Gaming machine

JP2026126667APending Publication Date: 2026-08-05NEWGIN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2025-01-24
Publication Date
2026-08-05

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  • Figure 2026126667000001_ABST
    Figure 2026126667000001_ABST
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Abstract

To enhance the enjoyment of the game. [Solution] A gaming machine capable of displaying a display object, the display object comprising a first display object that operates periodically, a second display object that operates periodically, and a third display object that operates periodically, wherein the operating periods of the first display object and the operating periods of the third display object may be different, the operating periods of the second display object and the operating periods of the third display object may be different, the operation of the third display object can be interrupted, and a fourth display object can be displayed in response to the interruption, the third display object comprising at least a first object and a second object, wherein the operating periods of the first object and the operating periods of the second object can be different.
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0006] In one representative embodiment of the present invention, a gaming machine is provided that can display a display object, the display object comprising a first display object that operates periodically, a second display object that operates periodically, and a third display object that operates periodically, wherein the operating periods of the first display object and the operating periods of the third display object may be different, the operating periods of the second display object and the operating periods of the third display object may be different, the operation of the third display object can be interrupted, and a fourth display object can be displayed in response to the interruption, the third display object comprising at least a first object and a second object, and the operating period of the first object changing its form and the operating period of the second object changing its form may be different. In another embodiment of the present invention, a gaming machine is provided in which the operating period of the first object changing its form and the operating period of the second object changing its form can be synchronized. [Effects of the Invention]

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

[0008] [Figure 1] This is a view of the gaming machine from the front. [Figure 2] This is a front view of the game board. [Figure 3] This is a block diagram showing an example configuration of the game control system for a gaming machine. [Figure 4] This is a block diagram showing an example configuration of the performance control system for a gaming machine. [Figure 5] This figure shows an example of screen transitions in the first part of the reach animation according to the first embodiment. [Figure 6] This figure shows an example of screen transitions in the second part of the reach animation. [Figure 7] This figure shows an example of screen transitions in the third part of the reach animation. [Figure 8] This figure shows an example of screen transitions in the fourth part of the reach animation. [Figure 9]This diagram illustrates variations in the reach animation. [Figure 10] This figure shows an example of screen transitions in the third part of the reach animation according to the second embodiment. [Figure 11] This figure shows an example of screen transitions in the second part of the reach animation according to the third embodiment. [Modes for carrying out the invention]

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

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

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

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

[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.

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

[0015] Decorative devices 18a, 18b, and 18c, capable of illuminating according to the game state, are installed on the upper, right, and left sides of the glass frame 15. Each decorative device 18a, 18b, and 18c houses lighting components such as LEDs 46 (see Figure 4) and is an illuminating device that performs illuminating effects according to the game state. These decorative devices 18a, 18b, and 18c together constitute the frame decorative device 18.

[0016] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, a lower speaker 19b is provided at the bottom of the gaming machine 10. The lower speaker 19b is installed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches 450.

[0018] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 can be used, for example, to adjust the light intensity (brightness) of the performance LED 46 by increasing or decreasing (+-) the two switches on the left and right, and to adjust the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) the two switches on the front and back. The directional key switch 450 can also be used to set customization content, for example, by selecting an item from a menu displayed on the display device 41. The directional key switch 450 may have a button switch in the center, in addition to the left, right, front, and back switches. In the directional key switch 450, detection signals indicating the on / off state can be generated from each of the switches such as left, right, front, and back. Furthermore, the gaming machine 10 may have, independently of the directional key switch 450, a light intensity adjustment switch for adjusting the light intensity of the display LED 46 and a switch for adjusting the volume of the speaker 19.

[0019] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.

[0020] Furthermore, the content of the display may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0164] In particular, the performance control device 300 of this embodiment is capable of executing a "reach performance Pr" (described later) as a type of reach performance.

[0165] The expected value (reliability) of a performance (preview) indicates the probability of a jackpot occurring when that performance is selected, and can be calculated based on the selection rate of that performance when a jackpot is achieved and the selection rate of that performance when a jackpot is not achieved (when it is a miss). For example, if the selection rate (distribution rate) of that performance in the lottery (distribution) when a jackpot is achieved is high, the expected value will be high (large), and if the selection rate (distribution rate) of that performance in the lottery (distribution) when it is a miss is high, the expected value will be low (small). Jackpots include the aforementioned V-entry jackpots, and the expected value for V-entry jackpots is approximately the same as the expected value for minor wins that result in V-entry. In addition to jackpots, the expected value can also be set for other advantageous states (e.g., minor win state, time-saving state) and advantageous events (e.g., reach).

[0166] Furthermore, the appearance rate (occurrence rate) of an effect can be changed as appropriate by adjusting the selection rate (probability of winning the effect) during the lottery for that effect. For example, the appearance rate per spin display game (or per start memory in the case of the pre-announcement effect described later) is the sum of (probability of losing × selection rate when it is a loss) and (probability of winning × selection rate when it is a win). Also, the appearance rate of an effect may be set for each period within a single spin display game (for example, for the first half and the second half) (that is, the selection rate of the effect may be adjusted in accordance with each period and the lottery for the effect may be conducted).

[0167] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.

[0168] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.

[0169] When the performance control device 300 receives a Special Symbol 1 Reserve Count command or a Special Symbol 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the Special Symbol Start Memory (Special Symbol Reserve) on the display device 41 or the like. Alternatively, when the performance control device 300 receives a Normal Symbol Reserve Count command, it may also display the same number of reserve indicators corresponding to the Normal Symbol Start Memory (Normal Symbol Reserve) on the display device 41 or the like. When the performance control device 300 receives a Pre-read command, such as a Pre-read Variation Pattern command and a Pre-read Stop Symbol command, it draws and sets a Pre-read Notification Performance (Pre-read Performance, Pre-read Notification) with a lottery probability corresponding to the Pre-read command. Examples of Pre-read Notification Performances include Consecutive Notification Performances and Reserve Change Notifications (Reserve Change Performances). Examples of Consecutive Notification Performances include Chance Eye Pre-read Performances related to Decorative Stop Symbols. The pending display change notification indicates that the display method (color, shape, pattern, effect, etc.) of the pending display changes from the normal (default) version, suggesting that the probability of the variable display game based on the pending display being a win is higher than when the pending display does not change (normal).

[0170] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as hitting instruction notification commands, it can execute a left-hit instruction display and a right-hit instruction display on the display device 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 that celebrates a V-win.

[0171] Furthermore, the performance control device 300 may receive commands necessary for control from the game control device 100 in addition to those mentioned above. In addition, the performance control device 300 may set or control performances related to the regular display game, similar to the performances related to the special display game.

[0172] [Reach animation Pr] Figures 5 to 8 show an example of screen transitions in the reach animation Pr of this embodiment. The reach animation Pr shown in Figures 5 to 8 can be executed as appropriate in the special figure 1 variation display game (special figure variation display game) in the normal game state, the special figure 2 variation display game in a specific game state (time-saving state, RUSH state, or probability variation state), and / or the normal figure variation display game (in the case of normal figure ST state). In addition, in Figures 5 to 8, for the sake of simplifying the drawings, only the main display objects related to the reach animation Pr that are displayed on the display screen of the display device 41 are shown, and other objects that may be displayed during the reach animation Pr (such as the number of starts or the hold display) are not shown.

[0173] As shown in each figure, during the reach animation Pr, the screen (display area) of the display device 41 displays the left symbol display unit 510 (first display item), which functions as the left variable display area, the right symbol display unit 512 (second display item), which functions as the right variable display area, and the middle symbol display unit 514, which functions as the middle variable display area.

[0174] The left-hand display unit 510 is composed of a left-hand character unit 510a and a left-hand number unit 510b. In particular, the left-hand display unit 510 of this embodiment displays a number surrounded by a rectangular object represented by the left-hand number unit 510b and a character represented by the left-hand character unit 510a that partially overlaps the left-hand number unit 510b, in a specific combination. More specifically, in the illustrated example, the left-hand character unit 510a is displayed as a character resembling a "lion," and the left-hand number unit 510b is displayed as the number "1."

[0175] The right-hand symbol display section 512 is composed of a right-hand symbol character section 512a and a right-hand symbol number section 512b. In particular, the right-hand symbol display section 512 of this embodiment displays a number surrounded by a rectangular object represented by the right-hand symbol number section 512b and a character represented by the right-hand symbol character section 512a in a specific combination. More specifically, in the illustrated example, the right-hand symbol character section 512a is displayed as a character resembling a "lion," and the right-hand symbol number section 512b is displayed as the number "1."

[0176] As already explained, during the reach state (when the reach animation Pr is being executed), if the display result of the decorative special symbol variation display game has the potential to take a special result form (winning result form), a part of that special result form is displayed. More specifically, during the execution of the reach animation Pr, the left variation display area (left decorative symbol) and the right variation display area (right decorative symbol) display the same identification information (in particular, the same number). Therefore, in the examples shown in each figure, the left symbol display unit 510 and the right symbol display unit 512 are displayed in the same form (a combination of "lion" and "1"). On the other hand, during the execution of the reach animation Pr, at least the left symbol display unit 510 and the right symbol display unit 512 may take on partially the same identification information. For example, the left symbol number unit 510b and the right symbol number unit 512b may display the same number, while the left symbol character unit 510a and the right symbol character unit 512a may display different characters.

[0177] The central symbol display unit 514 is composed of a central symbol character unit 514a and a central symbol number unit 514b. In particular, the central symbol display unit 514 of this embodiment displays a number surrounded by a rectangular object represented by the central symbol number unit 514b and a character represented by the central symbol character unit 514a in a specific combination. In the central symbol display unit 514, for a certain period from the start of the reach performance Pr (the first half of the first part of the reach performance Pr described later), the central symbol character unit 514a is displayed as a character resembling a "hippopotamus", and the central symbol number unit 514b is displayed as the number "6".

[0178] Hereinafter, further details of the reach effect Pr will be described.

[0179] FIG. 5 shows the screen transition of the first part in the reach effect Pr. Here, the first part of the present embodiment corresponds to the period from the start of the reach effect Pr until the first switching symbol part 516b (a combination of the character "camel" and the number "6" in the figure) stops being displayed on the page part 516a of the picture book object 516 to be described later and a certain period of time has elapsed. Also, the start time of the reach effect Pr in the present embodiment is based on the premise that the left symbol display part 510 and the right symbol display part 512 are each displaying and stopped with the same identification information (a combination of the character "lion" and the number "1" in the figure), and means the timing when the fluctuation of the middle symbol display part 514 stops (the timing when the middle symbol character part 514a and the middle symbol number part 514b stop being displayed as a combination of "camel" and "6" in the figure). Note that the reach effect Pr may start while the fluctuation of the middle symbol display part 514 is maintained when the prescribed start timing is reached. Also, in the following description, the stopped display of the switching symbol part 516b, or the state where the left symbol display part 510 or the right symbol display part 512 is stopped, does not mean the state where each symbol is fixedly displayed (the stopped display is confirmed and switching or fluctuation does not resume), but means a temporary stop state assuming subsequent switching or fluctuation.

[0180] Particularly, FIGS. 5(A) to 5(H) show the screen transition every time a predetermined time (hereinafter referred to as "unit transition time Δt") elapses. That is, the unit transition time Δt corresponds to the time from the start of one screen display to the start of the display of the next screen in each of the screens shown in FIGS. 5(A) to 5(H). Therefore, for example, the time for the display to transition between two screens shown in each figure (the time corresponding to two frames) corresponds to the unit transition time Δt, and the time for the display to transition between three screens (the time corresponding to three frames) corresponds to 2×unit transition time Δt. That is, the time corresponding to N frames (N is a natural number of 2 or more) corresponds to (N - 1)×unit transition time Δt.

[0181] In the first part of the reach animation Pr of this embodiment, the screen displacement animation (specific animation) shown in Figures 5(A) to 5(D) is first executed. The screen displacement animation is an animation that is executed with the intention of giving the player the impression that the reach animation Pr is about to begin and to draw their attention to the reach animation Pr.

[0182] More specifically, in the screen displacement effect, during the screen transition process from Figure 5(A) to Figure 5(C), the display area of ​​the display device 41, including the left symbol display unit 510, the right symbol display unit 512, and the center symbol display unit 514, is displayed in a manner in which the entire area is displaced (shrinks). In addition, during this screen transition process from Figure 5(A) to Figure 5(C), a picture book object 516 that mimics the display area of ​​the display device 41 is displayed. In particular, the picture book object 516 in this embodiment is displayed in the form of a picture book that displaces (shrinks) in accordance with the displacement (shrinking) of the display area.

[0183] In particular, during the screen transition process from Figure 5(A) to Figure 5(B) that constitutes the screen displacement effect, the left symbol display section 510, the right symbol display section 512, and the middle symbol display section 514 displayed in the display area are displayed in a manner that they shrink and / or converge towards the center of the screen in accordance with the displacement (shrinkage) of the picture book object 516 which mimics the display area. Therefore, the player can perceive that the entire display area, including the left symbol display section 510, the right symbol display section 512, and the middle symbol display section 514, is shrinking, as if they were converging on the picture book object 516, thereby achieving a high level of visual effect.

[0184] Furthermore, during the screen transition process from Figure 5(B) to Figure 5(C), which constitutes the screen displacement effect, the left symbol display unit 510 and the right symbol display unit 512 continue to displace in accordance with the further displacement (shrinkage) of the picture book object 516. Meanwhile, the middle symbol display unit 514 is displayed in a manner that moves from a position between the left symbol display unit 510 and the right symbol display unit 512 to the lower left of the screen.

[0185] Furthermore, in the screen transition process from Figure 5(C) to Figure 5(D), which constitutes the screen displacement effect, the left symbol display unit 510 and the right symbol display unit 512 are displayed in a manner that they pop out from the picture book object 516 and move to the upper left position (the original position of the left symbol display unit 510) and the upper right position (the original position of the right symbol display unit 512), respectively. On the other hand, the middle symbol display unit 514 is displayed in a manner that it moves outside the screen and is no longer displayed in the screen of Figure 5(D).

[0186] This creates an expectation in the player that the display of the picture book object 516 will change and the reach animation Pr will continue. In other words, the player's attention can be directed to the animation realized by the subsequent change in the display of the picture book object 516 (the operation of the picture book object 516).

[0187] Furthermore, in the screen displacement effects shown in Figures 5(A) to 5(D), the left symbol character section 510a of the left symbol display section 510 and the right symbol character section 512a of the right symbol display section 512 are displayed in a manner that operates periodically.

[0188] More specifically, the left character section 510a is displayed in a manner that changes from a state where the front and hind legs of the "lion" are facing forward and backward, respectively, to a state where the front and hind legs are facing backward and forward, respectively, during the transition from Figure 5(A) to Figure 5(B). Furthermore, during the transition from Figure 5(B) to Figure 5(C), the front and hind legs of the "lion" are displayed in a manner that changes from a state where the front and hind legs are facing backward and forward, respectively, to a state where the front and hind legs are facing forward and backward, respectively. In other words, during the screen displacement effect, the left character section 510a is displayed in a manner that mimics the situation of the character "lion" represented by the left character section 510a running.

[0189] In particular, the left character section 510a of this embodiment is displayed in such a way that the front (or hind) legs of the "lion" move from front (or back) to back (or front) during the first screen transition (the elapsed unit transition time Δt associated with the screen transition from Figure 5(A) to Figure 5(B)), and then return from back (or front) to front (or back) during the next screen transition (the elapsed unit transition time Δt associated with the screen transition from Figure 5(B) to Figure 5(C)). That is, the left character section 510a operates with a period equivalent to the time (2 × Δt) corresponding to three screen transitions. Hereafter, the period in which the left character section 510a operates will be appropriately referred to as "left character period T CL It is also called "..."

[0190] Meanwhile, the right character section 512a is also displayed in a manner that changes from a state where the front and hind legs of the "lion" are facing forward and backward, respectively, to a state where the front and hind legs are facing backward and forward, respectively, during the transition from Figure 5(A) to Figure 5(B). Furthermore, during the transition from Figure 5(B) to Figure 5(C), the front and hind legs of the "lion" are displayed in a manner that changes from a state where the front and hind legs are facing backward and forward, respectively, to a state where the front and hind legs are facing forward and backward, respectively. In other words, during the screen displacement effect, the character "lion" represented by the right character section 512a is displayed in a manner that simulates the situation of running together (synchronizedly) with the character "lion" represented by the left character section 510a.

[0191] More specifically, in this embodiment, the right character section 512a is also displayed in such a way that the front (or hind) legs of the "lion" move from front (or back) to back (or front) during the first screen transition (the elapsed unit transition time Δt associated with the screen transition from Figure 5(A) to Figure 5(B)), and then return from back (or front) to front (or back) during the next screen transition (the elapsed unit transition time Δt associated with the screen transition from Figure 5(B) to Figure 5(C)). In other words, the right character section 512a also operates with a period equivalent to the time (2 × Δt) corresponding to three screen transitions. In the following, the period during which the left character section 510a operates will be appropriately referred to as "right character period T CR It is also called "..."

[0192] As described above, in the screen displacement effect, the left character section 510a and the right character section 512a are displayed in a manner in which they operate periodically in sync with each other. More specifically, the left character period T CL and the right character period T CR The display is such that the left symbol display unit 510 and the right symbol display unit 512 are identical (2 × Δt) and their timing (phase) coincides. This allows for an enhanced visual effect by emphasizing to the player that the left symbol display unit 510 and the right symbol display unit 512 are in a reach state showing the same identification information (in particular, that the left symbol number unit 510b and the right symbol number unit 512b are both "1").

[0193] Alternatively, instead of the above display configuration, a configuration may be adopted in which the left character section 510a and the right character section 512a do not synchronize their respective operations, and the left character number section 510b and the right character number section 512b display the same identification information (the number "1"). More specifically, the left character period T CL and the right character period T CR The display modes may be mutually different, or their periods may be mutually the same, or the timing (phase) of their respective movements may be mismatched. This makes it possible to realize a display mode in the left symbol display unit 510 and the right symbol display unit 512 in which the movements of the left symbol character unit 510a and the right symbol character unit 512a are mutually different, while the left symbol number unit 510b and the right symbol number unit 512b both display the same number "1", thereby increasing the variety of reach effects.

[0194] Next, during the screen transition process from Figure 5(D) to Figure 5(E), when the screen displacement effect ends, the picture book represented by the picture book object 516 is opened and the pages are turned, and the image portion identical in appearance to the central pattern display unit 514 that was hidden during the screen transition process from Figure 5(C) to Figure 5(D) is displayed as appearing from the next page. In the following, with respect to the picture book object 516, the image portion that mimics the pages of a book will be referred to as the "page portion 516a," and the image portion identical in appearance to the central pattern display unit 514 will be referred to as the "switching pattern portion 516b."

[0195] Then, during the screen transition process from Figure 5(E) to Figure 5(H), a display is shown that simulates the action of turning over page 516a and switching to the next page 516a, revealing the image 516b.

[0196] More specifically, during the screen transition process from Figure 5(D) to Figure 5(E), the page section 516a is displayed in a manner that changes from a fully open state to approximately 1 / 3 to 1 / 2 of the way back, revealing a portion of the switching pattern section 516b of the next page section 516a. Furthermore, during the screen transition process from Figure 5(E) to Figure 5(F), the page section 516a is displayed in a manner that changes to a state where the switching pattern section 516b is tilted according to the angle at which the page section 516a is turned back. This suggests a situation where the page section 516a is turned back and the switching pattern section 516b is revealed (especially a situation where the player can expect the switching pattern section 516b to change), thereby enhancing the player's interest.

[0197] Furthermore, during the screen transition process from Figure 5(E) to Figure 5(F), a line effect 516c is displayed as part of the picture book object 516. The line effect 516c is displayed in a manner that mimics multiple (three in the figure) lines that displace (stretch and / or deform) to follow the movement of the turning page. This emphasizes the turning motion of the page section 516a, directing the player's attention to the movement of the page section 516a.

[0198] Next, in the screen transition process from Figure 5(F) to Figure 5(G), page 516a is completely turned over, switching to the next page 516a and revealing the entire image 516b.

[0199] Furthermore, during the screen transition process from Figure 5(G) to Figure 5(H), the page turning action of the page section 516a (the switching of the switching pattern section 516b) is temporarily stopped (interrupted), and the star-shaped effect 516d is displayed. Multiple star-shaped effects 516d (six in Figure 5) appear around the switching pattern section 516b in the screen of Figure 5(F), and as the screen transitions to Figure 5(G), each of them moves from its surrounding position toward a predetermined position on the side of the screen. In this way, by displaying the star-shaped effect 516d during the period when the page turning action of the page section 516a is interrupted (especially the period when it is temporarily stopped with the expectation of resuming the action), the player can be made aware that even if the action of the page section 516a is stopped, the display and effects of the picture book object 516 can still continue.

[0200] Furthermore, during the screen transition process shown in Figures 5(E) to 5(H) above, the left character section 510a and the right character section 512a are displayed in a periodic manner, similar to the screen displacement effect during execution (the screen transition process from Figure 5(A) to Figure 5(D)). This results in each of the left character section 510a and the right character section 512a being displayed in a dynamic manner, and combined with the display of the page section 516a turning over, a high level of visual effect can be achieved.

[0201] Next, I will explain the second part of the reach animation Pr.

[0202] Figure 6 shows the screen transitions in the second part of the reach animation Pr. In this embodiment, the second part refers to the period from the screen at the end of the first part (the screen shown in Figure 5(H)) as the page section 516a is turned repeatedly, causing the switching pattern section 516b to sequentially switch (change) from the initial state (more specifically, the combination of the character "hippo" and the number "6") to a predetermined ending state (the combination of the character "tiger" and the number "9," which will be described later). Also, in the screen transitions of Figures 6(A) to 6(H), similar to Figures 5(A) to 5(H), the transition from one screen to the next occurs each time the aforementioned unit transition time Δt has elapsed.

[0203] In the second part, the page section 516a is turned periodically, and in accordance with the page turning motion, the switching image section 516b is displayed on the page section 516a in a manner in which it is switched sequentially.

[0204] In the following, each sequentially changing pattern section 516b (object) will be assigned a different reference numeral, and these will be distinguished and explained as needed. More specifically, the switching pattern section 516b consisting of an object combining the character "hippo" and the number "6" will be called "hippo pattern 516b1", the switching pattern section 516b consisting of an object combining the character "elephant" and the number "7" will be called "elephant pattern 516b2", the switching pattern section 516b consisting of an object combining the character "rhino" and the number "8" will be called "rhino pattern 516b3", the switching pattern section 516b consisting of an object combining the character "tiger" and the number "9" will be called "tiger pattern 516b4", the switching pattern section 516b consisting of an object combining the character "bear" and the number "0" will be called "bear pattern 516b5", and the switching pattern section 516b consisting of an object combining the character "lion" and the number "1" will be called "lion pattern 516b6".

[0205] Then, as shown in Figures 6(A) to 6(H), in the second part of this embodiment, along with the operation of turning the page section 516a, the switching pattern section 516b displayed on the page section 516a switches between a plurality of defined different forms (first object). In particular, in the screen transition process from Figure 6(A) to Figure 6(D), the switching pattern section 516b displayed on the page section 516a switches from a hippopotamus pattern 516b1 to an elephant pattern 516b2.

[0206] More specifically, during the screen transition process from Figure 6(A) to Figure 6(B), page 516a is displayed in a manner that changes from a state where the page is fully open and the first switching pattern section 516b (hippopotamus pattern 516b1) is displayed on that page (the screen shown in Figure 6(A)), to a state where it is turned back by approximately 1 / 3 to 1 / 2, and a part of the switching pattern section 516b (elephant pattern 516b2) of the next page 516a is revealed. Furthermore, during the screen transition process from Figure 6(B) to Figure 6(C), page 516a is turned back by approximately 2 / 3 to 3 / 4, and the elephant pattern 516b2 of the next page 516a is displayed in a manner that is tilted according to the angle of the turned page. Note that during the screen transition process from Figure 6(B) to Figure 6(C), the line effect 516c is displayed in the same manner as the first part shown in Figures 5(E) to 5(F).

[0207] Then, during the screen transition process from Figure 6(C) to Figure 6(D), page 516a is completely turned over, and the entire elephant design 516b2 appears on the next page 516a.

[0208] Furthermore, during the screen transition process from Figure 6(D) to Figure 6(E), the state in which the page section 516a turns (the switching of the switching pattern section 516b) is interrupted (temporarily stopped) is maintained, and the star-shaped effect 516d is displayed, similar to the first part (the screen transition process from Figure 5(G) to Figure 5(H)). In this way, by displaying the star-shaped effect 516d during the period when the page section 516a turns temporarily stops, even when the elephant pattern 516b2 is stopped (not switching) due to the stopping of the page section 516a's operation, the player can be made aware that the display effect of the picture book object 516 (the switching of the switching pattern section 516b) can still continue.

[0209] Then, even after the screen display showing the elephant pattern 516b2 on page 516a as shown in Figure 6(E), the page 516a turns over, the line effect 516c and the star-shaped effect 516d operate in the same way as the screen transition process shown in Figures 6(A) to 6(D) above, and the switching pattern section 516b of page 516a switches from the elephant pattern 516b2 to the rhinoceros pattern 516b3 (see Figures 6(E) to 6(H)).

[0210] Furthermore, although not shown in the illustration, even after the screen display in Figure 6(H) where the rhinoceros pattern 516b3 is displayed on the page section 516a, the page section 516a turns over, the line effect 516c operates, and the star-shaped effect 516d operates, while the switching pattern section 516b of the page section 516a switches from the rhinoceros pattern 516b3 to the tiger pattern 516b4 (a combination of the character "tiger" and the number "9"). In other words, in the second part, along with the page section 516a turns over, the switching pattern section 516b displayed on the page section 516a switches sequentially from the hippopotamus pattern 516b1 to the pattern (tiger pattern 516b4) that is a predetermined number of times before the final pattern (lion pattern 516b6) (two patterns before in this embodiment).

[0211] In the second part, the period of the operation in which the page part 516a rolls (the switching of the switching symbol part 516b) (hereinafter, appropriately referred to as "picture book operation period T P "), for example, corresponds to the time required for the screen transition of four frames shown in FIGS. 6(A) to 6(D) (unit transition time Δt × 3).

[0212] According to the display (production) in the display device 41 in the second part described above, along with the time-dependent operations of the page part 516a, the line effect 516c, and the star effect 516d, the objects (characters and numbers) represented by the switching symbol part 516b are sequentially changed and displayed. As a result, the switching symbol part 516b gradually suggests a situation of approaching an object (lion symbol 516b6) that indicates a winning result, giving the player a sense of expectation that it may be a winning result and enhancing the interest.

[0213] Also, in the above second part, a display simulating the situation where the character "lion" represented by the left symbol character part 510a and the character "lion" represented by the right symbol character part 512a are running is performed. More specifically, the left symbol character part 510a and the right symbol character part 512a are each displayed in a mode that operates at the left character period T CL (2 × Δt) and the right character period T CR (2 × Δt). Therefore, also in the second part, by displaying the left symbol character part 510a and the right symbol character part 512a in a mode that operates periodically in synchronization with each other, the reach state is emphasized and the production effect can be enhanced.

[0214] Furthermore, in the second part, as described above, the page part 516a is displayed in a mode that operates at the picture book operation period T P (3 × Δt) (the page rolls). Therefore, the left character period T CL or the right character period T CR and the picture book operation period T PThese two will be different from each other. More specifically, in this embodiment, the picture book operation cycle T P The left character period is T CL Or right character period T CR It will be longer than that.

[0215] This results in a display that gives the impression that the turning speed of the page section 516a is different (slower in this embodiment) from the turning speed of the left character section 510a or the right character section 512a, thereby adding variety to the visual effects given to the player through the reach animation Pr and preventing the animation from becoming monotonous.

[0216] On the other hand, as described above, by displaying different speeds of movement for the page section 516a and the left character section 510a or the right character section 512a, it is assumed that players will perceive the movement of the page section 516a as an independent effect from the movement of the left character section 510a or the right character section 512a. In this case, if a display is shown in which the movement of the page section 516a is temporarily stopped (screen display in Figures 6(D) to 6(E)), it is assumed that players may mistakenly believe that the switching of the switching character section 516b has finished (the losing switching character section 516b has stopped and the reach effect Pr has ended), even though the left character section 510a or the right character section 512a is still operating. In particular, if the time during which the operation of page section 516a is temporarily suspended is extended, there is a risk that the player may mistakenly perceive this as the end of the reach animation Pr and stop playing (move away from the gaming machine 10) even though the reach animation Pr is still continuing.

[0217] In response to the above circumstances, the reach animation Pr of this embodiment displays a star-shaped effect 516d. In particular, as shown in Figures 6(D) to 6(E), the star-shaped effect 516d is displayed in a manner that operates (displaces) during the period when the page turning operation of the page section 516a is temporarily stopped. This allows the player to recognize that the reach animation Pr is continuing even during the period when the operation of the page section 516a is temporarily stopped.

[0218] Furthermore, in the second part, the line effect 516c is displayed in synchronization with the period during which the repeatedly displayed page section 516a is turning (periodic operation). More specifically, the line effect 516c is displayed only during the period from immediately after the display of Figure 6(A) while the page section 516a is operating until immediately before the display of Figure 6(D), or from immediately after the display of Figure 6(E) until immediately before the display of Figure 6(H). In other words, the line effect 516c is not displayed during the period from the start of the display of Figure 6(D) while the operation of the page section 516a is interrupted until the end of the display of Figure 6(E).

[0219] As a result, the line effect 516c is displayed in conjunction with the turning of the page 516a, making the turning of the page 516a more easily recognizable through the display of the line effect 516c, thereby enhancing the visual effect.

[0220] Next, the third part of the reach animation Pr will be explained. In the third part, along with the action of turning over the page section 516a, the switching symbol section 516b displayed on the page section 516a switches between a predetermined number of different forms (second object).

[0221] Figure 7 shows the screen transitions for the first half of the third part, and Figure 8 shows the screen transitions for the second half of the third part. The third part in this embodiment is the period from the screen at the end of the second part (the screen where the page section 516a is switched to and the tiger pattern 516b4 as the pattern section 516b) to the point where the page section 516a is turned repeatedly until the switching pattern section 516b switches to the final pattern and is confirmed and displayed (the operation of the picture book object 516 stops). In this embodiment, the explanation assumes that the image switches from the tiger pattern 516b4 to the bear pattern 516b5 and finally to the lion pattern 516b6 (winning pattern), and that the lion pattern 516b6 is confirmed and displayed (when the variable game results in a win). On the other hand, the following explanation can also be applied when the losing patterns before or after the lion pattern 516b6 are confirmed and displayed (when the variable game results in a loss). Furthermore, in the transitions between each screen shown in Figures 7 and 8, the transition from one screen to the next occurs each time the aforementioned unit transition time Δt has elapsed, similar to Figures 5(A) to 5(H).

[0222] In the third part, the picture book operation cycle T in page 516a P In the third part, the display is such that the turning of page 516a is slower than that in the second part.

[0223] More specifically, during the screen transition process in the first half of the third part, as the page section 516a is turned, the switching pattern section 516b displayed on the page section 516a switches from the tiger pattern 516b4 (Figure 7(A)) to the bear pattern 516b5 (Figure 7(G)).

[0224] In particular, during the screen transition process from Figure 7(A) to Figure 7(B), the page 516a is displayed in a manner that changes from a state where it is fully opened and the tiger pattern 516b4 is displayed (Figure 7(A)) to a state where it is turned back by approximately 1 / 4 to 1 / 3, and a part of the bear pattern 516b5 of the next page 516a is revealed.

[0225] Next, in the screen transition process from Figure 7(B) to Figure 7(C), page 516a is turned over by approximately 1 / 3 to 1 / 2 of its length, and the bear design 516b5 on the next page 516a is displayed in a tilted manner according to the angle of the turned page. Furthermore, in the screen transition process from Figure 7(C) to Figure 7(D), page 516a is turned over by approximately 2 / 3 of its length, and the bear design 516b5 on the next page 516a is displayed in a tilted manner according to the angle of the turned page. In addition, in the screen transition process from Figure 7(D) to Figure 7(E), page 516a is turned over by approximately 3 / 4 of its length, and the bear design 516b5 on the next page 516a is displayed in a tilted manner according to the angle of the turned page.

[0226] Furthermore, the line effect 516c is displayed during the screen transition process from Figure 7(A) to Figure 7(E). In particular, the line effect 516c in the third part is displayed in a manner that displaces (stretches and / or deforms) more slowly than the line effect 516c in the second part, in accordance with the slower turning motion of the page section 516a as described above.

[0227] Furthermore, in the screen transition process from Figure 7(E) to Figure 7(F), page 516a is completely turned, and the entire bear image 516b5 appears on the next page 516a. Therefore, in the third part, the cycle of the page turning action (switching of the switching image 516b) (picture book action cycle T) P This value corresponds to the time required for the six screen transitions shown in Figures 7(A) to 7(F) (unit transition time Δt × 5).

[0228] Then, during the screen transition process from Figure 7(F) to Figure 7(G), the page turning action of the page section 516a is interrupted (temporarily stopped), and the star-shaped effect 516d is displayed, similar to the second part (for example, the screen transition process from Figure 6(D) to Figure 6(E)).

[0229] Furthermore, during the screen transition process in the latter half of the third part (Figure 8), the page section 516a turns, the line effect 516c and the star-shaped effect 516d are displayed in the same way as in the first half of the third part, while the switching pattern section 516b of the page section 516a changes from the bear pattern 516b5 to the lion pattern 516b6 (see Figures 8(A) to 8(F)).

[0230] Furthermore, in the latter half of the third part, as shown in Figures 8(G) to 8(H), during the period when the operation of the page section 516a is interrupted (continuously stopped without the expectation of resuming operation) when the lion symbol 516b6 (winning symbol) is displayed as the switching symbol section 516b, the star-shaped effect 516d is displayed in a manner that moves back and forth between the position around the lion symbol 516b6 and a predetermined position at the edge of the screen. In particular, the screen transitions from Figure 8(G) to Figure 8(H) (the back and forth movement of the star-shaped effect 516d) can be repeated a number of times as appropriate, thereby realizing a display in which the star-shaped effect 516d operates periodically. In this way, while the winning symbol, the lion symbol 516b6, is displayed on page 516a, during the period when its operation is interrupted (the symbol switching is stopped), displaying the star-shaped effect 516d (especially operating it periodically) encourages the player to feel anticipation that the reach animation Pr will end with the lion symbol 516b6 displayed (the winning result will be definitively announced), thereby further enhancing the enjoyment of the game.

[0231] Alternatively, instead of the above configuration, the star-shaped effect 516d may be displayed in a manner in which it is not periodically activated (for example, the same operation as when other switching symbol units 516b are displayed) even during the period when the lion symbol 516b6 (winning symbol) is displayed and the operation of the page unit 516a is interrupted. Alternatively, the star-shaped effect 516d may be displayed in a manner in which it is periodically activated even during the period when other switching symbol units 516b are displayed and the operation of the page unit 516a is interrupted.

[0232] In the third part described above, the speed at which the page section 516a turns (the switching of the switching pattern section 516b) becomes slower than that of the second part. In other words, by slowing down the object switching operation in the switching pattern section 516b from the lion pattern 516b6, which is the winning pattern (tiger pattern 516b4), the time that players have to anticipate a winning result is extended, thereby enhancing the visual effect.

[0233] Furthermore, in the third part of this embodiment, a display is made that simulates the situation in which the character "lion" represented by the left character section 510a and the character "lion" represented by the right character section 512a are running. In particular, similar to the second part, the left character section 510a and the right character section 512a each have a left character period T CL (2 × Δt) and right character period T CR It is displayed in a manner that operates with (2 × Δt). Therefore, in this embodiment, the third part has a picture book operation period T compared to the second part. P While the left character period T is long, CL and right character period T CR This becomes identical. This further accentuates the slower turning speed of page 516a, thereby enhancing the visual effect of the movement of page 516a. In addition, in the third part, the left character cycle T CL and / or right character period T CR This value may be different from that of the second part. In other words, by changing the speed at which the left character section 510a and / or the right character section 512a operate in accordance with the slower speed at which the page section 516a turns compared to the second part, the variety of effects can be increased.

[0234] [Differentiation] Figure 9 illustrates a modified version of the reach animation Pr. In particular, Figure 9 shows a view of the display device 41 from the front in a gaming machine 10 in which the warp path 600 is positioned so as to overlap a part of the display area of ​​the display device 41 (parts of the left and bottom edges of the screen in the figure) from the front, during a period when the page turning operation of the page section 516a is interrupted (especially in Figures 8(F) to 8(H)). The warp path 600 is a channel that guides the game balls flowing down the left side of the game area 32 to the central area (stage). In particular, the warp path 600 is made of a transparent material (for example, a material made of glass or transparent resin).

[0235] In this embodiment, during the screen transition process shown in Figures 9(A) to 9(B), the star-shaped effect 516d that appears around the lion pattern 516b6 moves to a predetermined position at the edge of the screen, and at least a portion of the star-shaped effect 516d overlaps with the warp path 600 on the screen of the display device 41. Furthermore, during the screen transition process shown in Figures 9(B) to 9(C), the star-shaped effect 516d returns from the position where it overlaps with the warp path 600 to the position around the lion pattern 516b6.

[0236] Therefore, in the gaming machine 10 of this embodiment, the player can visually perceive the star-shaped effect 516d displayed on the display device 41 during the period when the operation of the page section 516a is interrupted, so that it switches between a state via the warp path 600 and a state without it. As a result, without changing the display method of the star-shaped effect 516d on the display device 41, different visual effects (such as differences in appearance due to differences in refractive index via the warp path 600) can be given to the player, and the variations in the effects produced by the display of the star-shaped effect 516d can be increased.

[0237] In particular, the warp path 600, which is provided for a purpose different from improving the visual effect of the reach animation Pr (more specifically, for guiding the game ball), can contribute to increasing the variety of animations by displaying the star-shaped effect 516d.

[0238] Furthermore, in the examples shown in Figures 9(A) to 9(C), the star-shaped effect 516d is displayed in a periodic manner, causing at least a portion of the star-shaped effect 516d to repeatedly switch between overlapping and not overlapping the warp path 600. In other words, the appearance of the star-shaped effect 516d to the player changes periodically, further enhancing the visual effect.

[0239] [Effects of the First Embodiment or its Modified Form] In this embodiment, a gaming machine 10 capable of displaying display objects (510, 512, 514, 516) is provided. In this gaming machine 10, the display objects include a first display object (left character part 510a) that operates periodically, a second display object (right character part 512a) that operates periodically, and a third display object (picture book object 516) that operates periodically. The period in which the first display object (510a) operates is (left character period T CL ) and the period in which the third display object (516) operates (picture book operation period T P ) may differ from the period during which the second display object (512a) operates (right character period T CR ) and the period (T) in which the third indicator (516) operates. P Unlike the above, it is possible to interrupt the operation of the third display object (516), and in response to the interruption, it is possible to display the fourth display object (star-shaped effect 516d).

[0240] This allows the third display (516) to be displayed in a visually different manner from the first display (510a) and the second display (512a), providing variation in the visual effects given to the player. This helps to prevent the performance from becoming monotonous. Furthermore, the fourth display (516d) is displayed in conjunction with the interruption of the operation of the third display (516) (a temporary stop with the expectation of resuming the operation or a continuous stop without the expectation of resuming the operation). This prevents a situation where a player who sees the interruption of the operation of the third display (516) while the first display (510a) and the second display (512a) are operating may mistakenly believe that the performance using each display (for example, a reach performance Pr) has ended (for example, mistakenly believing that the reach state has ended with a loss).

[0241] Furthermore, the fourth indicator (516d) can operate periodically when the operation of the third indicator (516) is interrupted.

[0242] As a result, when the operation of the third display (516) is interrupted, the fourth display (516d) will be displayed with periodic movement, which can give the player a stronger impression that the performance is continuing (and has not yet ended).

[0243] In particular, the fourth display (516d), which is displayed after the periodic operation of the third display (516) has finished (after the lion pattern 516b6 shown in Figure 8(F) has been definitively displayed), can operate periodically (for example, Figures 8(F) to 8(H) or Figures 9(A) to 9(C)).

[0244] As a result, when the periodic operation of the third display (516) has finished and the final switching pattern section 516b (lion pattern 516b6) is displayed, the fourth display (516d) will operate periodically. Therefore, even when the third display (516) is stopped, it is possible to suggest to the player that the performance is continuing (a situation that gives the player the expectation that a winning result may be announced), thereby enhancing the enjoyment of the game.

[0245] Furthermore, in the gaming machine 10 of this embodiment, the fifth display object (line effect 516c) can be displayed periodically, and the period in which the third display object (516) operates and the period in which the fifth display object (516b) is displayed can be synchronized (for example, Figures 6(B) and 6(C), 6(F) and 6(G), Figures 7(B) to 7(E), or Figures 8(B) to 8(E)).

[0246] As a result, the fifth display object (516b) is displayed in accordance with the operation of the third display object (516), making it easier for the player to recognize the operation of the third display object (516) and enhancing the visual effect.

[0247] Furthermore, the fifth display object (516b) is an image that emphasizes the action of the third display object (516).

[0248] This makes it easier for players to recognize the operation of the third display (516).

[0249] Furthermore, in the gaming machine 10 of this embodiment, the third display object (516) includes at least a first object (hippopotamus symbol 516b1, elephant symbol 516b2, or rhinoceros symbol 516b3) and a second object (tiger symbol 516b4, bear symbol 516b5, or lion symbol 516b6). The period during which the first object (516b1, 516b2, 516b3) changes its form (e.g., 3 × ΔT) and the period during which the second object (516b4, 516b5, 516b6) changes its form (e.g., 5 × ΔT) may be different.

[0250] This allows the third display (516) to change its behavior (speed of movement) according to the progress of the performance (reach performance), thereby improving the performance effect and further enhancing the enjoyment of the game.

[0251] Further, the gaming machine 10 according to the modification of the present embodiment includes a transmission part (warp path 600) that overlaps with the display area of the display device 41, and at least a part of the fourth display object (516d) is visible through the transmission part (600).

[0252] Thereby, from the viewpoint of achieving the intended purpose (for example, the purpose of guiding the game ball), it is possible to visually recognize the fourth display object (516d) displayed on the display device 41 through the constituent member of the gaming machine 10 having transparency. For this reason, without changing the display method of the fourth display object (516d), a visual effect different from the case where the player does not pass through the transmission part (600) (such as a difference in appearance due to a difference in refractive index) can be given, and the variation of the production by the display of the fourth display object (516d) can be increased. That is, the transmission part (600) provided in a state of overlapping the display area of the display device 41 for a different purpose from the above-described production can contribute to improving the production effect by the display of the fourth display object (516d).

[0253] Furthermore, in the gaming machine 10 of the present embodiment, it is possible to execute a specific production (screen displacement production: FIGS. 5(A) to 5(C)) for displacing the display area of the display device 41. During the execution of the specific production, the periodic operation of the first display object (510a) and the periodic operation of the second display object (512a) can be executed in the displaced display area.

[0254] [[ID=​​​​​​​​​​Figure 10 shows the screen transitions in the third part of the reach animation Pr according to this embodiment. In the screen transitions in Figures 10(A) to 10(H), as in Figures 5(A) to 5(H), the screen transitions from one screen to the next each time the aforementioned unit transition time Δt has elapsed.

[0257] In the third part of this embodiment, the period of operation of the page section 516a (picture book operation period T) P This differs from the first embodiment in that the display is identical to that of the second part. More specifically, in the third part of this embodiment, as shown in Figures 10(A) to 10(D), starting from a state in which the tiger pattern 516b4 is displayed on the page section 516a (screen in Figure 10(A)), the page turning operation of the page section 516a (the operation in which the object in the switching pattern section 516b switches from the tiger pattern 516b4 to the bear pattern 516b5) is performed over the time required for a screen transition of four frames (unit transition time Δt × 3), similar to the second part (Figures 10(A) to 10(F)).

[0258] In other words, in the third part of this embodiment, by making the speed of the page turning operation of the page section 516a the same as in the second part, the operation of the page section 516a (the switching of objects in the switching pattern section 516b) can be made to proceed more quickly, thereby shortening the presentation time. This also satisfies the needs of players who prefer shorter presentation times.

[0259] Furthermore, depending on the situation, a configuration may be adopted that allows for the selective execution of the third part of this embodiment (Figure 10) and the third part of the first embodiment (Figures 7 and 8). For example, the third part of the first embodiment may be applied in the normal game state, and the third part of this embodiment may be applied in a specific game state (time-saving state, RUSH state, or probability variation state). This makes it possible to realize the same type of reach animation Pr in each game state while satisfying the requirements regarding the length of each animation.

[0260] [Effects of the second embodiment] In this embodiment, a gaming machine 10 capable of displaying display objects (510, 512, 514, 516) is provided. In this gaming machine 10, the display objects include a first display object (left character part 510a) that operates periodically, a second display object (right character part 512a) that operates periodically, and a third display object (picture book object 516) that operates periodically. The period in which the first display object (510a) operates is (left character period T CL ) and the period in which the third display object (516) operates (picture book operation period T P ) may differ from the period during which the second display object (512a) operates (right character period T CR ) and the period (T) in which the third indicator (516) operates. P Unlike the above, it is possible to interrupt the operation of the third display object (516), and in response to the interruption, it is possible to display the fourth display object (star-shaped effect 516d).

[0261] In particular, in the gaming machine 10 of this embodiment, the third display object (516) includes at least a first object (hippopotamus symbol 516b1, elephant symbol 516b2, or rhinoceros symbol 516b3) and a second object (tiger symbol 516b4, bear symbol 516b5, or lion symbol 516b6). The period (e.g., 3 × ΔT) during which the first object (516b1, 516b2, 516b3) changes its form and the period (e.g., 3 × ΔT) during which the second object (516b4, 516b5, 516b6) changes its form can be synchronized.

[0262] This allows the third display (516) to be displayed in a visually different manner from the first display (510a) and the second display (512a), providing variation in the visual effects given to the player. This helps to prevent the performance from becoming monotonous. Furthermore, the fourth display (516d) is displayed in conjunction with the interruption of the operation of the third display (516) (a temporary stop with the expectation of resuming the operation or a continuous stop without the expectation of resuming the operation). This prevents a situation where a player who sees the interruption of the operation of the third display (516) while the first display (510a) and the second display (512a) are operating may mistakenly believe that the performance using each display (for example, a reach performance Pr) has ended (for example, mistakenly believing that the reach state has ended with a loss).

[0263] Furthermore, regardless of the progress of the performance (reach performance), the manner in which the third display object (516) operates (speed of operation) can be kept constant, allowing for appropriate adjustment of the time required for the performance.

[0264] [Third Embodiment] Figure 11 shows the screen transitions of the reach animation Pr (especially the second part) according to this embodiment. In the screen transitions of Figures 11(A) to 11(H), as in Figures 5(A) to 5(H), the transition from one screen to the next occurs each time the aforementioned unit transition time Δt has elapsed.

[0265] In the reach animation Pr according to this embodiment, the display modes of the left symbol display unit 510 and the right symbol display unit 512 differ from those of the first or second embodiment.

[0266] In particular, the left symbol display section 510 displays a left decorative section 510c in addition to the left symbol character section 510a and the left symbol number section 510b. The left decorative section 510c is configured as a needle-shaped object that extends to the right of the screen with the left symbol number section 510b as its base. Furthermore, the left decorative section 510c and the left symbol number section 510b are displayed in a manner that operates periodically in accordance with screen transitions.

[0267] More specifically, the left decorative element 510c is displayed in a manner that, along with the screen transitions from Figure 11(A) to Figure 11(C), displaces (operates) from a first position state extending towards the upper right of the screen (see Figure 11(A)), through a second position state extending approximately horizontally to the right of the screen (see Figure 11(B)), to a third position state extending towards the lower right of the screen (see Figure 11(C)). Furthermore, along with the screen transitions from Figure 11(C) to Figure 11(E), the left decorative element 510c is displayed in a manner that, along with the screen transitions, returns (operates) from the third position state to the first position state via the second position state. The left decorative element 510c is then displayed in the same manner of operation during screen transitions from Figure 11(E) onward. In other words, the left decorative element 510c is displayed in a manner that operates with a period equivalent to a unit transition time Δt × 4. Hereafter, the period in which the left decorative element 510c operates will be referred to as the "left decorative element period T DL It is called "".

[0268] Furthermore, in this embodiment, the left design number section 510b (more specifically, the rectangular object surrounding the number "1") is displaced (moves) in accordance with the movement of the left decorative section 510c. More specifically, the left symbol number section 510b takes on its basic shape (see Figure 11(A)) when the left decorative section 510c takes on the first position state, takes on a first reduced shape (see Figure 11(B)) which is the width of the basic shape reduced when the left decorative section 510c changes from the first position state to the second position state, takes on a second reduced shape (see Figure 11(C)) which is the width of the first reduced shape further reduced when the left decorative section 510c changes from the second position state to the third position state, returns from the second reduced shape to the first reduced shape (see Figure 11(D)) when the left decorative section 510c returns from the third position state to the second position state, and returns from the first reduced shape to the basic shape (see Figure 11(E)) when the left decorative section 510c returns from the second position state to the first position state. The left symbol number section 510b is displayed in the same manner during screen transitions from Figure 11(E) onward. In other words, the left symbol number section 510b is displayed in a manner that operates (more specifically, expands and contracts) in a period equivalent to a unit transition time Δt × 4, similar to the left decorative section 510c. In the following, the period in which the left symbol number section 510b operates will be referred to as the "left number period TNL It is called "".

[0269] In this embodiment, the right symbol display section 512 displays a right symbol character section 512a and a right symbol number section 512b, as well as a right decorative section 512c. The right decorative section 512c is configured as a needle-shaped object extending to the left of the screen with the right symbol number section 512b as its base. Furthermore, the right decorative section 512c and the right symbol number section 512b are displayed in a manner that operates periodically in accordance with screen transitions.

[0270] In particular, the right decorative element 512c is displayed in a manner that, along with the screen transitions from Figure 11(A) to Figure 11(C), displaces (operates) from a fourth position state extending towards the upper left of the screen (see Figure 11(A)), through a fifth position state extending approximately horizontally to the left of the screen (see Figure 11(B)), to a sixth position state extending towards the lower left of the screen (see Figure 11(C)). Furthermore, the right decorative element 512c is displayed in a manner that, along with the screen transitions from Figure 11(C) to Figure 11(E), returns (operates) from the sixth position state to the fourth position state via the fifth position state. The right decorative element 512c is then displayed in the same manner of operation during screen transitions from Figure 11(E) onward. That is, the right decorative element 512c is displayed in a manner that operates with a period corresponding to a unit transition time of Δt × 4. In the following, the period during which the right decorative part 512c operates is referred to as "right decorative part period T". DR It is called "".

[0271] Furthermore, in this embodiment, the right-hand figure number section 512b (more specifically, the rectangular object surrounding the number "1") is displaced (moves) in accordance with the movement of the right-hand decorative section 512c. More specifically, the right-hand symbol number section 512b takes on its basic shape (see Figure 11(A)) when the right-hand decorative section 512c takes on the fourth position state, takes on a third reduced shape (see Figure 11(B)) which is a reduced width of the basic shape when the right-hand decorative section 512c changes from the fourth position state to the fifth position state, takes on a fourth reduced shape (see Figure 11(C)) which is a further reduced width of the third reduced shape when the right-hand decorative section 512c changes from the fifth position state to the sixth position state, returns from the third reduced shape to the second reduced shape (see Figure 11(D)) when the right-hand decorative section 512c returns from the sixth position state to the fifth position state, and returns from the second reduced shape to the basic shape (see Figure 11(E)) when the right-hand decorative section 512c returns from the fifth position state to the fourth position state. The right-hand symbol number section 512b is displayed in the same manner during screen transitions from Figure 11(E) onward. In other words, the right-hand symbol number section 512b is displayed in a manner that operates (more specifically, expands and contracts) in a period equivalent to a unit transition time Δt × 4, similar to the right-hand decorative section 512c. In the following, the period in which the right-hand symbol number section 512b operates will be referred to as the "right-hand number period T NR It is called "".

[0272] In this embodiment, the left character period T related to the left character portion 510a is also present. CL (=2×Δt) and the period T of the left decorative part related to the left decorative part 510c DL Or the left digit period T related to the left symbol digit section 510b NL (=4×Δt) and are mutually different, and the right character period T related to the right character part 512a CR (=2×Δt) and the period T of the right decorative part related to the right decorative part 512c DR Or the right number period T related to the right symbol number section 512b NR (=4×Δt) and the screen display are shown in mutually different ways. That is, a visual gap can be created between the movement of each character and the movement of each decorative part or each number part in each of the left and right pattern display sections, thereby enhancing the effect of the presentation.

[0273] In addition, in the present embodiment, the left decoration part period T DL or the left number period T NL , and the right decoration part period T DR or the right number period T NR is also different from the picture book operation period T P . As a result, a visual gap is also generated between the operations of the left decoration part 510c and the left pattern number part 510b, and between the operations of the right decoration part 512c and the right pattern number part 512b and the scrolling operation of the page part 516a, so that the production effect can be enhanced.

[0274] In particular, by making the period of the operation of the left decoration part 510c or the left pattern number part 510b in the left pattern display part 510 (the left decoration part period T DL or the left number period T NL ) longer than the left character period T[[ID=2|0]] CL related to the left character part 510a of the left pattern character part 510a, the player can be made to recognize that the left pattern character part 510a operates faster than the left decoration part 510c or the left pattern number part 510b, and a sense of jumping can be given to the display of the character (each animal in the present embodiment) represented by the left pattern character part 510a, and the production effect can be improved. Note that the relationship between the right decoration part period T DR or the right number period T NR and the right character period T CR is the same.

[0275] In the present embodiment, mainly, in the second part of the reach effect Pr, the modes of operating the left decoration part 510c, the left pattern number part 510b, the right decoration part 512c, and the right pattern number part 512b have been described, but the modes of operating these parts may also be applied to the first part or the third part.

[0276] Furthermore, as described above, a display mode may be adopted in which the left decorative part 510c of the left symbol display unit 510 is operated while the shape of the left symbol number part 510b is not changed (the left symbol number part 510b is not enlarged or reduced). Similarly, a display mode may be adopted in which the right decorative part 512c of the right symbol display unit 512 is operated while the shape of the right symbol number part 512b is not changed (the right symbol number part 512b is not enlarged or reduced). Moreover, a display mode may be adopted in which the shape of the left symbol number part 510b is enlarged or reduced without displaying the left decorative part 510c of the left symbol display unit 510. Similarly, a display mode may be adopted in which the shape of the right symbol number part 512b is enlarged or reduced without displaying the right decorative part 512c of the right symbol display unit 512.

[0277] Furthermore, in this embodiment, the period T of the left decorative part DL or left digit period T NL Left character period T CL An example of making it longer than that was explained. On the other hand, the left decorative part period T DL or left digit period T NL Left character period T CL By making it shorter, different visual effects can be achieved. Similarly, the period T of the right decorative part DR or right digit period T NR Right character period T CR It can be even shorter.

[0278] [Differentiation] Based on the display mode of the display device 41 in the third embodiment, the characters of the switching pattern section 516b (hippopotamus pattern 516b1, elephant pattern 516b2, or rhinoceros pattern 516b3) are displayed in a manner in which they operate periodically. More specifically, the character "hippopotamus" of the hippopotamus pattern 516b1, the character "elephant" of the elephant pattern 516b2, or the character "rhinoceros" of the rhinoceros pattern 516b3 are displayed as moving on the page section 516a. Furthermore, the movement (operation cycle) of each of these characters is synchronized with the movement (operation cycle) of the character "lion" related to the left pattern character section 510a and the right pattern character section 512a.

[0279] This creates a visual gap between the speed of movement of the character in the switching pattern section 516b and the speed of movement of the left pattern character section 510a or the right pattern character section 512a, thereby enhancing the visual effect. Furthermore, the movement of the left decorative section 510c or the left pattern number section 510b will not be synchronized with the movement of any of the characters in each character section 510a and the switching pattern section 516b. In addition, the movement of the right decorative section 512c or the right pattern number section 512b will not be synchronized with the movement of any of the characters in each character section 510a and the switching pattern section 516b. As a result, the movements of the left decorative section 510c, the left pattern number section 510b, the right decorative section 512c, and the right pattern number section 512b can be made more prominent, enhancing the visual effect.

[0280] Alternatively, instead of, or in conjunction with, the character in the switching symbol section 516b may be replaced with a display in which the numerical part of the switching symbol section 516b operates periodically in the same manner as the character.

[0281] [Effects of the third embodiment or its modified form] In this embodiment, a gaming machine 10 capable of displaying display objects (510, 512, 514, 516) is provided. In this gaming machine 10, the display objects include a first display object (left character part 510a) that operates periodically, a second display object (right character part 512a) that operates periodically, and a third display object (picture book object 516) that operates periodically. The period in which the first display object (510a) operates is (left character period T CL ) and the period in which the third display object (516) operates (picture book operation period T P ) may differ from the period during which the second display object (512a) operates (right character period T CR ) and the period (T) in which the third indicator (516) operates. P Unlike the above, it is possible to interrupt the operation of the third display object (516), and in response to the interruption, it is possible to display the fourth display object (star-shaped effect 516d).

[0282] In particular, in the gaming machine 10 of this embodiment, the display further includes a sixth display (left symbol number section 510b, left decorative section 510c, right symbol number section 512b, right decorative section 512c) that operates periodically. The period in which the first display (510a) operates is (T CL ) and the period in which the sixth display element (510b, 510c) operates (left decorative part period T) DL or left digit period T NL ) may differ. Also, the period (T) in which the second display object (512a) operates may differ. CR ) and the period in which the sixth display element (512b, 512c) operates (right decorative part period T) DR or right digit period T NR ) may differ. Furthermore, the period (T) in which the third indicator (516) operates may also differ. P ) and the period (T) in which the sixth display object (510b, 510c, 512b, 512c) operates. DL ,T NL ,T DR ,T NR ) may differ from this.

[0283] This allows the third display (516) to be displayed in a visually different manner from the first display (510a) and the second display (512a), providing variation in the visual effects given to the player. This helps to prevent the performance from becoming monotonous. Furthermore, the fourth display (516d) is displayed in conjunction with the interruption of the operation of the third display (516) (a temporary stop with the expectation of resuming the operation or a continuous stop without the expectation of resuming the operation). This prevents a situation where a player who sees the interruption of the operation of the third display (516) while the first display (510a) and the second display (512a) are operating may mistakenly believe that the performance using each display (for example, a reach performance Pr) has ended (for example, mistakenly believing that the reach state has ended with a loss).

[0284] In particular, by having the operating cycles of the sixth display object (510b, 510c, 512b, 512c) differ from those of the first display object (510a), the second display object (512a), and the third display object (516), a visual gap can be created between the operations of each of these display objects, thereby enhancing the visual effect.

[0285] Also, the period of operation of the sixth display object (510b, 510c, 512b, 512c) (T DL ,T NL ,T DR ,T NR ) is the period of operation of the first display object (510a) (T CL ), and the period of operation of the second display object (512a) (T CR It can be longer than either of the following.

[0286] This allows the movement of the sixth display object (510b, 510c, 512b, 512c) to be slowed down relative to the movement of either the first display object (510a) or the second display object (512a), thereby adding dynamism to the display of the first display object (510a) and the second display object (512a) and improving the overall effect.

[0287] Furthermore, in the modified version of the gaming machine 10, the display further includes a seventh display (the character of the switching symbol section 516b) that operates periodically. The period in which the first display (510a) operates is T CL ), the period (T) in which the second display object (512a) operates. CR The operating periods of the first display object (510a), the second display object (512a), and the seventh display object may be synchronized with each other, and even if the operating periods of the first display object (510a), the second display object (512a), and the seventh display object are synchronized with each other, the operating period of the sixth display object (510b, 510c, 512b, 512c) will not be synchronized with this.

[0288] This creates a visual gap between the speed of movement of the seventh display and the speed of movement of the first display (510a) or the second display (512a), thereby enhancing the visual effect. Furthermore, the sixth display (510b, 510c, 512b, 512c) will not be synchronized with the movement of the first display (510a), the second display (512a), or the seventh display. In addition, the movement of the right decorative section 512c or the right symbol number section 512b will not be synchronized with the movement of the characters in each character section 510a and the switching symbol section 516b. As a result, the movement of the sixth display (510b, 510c, 512b, 512c) can be made more prominent, enhancing the visual effect.

[0289] [Other variations] Variations not mentioned in the above explanation are summarized below. (I) The left character part 510a, the right character part 512a, and the picture book object 516 described in each of the above embodiments are examples of the "first display object," the "second display object," and the "third display object," respectively, and can be changed as appropriate. For example, as the "first display object" and the "second display object," any image (animated image of a person, animal, or object) whose respective forms change periodically during a predetermined performance may be applied. Also, as the "third display object," any image (a button image in so-called operation prompt images, a text image such as PUSH, and / or an auxiliary image such as an arrow) that operates at a different cycle than the "first display object" and the "second display object" during the above performance in which they are displayed may be applied.

[0290] (II) Furthermore, the hippopotamus pattern 516b1, elephant pattern 516b2, or rhinoceros pattern 516b3, and the tiger pattern 516b4, bear pattern 516b5, or lion pattern 516b6 described in each of the above embodiments are examples of the "first object" and the "second object," respectively, and can be changed as appropriate. For example, the "first object" and the "second object" may be mutually different images (images that move periodically) that are displayed according to the differences in how the player operates the control unit (differences in how the control unit such as buttons is operated, or differences in the objects of operation such as buttons and levers) when an operation guidance image is applied as the "third display object."

[0291] (III) The star-shaped effect 516d and the line effect 516c described in each of the above embodiments are examples of the "fourth display" and the "fifth display," respectively, and can be changed as appropriate. For example, any preview image or effect (especially one that is displayed in response to a button operation by a player, etc.) may be applied as the "fourth display." Also, various effects that are displayed around or inside the button image in the operation prompt image may be applied as the "fifth display."

[0292] (IV) The warp path 600 described in the second embodiment above is an example of a "transparent section" and can be changed as appropriate. In particular, any component of the gaming machine 10 (such as a light guide plate or other glass component) that overlaps with at least a part of the screen (display area) of the display device 41 but allows at least a part of the display object (especially the fourth display object) displayed in the display area to be visible can be used as a "transparent section".

[0293] (V) The left decorative section 510c, left symbol number section 510b, right symbol number section 512b, or right decorative section 512c described in the third embodiment above are examples of the "sixth display object" and can be changed as appropriate. For example, other objects (such as small symbols or fourth symbols) that are displayed in the display device 41 to operate periodically may be applied as the "sixth display object".

[0294] (VI) In each of the above embodiments, an example was described in which the display device 41 displays each display item in a predetermined operating manner during the reach performance Pr. On the other hand, the display of each display item in the manner described in each of the above embodiments can also be applied during performances other than the reach performance Pr (such as during so-called pseudo-consecutive performances or other pre-announcement performances), with appropriate modifications.

[0295] (VII) Furthermore, the “display items” are not limited to those displayed on the display device 41 (main display). For example, in addition to those displayed on the main display, the illumination of LEDs in a unified display device 50 controlled by the game control device 100 (main board, main board) may be applied as “display items”. In this case, the periodic operation of the “display items” can be applied to the periodic change in illumination of the LEDs constituting the unified display device 50 (repeating of a predetermined pattern of on and off). Also, the illumination of performance LEDs 46 (decorative LEDs provided around or on the frame of the display device 41) and / or the illumination of fourth symbol LEDs (LEDs provided around the display device that illuminate and extinguish in synchronization with the change in symbols) controlled by the performance control device 300 may be applied as “display items”. In particular, in this case, the periodic operation of the “display items” can be applied to the periodic change in illumination of the performance LEDs 46 and / or fourth symbol LEDs (repeating of a predetermined pattern of on and off).

[0296] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. In addition, although the above embodiments described an example in which the game machine 10 is composed of a sealed-type pachinko machine (smart pachinko machine), the above embodiments may also be applied to ordinary pachinko machines that are not sealed-type. Furthermore, for example, the present invention can be applied not only to pachinko machines but also to other types of game machines (such as slot machines). The scope of the present invention is indicated by the claims, and it is intended that all modifications within the meaning and content equivalent to the claims are included.

[0297] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In the case of sealed slot machines (so-called smart slots), the game medium may be numerical data instead of medals, and the above-mentioned number of medals paid out, number of medals inserted, and difference in medals may also be just numerical data. [Explanation of Symbols]

[0298] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General-purpose starting gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)

Claims

1. A gaming machine capable of displaying information, The aforementioned display is A first display that operates periodically, A second display that operates periodically, It comprises a third display that operates periodically, The operating period of the first display object and the operating period of the third display object may be different. The operating period of the second display and the operating period of the third display may be different. The operation of the third display object can be interrupted, and the fourth display object can be displayed in response to the interruption. The aforementioned third display is It includes at least a first object and a second object, A gaming machine characterized in that the period during which the first object changes its form may be different from the period during which the second object changes its form.

2. A gaming machine capable of displaying information, The aforementioned display is A first display that operates periodically, A second display that operates periodically, It comprises a third display that operates periodically, The operating period of the first display object and the operating period of the third display object may be different. The operating period of the second display and the operating period of the third display may be different. The operation of the third display object can be interrupted, and the fourth display object can be displayed in response to the interruption. The aforementioned third display is It includes at least a first object and a second object, A gaming machine characterized in that the period during which the first object changes its form and the period during which the second object changes its form can be synchronized.