to reaching the maximum opening time (the first condition) or due to winning the maximum number of prizes (the second condition). In this way, it becomes difficult to determine from the animation content which ending condition the round ended under. Furthermore, the ending sequence may differ depending on whether the final round ends due to reaching the maximum opening time (the first condition) or due to winning the maximum number of prizes (the second condition). This makes it easy to determine from the sequence which ending condition the final round was based on.
[0232] Furthermore, in the above embodiment, the maximum opening time in the special game state was set to 29 seconds and the maximum number of winning balls to 10, but the machine is not limited to these settings. By adjusting the settings for the maximum opening time and the maximum number of winning balls, it is possible to adjust the ratio between the possibility of achieving the first condition, the maximum opening time, and the possibility of achieving the second condition, the maximum number of winning balls, thereby adding a strategic element to gameplay in the special game state and creating a more engaging gaming machine. For example, the maximum opening time and maximum number of winning entries may be set considering the interval between game ball launches. As an example, if the maximum opening time is set by multiplying the interval between game ball launches (e.g., 0.6 seconds) by the value of the maximum number of winning entries, or by a few more (e.g., 1) or fewer than the maximum number of winning entries, the timing of arrival at the special variable winning device 94 will vary due to the variable means such as the windmill 74 and obstacle nails 75, which will change the round's end condition and enhance the enjoyment of the game.
[0233] Furthermore, the maximum opening time may be set to a duration that prevents the maximum number of winning balls from being reached even if the game balls are continuously launched. For example, the maximum opening time may be set to a time obtained by multiplying the interval between game ball launches (e.g., 0.6 seconds) by a value less than or equal to half the value of the maximum number of winning balls (for example, a value of 5 or less). In this way, a relatively short first interval time or first ending time will be set in almost all cases, making the progression of the special game state faster. This makes it possible to create a game with a gameplay that allows for consecutive special game states in a short period of time, thereby improving the enjoyment of the game. Also, in the rare event that the maximum number of winning balls are achieved, a relatively longer second interval time or second ending time will be set, preventing the player's potential gains from becoming too high and the gambling aspect from becoming excessive.
[0234] Furthermore, as a result of the special game, it may be possible to derive a minor win without the activation of the condition device, and if a minor win is deriveted, a minor win game state may be generated in which the special variable prize winning device 94 is opened. In this minor win game state, the opening of the special variable prize winning device 94 may be terminated when either the maximum opening time is reached or the maximum number of prizes are awarded, and the length of the minor win ending period from the closing of the special variable prize winning device 94 to the end of the minor win game state may differ depending on the termination condition.
[0235] Furthermore, although there is currently one special variable prize winning device 94, two may be provided, and one of them may be opened during a round. In addition, one of the special variable prize winning devices 94 may be provided with a specific area into which game balls that have flowed into the special variable prize winning device 94 can flow, and a movable member that can change the ease of flow into the specific area, and the game control device 100 may control the movable member. Furthermore, if game balls flow into the specific area, the game may be set to a high probability state after the end of the special game state, and if game balls do not flow into the specific area, the game may be set to a low probability state after the end of the special game state.
[0236] Furthermore, the machine may also be configured as a so-called Type 1 + Type 2 game machine, in which a special variable prize winning device 94 equipped with a specific area is opened during a minor win game state, and when a game ball flows into the specific area, a big win occurs and a special game state is generated.
[0237] As an example of such a gaming machine, the gaming board 70 shown in Figure 8 is used, in which a first starting port 76 that can always be used to win prizes when the player is left-handed replaces the starting prize-winning device 90. In no-time-saving or slightly-saving-time-saving state, the player should primarily execute Special Feature 1 game by shooting left-handed, aiming for the first starting opening 76. If a jackpot is achieved in Special Feature 1 game, a special game state is executed, opening the special variable prize entry device 94, and after the special game state ends, the time-saving state can be set. It is acceptable if the time-saving state is not set. In the time-saving state, the player primarily plays Special Feature 2 by shooting to the right, aiming for the normal variable prize winning device 79. If a jackpot is achieved in Special Feature 2, a special game state is activated, opening the special variable prize winning device 94. After the special game state ends, the time-saving state can be set. It is acceptable if the time-saving state is not set.
[0238] Furthermore, in Special Feature 2 game, it is possible to obtain a minor win as a result. If a minor win is obtained, the minor win game state is executed and the special variable prize winning device 94 is opened. In this minor win game state, if a game ball flows into a specific area, a special game state is executed after the minor win game state ends, which opens the special variable prize winning device 94. After the special game state ends, it is possible to set a time-saving state. It is also possible that the time-saving state is not set. In addition, if no game ball flows into the specific area during the minor win game state, the special game state is not executed after the minor win game state ends, and the next Special Feature game can be executed.
[0239] Furthermore, it may be possible to derive a minor win in Special Feature 1 game, or not. Also, the probability of a big win may always be constant, or there may be low probability states and high probability states. Also, it may be possible to derive a time-saving win in either or both Special Feature 1 game and Special Feature 2 game, or it may be possible to not derive a time-saving win in either Special Feature 1 game or Special Feature 2 game.
[0240] Furthermore, a movable member may be provided inside the special variable prize winning device 94, which has a specific area, to change the ease with which game balls flow into the specific area. The movable member is controlled by the game control device 100 and can operate between a first state and a second state in which it is easier for game balls to flow into the specific area than in the first state. The operation pattern of the movable member may be selected from multiple types of patterns. Furthermore, the special variable prize winning device 94 may include a special variable prize winning device equipped with a specific area and a special variable prize winning device not equipped with a specific area. In the special game state, one of the special variable prize winning devices is opened in each round, and in the minor prize game state, the special variable prize winning device equipped with a specific area is opened.
[0241] Furthermore, multiple types of minor wins are provided, and the type is selected by a random value for the special symbol type. Depending on the type of minor win, the execution mode of the minor win game state and the special game state based on that minor win game state are determined. The execution mode may be selected. Furthermore, the execution mode of the special game state may differ between the special game state based on a big win being achieved in the special game and the special game state based on entering a specific area in the minor win game state. In other words, the execution mode of the minor win game state and the special game state may differ depending on the type of minor win and the trigger for the occurrence of the special game state.
[0242] Examples of the execution modes of the minor win game state include the length of the minor win opening time from the start of the minor win game state to the opening of the special variable prize winning device 94, the length of the minor win ending time from the closing of the special variable prize winning device 94 to the end of the minor win game state, the opening pattern of the special variable prize winning device 94, the opening time, and the operation mode of the movable members provided inside the special variable prize winning device 94. Examples of the execution modes of the special game state include the length of the opening time, the length of the interval time, the length of the ending time, the opening pattern of the special variable prize winning device 94, the opening time, and the number of rounds. Furthermore, in the special game state of the game machine of this embodiment, the length of the interval time and the ending time differ depending on the round end conditions, but even with the same end conditions, the length of the interval time or the ending time may differ depending on the type of minor win or the trigger for the occurrence of the special game state.
[0243] Furthermore, examples of game states in which the movable members can be operated to different states include the normal winning state, the special game state, and the minor win game state that occurs based on a minor win. Examples of movable members include the movable member 94b of the special variable prize winning device 94, the movable member 79b of the normal variable prize winning device 79, and a movable member that changes the ease with which game balls flow into a specific area inside the special variable prize winning device 94.
[0244] [Second Embodiment] Next, a description of the second embodiment of the gaming machine will be given. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted; the main differences will be described. The gaming machine of this embodiment differs in its presentation during special game states.
[0245] Figure 37 shows an example of the special game state in the gaming machine 1 of this embodiment. As shown in Figure 37(a), a round begins, and when the round termination condition is met, the round ends, the special variable prize winning device 94 closes, and an interval period begins. Figures 37(b) and (c) show an example of the interval performance when the round ends due to the winning of the maximum number of prizes, which is the second condition.
[0246] First, as shown in Figure 37(b), a waiting indicator 541 displays "Please wait" prompting the player to wait until the next round begins. Then, as shown in Figure 37(c), a transition indicator 542 displays "It's about to open" as the start of the next round approaches. Finally, as shown in Figure 37(d), the next round begins and the special variable prize device 94 opens.
[0247] If the round ends due to the achievement of the maximum number of winnings, which is the second condition, a relatively long interval period is set. Therefore, by displaying the standby display 541, it is possible to temporarily stop the launch of game balls, and by displaying the transition display 542, it is possible to resume launching game balls before the start of the next round. This makes it possible to minimize the loss of profits through the player's technical intervention during the interval period and enhance the enjoyment of the game.
[0248] Subsequently, the round progresses, and Figure 37(e) shows the state where the maximum opening time has been reached with 9 winning entries, which is less than the maximum number of winning entries. At this point, the round ends and the interval period begins. An interval occurs. As shown in Figure 37(f), the interval animation in this case is a continuation of the animation from the completed round shown in Figure 37(f). Then, as shown in Figure 37(g), when the interval period ends, the next round begins. The animation in this round is also a continuation of the animation from the previous round shown in Figure 37(e) and the interval animation shown in Figure 37(f). However, the round number display 534 is updated.
[0249] As mentioned above, if the round ends when the maximum opening time is reached (the first condition), the interval period is shorter than if the round ends when the maximum number of winning entries is achieved (the second condition). Furthermore, by creating a presentation that does not make the player aware of the interval period, it is possible to give the impression that the round is continuing, making it difficult to realize that the round has ended when the maximum opening time is reached, thereby enhancing the enjoyment of the game. Furthermore, in the state shown in Figure 37(g), which is a new round after the round has ended due to reaching the maximum opening time, which is the first condition, the presentation may be different from the presentation of the previous round shown in Figure 37(e) or the interval presentation shown in Figure 37(f).
[0250] Furthermore, the standby display 541 and transition display 542 are not limited to those described above, and any kind of presentation is acceptable. For example, the timing until the start of the next round could be shown in a countdown format. Furthermore, the standby display 541 and the transition display 542 may be shown in all interval sequences when the round ends due to the winning of the maximum number of prizes, which is the second condition, or they may be shown in only some of them. Additionally, the standby display 541 and the transition display 542 may be shown during the ending sequence when the final round ends due to the achievement of the maximum number of winning entries, which is the second condition.
[0251] Furthermore, while it was stated that the transition display 542 is displayed after the standby display 541 as an interval or ending sequence, it is also acceptable to display only one of the two: the standby display 541 or the transition display 542. Furthermore, there may be periods during interval and ending sequences when neither the standby display 541 nor the transition display 542 is displayed. For example, during interval or ending sequences, after the standby display 541 is shown at the start, the standby display 541 may be cleared, creating a period where neither the standby display 541 nor the transition display 542 is displayed. Additionally, after the transition display 542 is shown, the transition display 542 may be cleared, creating a period where neither the standby display 541 nor the transition display 542 is displayed until the start of the next round or the next special game. By doing so, it is possible to add an element of fun by allowing players to guess the timing of the start of the next round or the next special game while indicating it to some extent.
[0252] Furthermore, when the transition display 542 displays the timing until the start of the next round or the next special game in a countdown format, it may be configured to count down partway through the interval period or ending period and then stop. For example, it may count down to "10", "9", "8" and then stop, and there may be a period during which neither the waiting display 541 nor the transition display 542 is displayed until the start of the next round or the next special game. In this way, it is possible to add an element of fun to the game by allowing the player to guess the timing of the start of the next round or the next special game while still giving them some indication.
[0253] Furthermore, the content of the standby display 541 and the transition display 542 may always be the same or may vary. For example, the content of the standby display 541 and the transition display 542 may be selected based on the type of jackpot that triggered the special game state (10R probability variation jackpot, 10R normal jackpot), the type of special symbol game (special symbol 1 game, special symbol 2 game), and the game state set after the end of the special game state (low probability state, high probability state, time reduction state, slight time reduction state, no time reduction state). It is also acceptable to do so. The standby display 541 and transition display 542 are intended to give the player an advantage over not displaying them, by allowing them to predict the start timing of the next round or the next special game. By varying the content of the standby display 541 and transition display 542, the ease of prediction will also vary, resulting in a different degree of advantage for the player and enhancing the enjoyment of the game.
[0254] [Third Embodiment] Next, a game machine of the third embodiment will be described. Basically, it has the same configuration as the game machine of the first embodiment described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted; the main differences will be described. The game machine of this embodiment differs in how the interval period and ending period lengths are set.
[0255] [Interval period setting process] In the gaming machine 1 of this embodiment, the interval period setting process shown in Figure 38 is performed instead of the interval period setting process shown in Figure 24. In this process, first, a value corresponding to the first interval time is set in the special feature processing timer (step S265), and the termination condition flag is determined to be time up (step S261). If it is time up (step S261; Y), an interval command including the set interval time information is sent to the performance control device 300 (step S264), and the interval period setting process is terminated. In this case, the first interval time is set as the interval time.
[0256] Furthermore, if the termination condition flag is not time-up (step S261; N), i.e., if the upper limit has been reached, a value corresponding to the additional interval time is added to the special effect processing timer (step S266), and an interval command including the set interval time information is sent to the effect control device 300 (step S264), and the interval period setting process is terminated. The additional interval time is the time corresponding to the difference between the first interval time and the second interval time. Therefore, in this case, the second interval time will be set as the interval time.
[0257] In other words, in this process, first, the process in step S265 is performed as a first setting process to set a predetermined first interval time of a fixed length, which is set when the round ends due to reaching the first condition, the maximum opening time. Then, if the round ends due to winning the maximum number of prizes, which is the second condition, the process in step S266 is performed as a second setting process to extend the first interval time to make it the second interval time.
[0258] [Ending period setting process] Furthermore, instead of the ending period setting process shown in Figure 25, the ending period setting process shown in Figure 39 is performed. In this process, first, a value corresponding to the first ending time is set in the special effect processing timer (step S275), and the termination condition flag is determined to be time up (step S271). If it is time up (step S271; Y), an ending command containing the set ending time information is sent to the effect control device 300 (step S274), and the ending period setting process is terminated. In this case, the first ending time is set as the ending time.
[0259] Furthermore, if the termination condition flag is not time-up (step S271; N), i.e., the upper limit has been reached, a value corresponding to the additional ending time is added to the special effect processing timer (step S276), and an ending command including the set ending time information is sent to the effect control device 300 (step S274), and the ending period setting process is terminated. The additional ending time is the time corresponding to the difference between the first ending time and the second ending time. Therefore, in this case, the second ending time is used as the ending time. This will be set.
[0260] In other words, in this process, first, the process in step S275 is performed as a first setting process to set a predetermined length of first ending time, which is set when the final round ends due to reaching the first condition, the maximum opening time. Then, if the final round ends due to winning the maximum number of prizes, which is the second condition, the process in step S276 is performed as a second setting process to extend the first ending time to make it the second ending time.
[0261] In this way, when setting interval times and ending times, a first setting process is performed to set the time corresponding to the fulfillment of one termination condition, and then a second setting process is performed to modify it to match the fulfillment of the other termination condition. This allows for common processing for both the fulfillment of the first and second conditions, thereby reducing the control burden.
[0262] [Fourth Embodiment] Next, the gaming machine of the fourth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted; the main differences will be described. The gaming machine of this embodiment differs in how the interval period and ending period lengths are set.
[0263] [Interval period setting process] In the gaming machine 1 of this embodiment, in the interval period setting process shown in Figure 24, regardless of the type of termination condition flag, a value corresponding to the first interval time when the round ends due to reaching the maximum opening time, which is the first condition, is set in the special feature processing timer. Furthermore, the interval command may or may not include information about the interval time, or it may include information about the interval time based on the termination condition flag.
[0264] [Ending period setting process] Furthermore, in the ending period setting process shown in Figure 25, regardless of the type of termination condition flag, a value corresponding to the first ending time when the round ends due to reaching the maximum open time, which is the first condition, is set in the special feature processing timer. In addition, the ending command may or may not include information about the ending time, or it may include information about the ending time based on the termination condition flag.
[0265] [Special telephone line closed during processing] Furthermore, instead of the special electrical shutdown process shown in Figure 26, the special electrical shutdown process shown in Figure 40 is performed. In this process, first, it is determined whether the value of the special electrical shutdown timer is 0 (step S291). The special electrical shutdown timer here is set to a value corresponding to the remaining time of the interval period, and in this case, the value of the special electrical shutdown timer becoming 0 means that the time set as the interval period has been reached. If the value of the special drawing processing timer is not 0 (step S291; N), the interval period continues and the special electric closing process is terminated. Also, if the value of the special drawing processing timer is 0 (step S291; Y), that is, if the time set as the interval period has been reached, it is determined whether the termination condition flag is the flag indicating that the upper limit has been reached (step S301).
[0266] If the termination condition flag is the flag indicating the upper limit has been reached (step S301; Y), a value corresponding to the extension time is set in the special drawing processing timer (step S302), the termination condition flag is cleared (step S303), and the special drawing closure processing is terminated. This extends the interval period. The extension time set here is the first interval time and the end This is the time corresponding to the difference between the second interval time, which is set when the condition is to win the maximum number of prizes, and the current interval time. Therefore, in this case, the second interval time will be set as the interval time. Furthermore, if the termination condition flag is not the flag indicating the upper limit has been reached (step S301;N), that is, if the time-up flag or the flag has been cleared, the interval period has ended, and processing related to the start of the next round is performed from step S292 onwards.
[0267] In other words, in this process, first, an interval period setting process is performed as a first setting process to set a predetermined first interval time of a fixed length that is set when the round ends due to reaching the maximum opening time, which is the first condition. Then, when the round ends due to winning the maximum number of prizes, which is the second condition, the process in step S302 is performed as a second setting process to extend the first interval time to make it the second interval time.
[0268] [Special Telephone Termination Processing] Furthermore, instead of the special power termination process shown in Figure 27, the special power termination process shown in Figure 41 is performed. In this process, it is first determined whether the value of the special power processing timer is 0 (step S311). The special power processing timer here is set to a value corresponding to the remaining time of the ending period, and in this case, when the value of the special power processing timer becomes 0, it means that the time set as the ending period has been reached. If the value of the special feature processing timer is not 0 (step S311; N), the ending period continues and the special feature termination process is terminated. Also, if the value of the special feature processing timer is 0 (step S311; Y), that is, if the time set as the ending period has been reached, it is determined whether the termination condition flag is the flag indicating that the upper limit has been reached (step S323).
[0269] If the termination condition flag is the flag indicating the upper limit has been reached (step S323; Y), a value corresponding to the extension time is set in the special feature processing timer (step S324), the termination condition flag is cleared (step S322), and the special feature termination process is terminated. This extends the ending period. The extension time set here corresponds to the difference between the first ending time and the second ending time, which is set when the termination condition is the winning of the maximum number of prizes. Therefore, in this case, the second ending time is set as the ending time. Furthermore, if the termination condition flag is not the flag indicating the upper limit has been reached (step S323; N), that is, if the time-up flag or the flag has been cleared, the ending period has ended, and processing related to the termination of the special game state from step S312 onwards is performed.
[0270] In other words, in this process, first, an ending period setting process is performed as a first setting process to set a predetermined length of first ending time, which is set when the final round ends due to reaching the maximum opening time, which is the first condition. Then, if the final round ends due to winning the maximum number of prizes, which is the second condition, the process in step S324 is performed as a second setting process to extend the first ending time to make it the second ending time.
[0271] In this way, when setting interval times and ending times, a first setting process is performed to set the time corresponding to the fulfillment of one termination condition, and then a second setting process is performed to modify it to match the fulfillment of the other termination condition. This allows for common processing for both the fulfillment of the first and second conditions, thereby reducing the control burden.
[0272] [Fifth Embodiment] Next, the gaming machine of the fifth embodiment will be described. It should be noted that it basically has the same configuration as the gaming machine of the first embodiment described above, and parts having the same configuration will be denoted by the same reference numerals below. The explanation will be omitted by adding a number, and the main differences will be described. The gaming machine of this embodiment differs in how the length of the interval period and the ending period are set.
[0273] [Special electrical system release in progress processing] In the gaming machine 1 of this embodiment, the special electric opening process shown in Figure 42 is performed instead of the special electric opening process shown in Figure 23. In this process, when the value of the winning counter is 0 (step S244; Y), that is, when the maximum number of winnings are achieved, the value of the special symbol processing timer at that time is acquired and stored (step S256). In this case, the value of the special symbol processing timer is set to a value corresponding to the remaining time relative to the maximum opening time of the round.
[0274] [Interval period setting process] In the gaming machine 1 of this embodiment, the interval period setting process shown in Figure 43 is performed instead of the interval period setting process shown in Figure 24. In this process, first, it is determined whether the termination condition flag is time up (step S261), and if it is time up (step S261; Y), a value corresponding to the first interval time is set in the special feature processing timer (step S262), an interval command including the set interval time information is sent to the performance control device 300 (step S264), and the interval period setting process is terminated.
[0275] Furthermore, if the termination condition flag is not time-up (step S261; N), i.e., if the upper limit has been reached, an interval time is selected based on the value of the special effect processing timer obtained in step S256 above (step S501), and a value corresponding to the selected interval time is set in the special effect processing timer (step S502). After that, an interval command containing the information of the set interval time is sent to the effect control device 300 (step S264), and the interval period setting process is terminated.
[0276] [Ending period setting process] In addition, the ending period setting process shown in Figure 44 is performed instead of the ending period setting process shown in Figure 25. In this process, first, it is determined whether the termination condition flag is time up (step S271), and if it is time up (step S271; Y), a value corresponding to the first ending time is set in the special effect processing timer (step S272), an ending command including the set ending time information is sent to the effect control device 300 (step S274), and the ending period setting process is terminated.
[0277] Furthermore, if the termination condition flag is not time-up (step S271; N), i.e., if the upper limit has been reached, an ending time is selected based on the value of the special effects processing timer obtained in step S256 above (step S503), and a value corresponding to the selected ending time is set in the special effects processing timer (step S504). After that, an ending command containing the information of the set ending time is sent to the performance control device 300 (step S274), and the ending period setting process is terminated.
[0278] Figure 45(a) shows an example of the set interval times. The first interval time, set when a round ends due to reaching the maximum opening time, is 0.5 seconds. The interval time set when a round ends due to winning the maximum number of prizes varies depending on the remaining round time, which is the time remaining until the maximum opening time at the end of the round. In other words, it varies depending on the time taken from the start to the end of the round. In all cases, it is set to be longer than the first interval time.
[0279] If there are less than 10 seconds remaining in the round, the interval time is 5 seconds. If there are 10 seconds or more but less than 20 seconds remaining in the round, the interval time is 10 seconds. If there are 20 seconds or more remaining in a round, the interval time is set to 15 seconds. In other words, the longer the remaining time in a round, the longer the interval time becomes. The longer the remaining time in a round, the shorter the time it takes to achieve the maximum number of winning balls from the start of the round. This means that there are fewer out-balls that do not contribute to the payout of prize balls during the round, resulting in less loss of profit. Therefore, by making the interval time during which profits decrease longer as the remaining time in a round increases, the profits earned by the player can be balanced, resulting in a fair game and an improved level of enjoyment.
[0280] Figure 45(b) shows the set ending times. The first ending time, set when the final round ends due to reaching the maximum opening time, is 3 seconds. The ending time set when the final round ends due to winning the maximum number of prizes varies depending on the remaining round time, which is the time remaining until the maximum opening time when the final round ends. In other words, it varies depending on the time taken from the start to the end of the final round. In all cases, it is set to be longer than the first ending time.
[0281] If there are less than 10 seconds remaining in the round, the ending time is 15 seconds. If there are 10 seconds or more but less than 20 seconds remaining, the ending time is 20 seconds. If there are 20 seconds or more remaining, the ending time is 25 seconds. In other words, the more time remaining in the round, the longer the ending time. Similar to the interval time mentioned above, the longer the remaining round time, the shorter the time from the start of the round to achieving the maximum number of winning balls. This means that there are fewer out balls that do not contribute to the payout of prize balls during the round, resulting in less loss of profit. Therefore, by making the ending time, which is when profits decrease, longer as the remaining round time increases, the profits earned by the player can be balanced, resulting in a fair game and an improved level of enjoyment.
[0282] Furthermore, in the gaming machine 1 of this embodiment, as in the gaming machine 1 of the third embodiment, when setting the interval time or ending time, regardless of the round end conditions, a first setting process may be performed to first set the shortest first interval time or first ending time, and if the round ends due to the winning of the maximum number of prizes, which is the second condition, a second setting process may be performed to extend the time. Furthermore, if the round ends due to reaching the maximum opening time, which is the first condition, a first interval time or first ending time may be set. If the round ends due to winning the maximum number of prizes, which is the second condition, a first setting process may be performed to set the base time, which corresponds to the shortest time. If a time longer than the base time is selected, a second setting process may be performed to extend the base time.
[0283] Additionally, the interval time and ending time may be selected by lottery. Figure 45(c) shows an example of interval time selection when the maximum number of prizes is awarded. If the remaining round time is less than 10 seconds, 70% of players choose a 3-second interval, 20% choose 10 seconds, and 10% choose 15 seconds. If the remaining round time is 10 seconds or more but less than 20 seconds, 20% choose a 3-second interval, 60% choose 10 seconds, and 20% choose 15 seconds. If the remaining round time is 20 seconds or more, 10% choose a 3-second interval, 20% choose 10 seconds, and 70% choose 15 seconds. In this case as well, the longer the remaining round time, the more likely it is that a longer interval time will be selected.
[0284] If the interval time in the event of the maximum number of winners is to be selected by lottery, The interval time when a round ends due to reaching the maximum opening time may be a fixed time (for example, 0.5 seconds), or it may be selected by lottery from among several time values. Additionally, the ending time could be determined by a lottery, and the more time remaining in the round, the more likely a longer ending time would be selected.
[0285] The above explanation described examples of changing the length of interval and ending times, but the interval and ending times set according to the remaining round time are not limited to the above settings. For example, the interval and ending times set when a round ends due to the maximum number of wins may be longer than the first interval and first ending times set when a round ends due to reaching the maximum opening time. Furthermore, while the interval and ending times are made longer the more time remaining in a round, it would also be possible to make the interval and ending times shorter the more time remaining in a round. By doing so, players will have an advantage in achieving the maximum number of winnings as early as possible, thereby improving the enjoyment of the game.
[0286] Alternatively, the remaining time of a round that ends due to the maximum number of winners can be used as the interval time or ending time. In this way, the total time of the round that ends due to the maximum number of winners and the interval time or ending time that follows can always be kept constant.
[0287] Furthermore, the remaining time of a round that ends due to the maximum number of wins, and the first interval time (or the first ending time in the case of the final round) when the round ends due to reaching the maximum opening time, may be combined to form the interval time or ending time. In this way, the total time of the round and the interval time or ending time following that round (for example, t13 to t15 in Figure 36) will always be constant regardless of the round's ending conditions, and the execution time of the special game state can be kept constant.
[0288] By combining a round with the interval or ending period that follows it, the total time becomes a fixed duration. Therefore, if a specific performance is prepared for this duration, it can be executed seamlessly from beginning to end. For example, a performance that concludes a story within this fixed duration can be executed without interruption from start to finish. Of course, the duration of consecutive rounds and the interval or ending period is constant, so it is possible to prepare a continuous sequence of events that spans multiple consecutive rounds and the interval or ending period, and execute it all without interruption from beginning to end. Furthermore, the duration of the special game state can also be kept constant, so a continuous sequence of events prepared to match the duration of the special game state can also be executed all without interruption from beginning to end.
[0289] Previously, because the round duration was indefinite, it was possible to repeatedly perform short sequences during a round, or to only partially execute sequences equivalent to the maximum opening time. However, by implementing the above method, it becomes possible to execute pre-prepared sequences of a fixed duration from beginning to end without interruption, thereby enhancing the enjoyment of the game during special gameplay.
[0290] [Sixth Embodiment] Next, the sixth embodiment of the gaming machine will be described. It should be noted that it basically has the same configuration as the first embodiment of the gaming machine described above, and parts having the same configuration will be denoted by the same reference numerals below. The explanation will be omitted by adding a number, and the main differences will be described. In the gaming machine 1 of this embodiment, the length of the subsequent interval period can be varied based on the predetermined round termination conditions.
[0291] [Special electrical system release in progress processing] In the gaming machine 1 of this embodiment, the special electric opening process shown in Figure 46 is performed instead of the special electric opening process shown in Figure 23. In this process, if the value of the special symbol processing timer is 0 (step S243; Y), that is, if the maximum opening time has been reached, it is determined whether the value of the round counter is 10, that is, whether it is the first round (step S511). If the value of the round counter is not 10 (step S511; N), the process proceeds to the process of ending the round from step S248 onwards. Also, if the value of the round counter is 10 (step S511; Y), the time-up flag is set as the termination condition flag (step S247), and the process proceeds to the process of ending the round from step S248 onwards.
[0292] Furthermore, if the value of the prize counter is 0 (step S244; Y), that is, if the maximum number of prizes has been won, it is determined whether the value of the round counter is 10, that is, whether it is the first round (step S512). If the value of the round counter is not 10 (step S512; N), the process proceeds to end the rounds from step S246 onwards. Also, if the value of the round counter is 10 (step S512; Y), the flag indicating that the upper limit has been reached is set as the termination condition flag (step S245), and the process proceeds to end the rounds from step S246 onwards. Through these processes, it is recorded whether the termination condition for the first round is reaching the maximum opening time or winning the maximum number of prizes.
[0293] [Special telephone line closed during processing] Furthermore, instead of the special power shutdown process shown in Figure 26, the special power shutdown process shown in Figure 47 is performed. In this process, the process of clearing the termination condition flag (step S294) is not performed. As a result, the termination condition flag set in the first round is maintained.
[0294] [Interval period setting process] Furthermore, instead of the interval period setting process shown in Figure 24, the interval period setting process shown in Figure 48 is performed. In this process, it is determined whether the value of the round counter is less than 6, that is, whether the interval period is set after the 5th round to the 9th round (step S514). If the value of the round counter is not less than 6 (step S514; N), that is, whether the interval period is set after the 1st round to the 4th round, a value corresponding to the second interval time is set in the special effects processing timer (step S263), and an interval command including the set interval time information is sent to the effect control device 300 (step S264), and the interval period setting process is terminated. In this case, the second interval time is set regardless of the end conditions of the first round.
[0295] Furthermore, if the round counter value is less than 6 (step S514; Y), that is, if the interval period is set after the 5th to 9th rounds, the termination condition flag is determined to be time up (step S261). If it is time up (step S261; Y), the value corresponding to the first interval time is set in the special effects processing timer (step S262). If the termination condition flag is not time up (step S261; N), that is, if the upper limit has been reached, the value corresponding to the second interval time is set in the special effects processing timer (step S263). After that, an interval command containing the information of the set interval time is sent to the effect control device 300 (step S264), and the interval period setting process is terminated.
[0296] As a result of this process, during the interval period between rounds 5 and 9, the first round Depending on the end condition of the round, either the first interval time or the second interval time will be set. In other words, depending on the end condition of a predetermined round, it is possible to make the length of the interval period that is not the interval period following that predetermined round different. Furthermore, in the ending period setting process, the ending time is set according to the end condition flag, similar to the first embodiment. By doing so, the conditions for ending a predetermined round become a unique way of executing a special game state in which the length of the interval period that is not the interval period following the predetermined round varies, thereby improving the enjoyment of the game.
[0297] While the initial round is used as the target round for selecting the termination condition flag, other rounds may also be used. Furthermore, the target round for selecting the termination condition flag may be determined by the random value of the special symbol win or the random value of the special symbol type for the special symbol game that triggered the start of the special game state. In other words, the target round for selecting the termination condition flag may be determined based on the results of the special symbol game. Additionally, instead of pre-determining the target round for selecting the termination condition flag, it may be determined by a lottery at the start of the special game state.
[0298] Furthermore, the selection of the termination condition flag to be set may be based not on the termination condition of a single round, but on the termination conditions of multiple rounds. For example, for each of the termination conditions from Round 1 to Round 5, if termination due to reaching the maximum opening time is more common, the "time up" flag may be set as the termination condition flag, and if termination due to winning the maximum number of prizes is more common, the "upper limit reached" flag may be set. Furthermore, the interval period for which the interval time is selected based on the termination condition flag may be one or more. Additionally, the interval period for which the interval time is selected based on the termination condition flag may be selected by lottery. Alternatively, the only interval for which the time is selected based on the termination condition flag may be the ending time.
[0299] [Seventh Embodiment] Next, the seventh embodiment of the gaming machine will be described. Basically, it has the same configuration as the first embodiment of the gaming machine described above. Therefore, parts with the same configuration will be denoted by the same reference numerals and their descriptions will be omitted; only the differences will be described. In the gaming machine 1 of this embodiment, a normal ending period is provided after all the normal variable prize winning devices 79 have opened during the normal winning state. The normal winning state ends when this normal ending period ends.
[0300] [Public Electric Train Control Processing] In the gaming machine 1 of this embodiment, the normal power control process shown in Figure 49 is performed instead of the normal power control process shown in Figure 31. In this process, it is determined whether there is a normal ending flag that is set when it is the normal ending period (step S521), and if there is a normal ending flag (step S521; Y), it is determined whether the value of the normal processing timer is 0 (step S522).
[0301] If the value of the regular diagram processing timer is not 0 (step S522; N), the regular power control processing is terminated. In this case, the ending period of the regular diagram continues. Also, if the regular diagram processing timer is 0 (step S522; Y), the regular diagram ending period has ended, so the regular diagram regular power counter is set to 0 (step S523), the regular diagram ending flag is cleared (step S524), and the regular power control processing is terminated. This ends the winning state of the regular diagram and makes it possible to start the next regular diagram game.
[0302] Furthermore, in the normal power control process of this embodiment, if the value of the normal power entry counter is 0 (step Step S483;Y), that is, when the opening of the normal variable prize winning device 79 ends due to the winning of the maximum number of prizes, the flag indicating that the upper limit has been reached is set as the normal ending condition flag (step S525). Also, when the value of the normal opening counter is 0 (step S486;Y), that is, when the opening of the normal variable prize winning device 79 ends due to reaching the maximum opening time, the flag indicating that time has run out is set as the normal ending condition flag (step S526). After that, a normal ending period setting process is performed to set the normal ending period (step S527).
[0303] [General diagram ending period setting process] Figure 50 shows the process for setting the normal power control period (step S527) in the normal power control process described above. In this process, first, the normal power control flag is set (step S531), and the normal power termination condition flag is determined to be time-up (step S532).
[0304] If the general diagram termination condition flag is set to time-up (step S532; Y), the value corresponding to the first general diagram ending time is set in the general diagram processing timer (step S533), and the general diagram ending period setting process is terminated. If the general diagram termination condition flag is not set to time-up (step S532; N), i.e., the upper limit has been reached, the value corresponding to the second general diagram ending time is set in the general diagram processing timer (step S534), and the general diagram ending period setting process is terminated.
[0305] In the gaming machine 1 of this embodiment, the first normal ending time is shorter than the second normal ending time. In other words, the normal winning state ends earlier when the normal variable winning device 79 is opened due to reaching the maximum opening time, rather than when the normal variable winning device 79 is opened due to winning the maximum number of prizes, and the next normal game starts earlier.
[0306] During the normal ending period, the normal variable prize winning device 79 is closed, and even if a game ball is detected by the normal power switch 79a, no prize balls are paid out. Therefore, most of the game balls shot during the normal ending period become out balls and do not contribute to the payout of prize balls. Thus, assuming that players continue to shoot game balls during the normal ending period, the longer the normal ending period, the less profit the player receives.
[0307] If the opening of the normal variable prize winning device 79 ends due to reaching the maximum opening time, which is the first condition, the player will not receive the maximum benefit that can be obtained in a normal winning state, and the opening of the normal variable prize winning device 79 will end. Furthermore, since many of the game balls that do not enter the normal variable prize winning device 79 become out balls that do not contribute to the payout of prize balls, the player will receive less benefit that can be obtained in a normal winning state. In contrast, if the opening of the normal variable prize winning device 79 ends due to the winning of the maximum number of prizes, which is the second condition, the player receives the maximum benefit that can be obtained in the normal winning state. Furthermore, since the opening of the normal variable prize winning device 79 ends in a shorter time than the maximum opening time, the number of out balls that do not contribute to the payout of prize balls is also reduced accordingly.
[0308] Thus, the timing of the termination of the opening of the normal variable prize winning device 79 makes a big difference in the profit obtained in the normal winning state. Therefore, if the opening of the normal variable prize winning device 79 ends due to reaching the maximum opening time, which is the first condition, the normal ending period is shortened to reduce the decrease in profit during the normal ending period. This reduces player dissatisfaction when the opening of the normal variable prize winning device 79 ends due to reaching the maximum opening time, minimizes the difference in profits when the opening of the normal variable prize winning device 79 ends due to the maximum number of wins, improves the enjoyment of the game, and maintains fairness in the game.
[0309] Furthermore, the ending times for the first and second maps may be the same, or the ending time for the first map may be longer than the ending time for the second map. By making the ending times for the first and second regular patterns the same, the difference in player benefits due to the different triggers for the termination of the opening of the regular variable prize winning device 79 becomes clear, increasing player attention to the progression of the winning state in the regular pattern and resulting in a more engaging gaming machine. Furthermore, by making the ending time of the first regular animation longer than the ending time of the second regular animation, the difference in player benefits due to the difference in the trigger for the end of the opening of the regular variable prize winning device 79 becomes greater, thereby improving the enjoyment of the game.
[0310] [Inventions extracted from each embodiment] The inventions extracted from each of the embodiments described above are shown below. While corresponding configurations are shown for each embodiment, this is not an exhaustive list. Furthermore, while the numbers of other inventions to which this invention depends are listed as an example, this is not an exhaustive list, and the inventions can be combined in any way.
[0311] [assignment] The following gaming machines were developed to solve the following problems. In the first era, it was possible to win bonus prizes by passing through a large prize slot (special variable prize device) and then into a regular prize slot. Furthermore, each type of large prize slot also had a meaningful V-prize slot (specific area), providing an incredibly interesting gameplay experience. In such gaming machines, if there were no V-prizes during a round, the game would not proceed to the next round, resulting in a "bust" or "failure."
[0312] In the second era following the first, bonus prizes were prohibited, and the game was designed so that a V-prize was guaranteed. As a result, the V-prize slot lost its role in the gameplay and became meaningless. In the third era following the second, the V-prize winning slot, which had become a mere formality, was finally questioned and eventually eliminated altogether. As a result, during one type of jackpot, it became irrelevant whether or not the game balls entered the slot; it simply became a period of grinding until a set amount of time had passed or the maximum number of balls had entered. In the modern era following the third era, the V-entry point has reappeared with a changed role, for example, in Type 1 + Type 2 gaming machines where a big win is triggered when the V-entry point is hit during a minor win, or in V-probability machines where a V-entry point puts the player into a probability-changing state. However, it lacks the sharpness of its former glory.
[0313] From the first era to the present day, a consistent feature has been the presence of a 1-2 second period for detecting remaining balls after the grand prize slot closes. This ensures that any balls that entered the grand prize slot just before it closed (over-entries) are counted as winnings during the round when the slot opens, and the prize balls are paid out accordingly. The new-era prize-winning system for gaming machines of the present invention utilizes the maximum round opening time (which can be any number of seconds) and the maximum number of prize-winning balls (which can be any number of balls) to provide a new gameplay experience in an era where pin settings that prevent players from winning up to the maximum number of prizes are prevalent.
[0314] [Means and Effects] Feature A1 In a gaming machine that can generate a specific game state (special game state) when a specific condition is met based on the fulfillment of the starting conditions (winning into the first starting port 76, the second starting port 77, or the normal variable prize winning device 79), A predetermined operating means (movable member 94b of the special variable prize winning device 94) capable of operating between a first state (closed state or non-inductive state) and a second state (open state or inductive state) different from the first state. , The system includes a control means (game control device 100) capable of controlling the operation of the predetermined operating means, The control means is In the aforementioned specific game state, the predetermined operating means can be transitioned from the first state to the second state. When the second state is in place, the predetermined operating means can be transitioned from the second state to the first state based on the fulfillment of at least one of the following termination conditions: the first condition (reaching the maximum opening time) and a second condition different from the first condition (winning the maximum number of prizes). In the aforementioned specific game state, multiple periods (rounds) that constitute the second state are provided, separated by an interval period which is the period to which the player transitions to the first state upon fulfillment of the termination condition. A gaming machine characterized in that, when transitioning to the interval period based on the fulfillment of the first condition, the length of the interval period can be made shorter than when transitioning to the interval period based on the fulfillment of the second condition.
[0315] According to Feature A1, the length of the interval period differs depending on whether the second state period (round) ends due to the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes), thus creating an unprecedented level of interest in a specific game state where the fulfilled termination condition affects the length of the interval period, thereby improving the enjoyment of the game.
[0316] Feature A2 The gaming machine described in Feature A1, characterized in that the second condition (winning the maximum number of prizes) is more advantageous for the player than the first condition (reaching the maximum opening time).
[0317] According to Feature A2, the length of the interval period differs depending on the degree of advantage of the termination conditions for the second state (round). This creates an unprecedented element of interest in a specific game state, where the degree of advantage of the established termination conditions affects the length of the interval period, thereby improving the enjoyment of the game.
[0318] Feature A3 The gaming machine according to feature A1, characterized in that the second state (open state or induced state) is more advantageous to the player than the first state (closed state or non-induced state).
[0319] According to Feature A3, the length of the interval period (round) in the second state differs depending on whether it ends due to the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes), and transitions to the interval period in the first state. Therefore, the fulfilled termination condition affects the length of the interval period, that is, the length of the unfavorable state for the player, creating an unprecedented level of interest in a specific game state and improving the enjoyment of the game. In particular, when combined with feature A2, if the termination condition is favorable, the favorability of the interval period decreases, and if the termination condition is unfavorable, the favorability of the interval period increases. This can alleviate player dissatisfaction, maintain fairness in the game, and enhance the enjoyment of the game.
[0320] Features A4 When a specific condition is met based on the fulfillment of the starting conditions (entry into the first starting port 76, the second starting port 77, or the normal variable prize winning device 79, or passage of a game ball through the through gate 78), a specific game state (special game state or normal prize winning state) is entered. In a gaming machine capable of generating a state, A predetermined operating means (special variable prize winning device 94 or normal variable prize winning device 79) capable of operating between a first state (closed state or non-inductive state) and a second state (open state or inductive state) different from the first state, The system includes a control means (game control device 100) capable of controlling the operation of the predetermined operating means, The control means is In the aforementioned specific game state, the predetermined operating means can be transitioned from the first state to the second state. When the second state is in place, the predetermined operating means can be transitioned from the second state to the first state based on the fulfillment of at least one of the following termination conditions: the first condition (reaching the maximum opening time) and a second condition different from the first condition (winning the maximum number of prizes). A gaming machine characterized in that it is possible to make the length of the period for the first state (interval period, ending period, or ending period of the regular diagram) different, depending on whether the trigger for the termination of the second state is the fulfillment of the first condition or the second condition.
[0321] According to Feature A4, the length of the period in the first state (interval period, ending period, or ending period of the regular diagram) can be varied depending on whether the trigger for the end of the second state (open state or induction state) is the fulfillment of the first condition (reaching the maximum open time) or the second condition (winning the maximum number of prizes). This allows for an unprecedented level of interest in specific game states, where the fulfilled termination condition affects the length of the period in the first state, thereby improving the enjoyment of the game.
[0322] Specific game states include not only the normal winning state and special game states, but also minor winning game states that occur based on minor wins, and game states that allow a predetermined operating means to transition from the first state to the second state. A specific game state is any game state that allows a predetermined operating means to transition from the first state to the second state. The predetermined operating means can be any means that allows a transition from the first state to the second state, such as the movable member 94b of the special variable prize winning device 94, the movable member 79b of the normal variable prize winning device 79, a movable member that changes the ease with which game balls flow into a specific area inside the special variable prize winning device 94, or anything else. The first state and the second state may have different degrees of advantage for the player, or they may have the same degree of advantage. The first state may have a higher degree of advantage than the second state, or the second state may have a higher degree of advantage than the first state.
[0323] A specific game state may have a different degree of advantage for the player compared to other game states, or it may be the same. If the degree of advantage for the player differs, the specific game state may be more advantageous, or other game states may be more advantageous. The first and second conditions can be any different conditions, as long as either termination condition is met, it is sufficient that they trigger a transition of the predetermined operating means from the second state to the first state. The period during which the system transitions from the second state to the first state is not limited to an interval period, an ending period, or the ending period shown in the diagram, but can be any period whose length can be varied depending on whether the transition was triggered by the first or second condition.
[0324] Feature A5 The control means (game control device 100) is In the aforementioned specific game state (special game state), multiple periods of the second state (open state or induction state) are provided, separated by an interval period which is the period of the first state (closed state or non-induction state) to which the player transitions upon the fulfillment of the termination condition. The gaming machine according to feature A4, characterized in that it is possible to make the length of the interval period transitioned by the trigger differ depending on whether the trigger for the transition to the interval period is the fulfillment of the first condition or the second condition.
[0325] According to Feature A5, the length of the interval period transitioned to depends on whether the trigger for the transition to the interval period is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes). Therefore, the fulfilled termination condition affects the length of the subsequent interval period. This increases the correlation between the fulfilled termination condition and the length of the interval period, and enhances the effect brought about by the combination of the fulfilled termination condition and the length of the interval period, thereby improving the enjoyment of the game.
[0326] Feature A6 The control means (game control device 100) is In the aforementioned specific game state (special game state), it is possible to set the period of the second state (open state or induction state) three or more times, with an interval period in between, which is the period of the first state (closed state or non-induction state) to which the player transitions upon the fulfillment of the termination condition. The gaming machine according to feature A4, characterized in that it is possible to vary the length of the interval period provided after the trigger in the specific gaming state, based on whether the trigger for transitioning to the interval period is due to the fulfillment of the first condition or the second condition.
[0327] According to Feature A6, the length of the interval period established after the trigger for transitioning to the interval period can be varied depending on whether the trigger is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes). Therefore, the fulfilled termination condition will affect not only the immediately following interval period but also subsequent interval periods. This increases the effect of the fulfilled termination condition, thereby improving the enjoyment of the game.
[0328] Feature A7 The control means (game control device 100) is It is possible to provide an ending period (ending period or normal ending period) which is the period from the end of the last second state (open state or induction state) in the specified game state (special game state or normal winning state) to the end of the specified game state, during which the state is in the first state (closed state or non-induction state). The gaming machine according to feature A4, characterized in that the length of the ending period can be varied depending on whether the trigger for the termination of the predetermined second state in the specific gaming state is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes).
[0329] According to Feature A7, the length of the ending period (ending period or normal ending period) can be varied depending on whether the trigger for the termination of a predetermined second state (open state or induction state) in a specific game state (special game state or normal winning state) is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes). This allows for an unprecedented level of interest in a specific game state, where the trigger for the termination of a predetermined second state affects the length of the ending period, thereby enhancing the enjoyment of the game.
[0330] Feature A8 The control means (game control device 100) is It is possible to provide an ending period (ending period or normal ending period) which is the period from the end of the last second state (open state or induction state) in the specified game state (special game state or normal winning state) to the end of the specified game state, during which the state is in the first state (closed state or non-induction state). The gaming machine according to feature A4, characterized in that the length of the ending period can be varied depending on whether the trigger for the end of the final second state is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes).
[0331] According to Feature A8, the length of the ending period (ending period or normal ending period) can be varied depending on whether the trigger for the end of the final second state (open state or induction state) in a specific game state (special game state or normal winning state) is the fulfillment of the first condition (reaching the maximum open time) or the second condition (winning the maximum number of prizes). Therefore, the fulfilled ending condition will affect the length of the subsequent ending period. This increases the correlation between the fulfilled ending condition and the length of the ending period, and enhances the effect brought about by the combination of the fulfilled ending condition and the length of the ending period, thereby improving the enjoyment of the game.
[0332] Feature A9 The second condition (winning the maximum number of prizes) is more advantageous to the player than the first condition (reaching the maximum opening time). The control means (game control device 100) is The gaming machine according to feature A4, characterized in that the length of the period during which the machine is in the first state (interval period, ending period, or normal ending period) can be made longer when transitioning to the first state (closed state or non-inductive state) based on the fulfillment of the second condition than when transitioning to the first state based on the fulfillment of the first condition.
[0333] According to Feature A9, the length of the period designated as the first state (interval period, ending period, or normal ending period) differs depending on the degree of advantage of the termination conditions for the period designated as the second state (open state or induction state). This allows for an unprecedented level of interest in specific game states, where the difference in the degree of advantage of the established termination conditions affects the length of the period designated as the first state, thereby improving the enjoyment of the game. In particular, if the second state (open state or induced state) is more advantageous to the player than the first state (closed state or uninduced state), as in feature A2, then when the first condition, which is relatively less advantageous, is met, the duration of the first state, which is relatively less advantageous, will be shorter, and when the second condition, which is relatively more advantageous, is met, the duration of the first state, which is relatively less advantageous, will be longer. Therefore, the difference in the profit that the player can obtain due to the difference in termination conditions will be reduced, fairness in the game can be maintained, player dissatisfaction can be suppressed, and the enjoyment of the game can be improved. In addition, the duration of the special game state can not be made too long, preventing players from getting bored.
[0334] Feature A10 The second condition (winning the maximum number of prizes) is more advantageous to the player than the first condition (reaching the maximum opening time). The control means (game control device 100) is The gaming machine according to feature A4, characterized in that the length of the period (interval period, ending period, or normal ending period) for transitioning to the first state (closed state or non-inductive state) can be shortened when transitioning to the first state based on the fulfillment of the second condition compared to when transitioning to the first state based on the fulfillment of the first condition.
[0335] According to Feature A10, the length of the period designated as the first state (interval period, ending period, or normal ending period) differs depending on the degree of advantage of the termination conditions for the period designated as the second state (open state or induction state). This allows for an unprecedented level of interest in a specific game state, where the difference in the degree of advantage of the established termination conditions affects the length of the period designated as the first state, thereby improving the enjoyment of the game. In particular, if the second state (open state or induced state) is more advantageous to the player than the first state (closed state or uninduced state), as in feature A2, then when the first condition, which is relatively less advantageous, is met, the period of the first state, which is relatively less advantageous, will be longer, and when the second condition, which is relatively more advantageous, is met, the period of the first state, which is relatively less advantageous, will be shorter. Therefore, the difference in the profit that the player can obtain due to the difference in termination conditions becomes larger, and the player's attention to the progress of the g...
Claims
[Claim 1] A launching mechanism capable of launching game balls, A ball entry means is provided at a position where the game ball launched by the launching means with a predetermined launching force can reach, A displacement member is provided at a position that a game ball launched with the predetermined launch strength can reach, but at a position different from the ball entry means, and is displaceable between a first position and a second position different from the first position. When the displacement member is displaced to the second position, a specific region through which the game ball can pass is formed, A bonus game execution means capable of executing a bonus game in which the displacement member can be displaced from the first position to the second position, A gaming machine characterized by having a discrimination means capable of performing discrimination based on whether a discrimination condition has been met.