Gaming machine

JP2026143875APending Publication Date: 2026-09-09NEWGIN KK
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Patent Information

Application Number
JP2025030826
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-02-28
Publication Date
2026-09-09

AI Technical Summary

Benefits of technology

【0007】 本発明の一形態によれば、遊技の興趣を向上できる。

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Abstract

To enhance the enjoyment of the game. [Solution] In a gaming machine equipped with a display device capable of displaying a game, and capable of executing a special game when the game result is a special result, the machine is equipped with sound output means capable of changing the output mode of game-related sounds, the display device is capable of displaying a video related to the motif of the game, and when the first variation content is executed in the game while the video is being displayed, the display device can hide the video and display a preview effect that foreshadows the likelihood of the game result being a special result, and when the second variation content, which is different from the first variation content, is executed in the game while the video is being displayed, the display of the video can be continued, and when the preview effect is displayed in the first variation content, the presentation mode or execution probability of the preview effect differs depending on whether the conditions for changing the sound output mode are met, and when the first variation content is not executed in the game while the video is being displayed, the video can be hidden.
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Description

[Technical Field]

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

[0002] Conventionally, there has been known a gaming machine capable of executing game-related effects (for example, Patent Document 1). [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Patent Laid-Open No. 2015-221239 [Brief Summary of the Invention] [Problem to be Solved by the Invention]

[0004] However, conventional gaming machines still leave room for improving the entertainment interest of games.

[0005] Therefore, an object of the present invention is to improve the entertainment interest of games. [Means for Solving the Problem]

[0006] In a typical embodiment of the present invention, a gaming machine is provided with a display device capable of displaying a game, and a special game can be executed when the result of the game is a special result, and the machine is provided with sound output means capable of changing the output mode of sounds related to the game, the display device is capable of displaying a video related to the motif of the game, and when a first variation is executed in the game while the video is being displayed, the video can be hidden and a preview effect that foreshadows the likelihood that the result of the game will be the special result can be displayed, when a second variation different from the first variation is executed in the game while the video is being displayed, the display of the video can be continued, and when the preview effect is displayed in the first variation, the effect mode or execution probability of the preview effect differs depending on whether the conditions for changing the sound output mode are met, and when the first variation is not executed in the game while the video is being displayed, the video can be hidden. [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 a game machine's performance control system. [Figure 5] This is a screen transition diagram showing the display screens of a device in chronological order, and is an example of the screen transitions when setting sound output or selecting video display. [Figure 6] This is an example of screen transitions when a preview effect is executed in the Special Feature 1 variation game while a video is being displayed. [Figure 7] This is an example of screen transitions when the Special Feature 2 variable game is executed while a video is being displayed. [Figure 8]This is an example of screen transitions when the Special Feature 1 variable game is executed continuously while a video is being displayed. [Figure 9] This is an example of a screen transition when the system enters a customer waiting state while a video is being displayed. [Modes for carrying out the invention]

[0009] [Embodiment] Hereinafter, preferred embodiments of the present invention will be described 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 FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front surface of the game board 30 is attached thereto. The cover glass 14 functions as a game visual recognition area that allows visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.

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

[0014] Various frame constituent members are disposed on an edge portion around the cover glass 14 of the glass frame 15.

[0015] Decoration devices 18a, 18b, 18c capable of producing light emission effects in accordance with a game state are disposed on an upper portion, a right side portion, and a left side portion of the glass frame 15. The decoration devices 18a, 18b, 18c each accommodate an illumination member such as an effect LED 46 (see FIG. 4) therein, and are effect devices that perform light emission effects in accordance with the game state. These decoration devices 18a, 18b, 18c together constitute a frame decoration device 18.

[0016] Upper speakers 19a are respectively disposed at an upper right corner portion and an upper left corner portion of the glass frame 15. Separately from these upper speakers 19a, a lower speaker 19b is provided at a lower portion of the gaming machine 10. The lower speaker 19b is disposed at a lower portion of the front frame 12. These upper speakers 19a and lower speakers 19b serve as sound output means and emit sound effects, alarm sounds, notification sounds, and the like.

[0017] The performance operation device is an operation device located on an operation panel extending left and right at the lower part of the glass frame 15, and includes a performance button 25 and a direction key switch 450. In addition, an earphone output terminal 19c (sound output means, earphone jack, audio output interface) to which an earphone can be connected is provided at an end (e.g., the right end) of the performance operation device.

[0018] The performance button 25 includes a built-in performance button switch 25a (see FIG. 4) that detects that a pressing operation has been performed. A plurality of performance buttons 25 may be provided. The direction key switch 450 (direction key SW) may be a cross key switch, and may be a general one composed of a plurality of (e.g., four) switches arranged in front, rear, left, right directions, etc. For the direction key switch 450, for example, the two left and right switches adjust the light quantity (luminance, brightness) of the effect LED 46 by increasing / decreasing (+ / -) the light quantity, and the two front and rear switches adjust the volume of the speaker 19 (the upper speaker 19a and the lower speaker 19b) by increasing / decreasing (+ / -) the volume. In addition, the direction key switch 450 can also be used to set customization contents, for example, by selecting a menu item displayed on the display device 41. The direction key switch 450 may have not only the left-right and front-rear switches but also a button switch at the center. In the direction key switch 450, each switch corresponding to the left, right, front, rear, etc. can generate a detection signal indicating an on / off state. It should be noted that the gaming machine 10 may include, independently of the direction key switch 450, a light quantity adjustment switch that adjusts the light quantity of the effect LED 46 and a switch that adjusts the volume of the speaker 19.

[0019] When a player operates the performance operation device (particularly the performance button 25), an effect involving the player's operation can be performed in a special symbol variable display game or the like displayed on the display device 41. For example, it is possible to select an effect pattern (effect mode) or execute a notice effect that notifies the result of the variable display game in advance. It should be noted that the variable display game includes a special symbol variable display game, and when simply referred to as a variable display game, it refers to the special symbol variable display game in this specification unless otherwise specified.

[0020] Furthermore, the display content 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 display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area. If there are other displays capable of displaying images in addition to the display device 41, the display device 41 may function as the main display (primary display), and the other displays may function as sub-displays (auxiliary displays). For example, the sub-display may be smaller in size than the display device 41, be movable from near the periphery of the display device 41 to near the center in front as part of the performance, and can also function as a performance movable object 44 (movable mechanism, see Figure 4).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0082] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time 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 at its maximum) when the results of gameplay during the day's operation of the amusement parlor (day's operation of the amusement machine 10) are obtained. The counting counter (which may also be called a reference value counter), which is a counter for counting MY, basically counts the value obtained by subtracting the number of balls dispensed (number of balls out) from the number of safe balls (number of safe balls - number of balls dispensed), but if the counting counter is 0, it does not subtract even if there are balls dispensed (out) (counter value ≥ 0). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the operating conditions may be other. For example, condition (1) could be set to the number of safe balls or a specific number of balls (number of safe balls - number of balls dispensed) reaching a standard value. Also, condition (2) could be set to the special variable prize winning device not being activated, or the large prize winning opening not being open.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a jackpot (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support jackpot) without being caused by a jackpot (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games (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] 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).

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

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

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

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

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

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

[0171] [Sound output settings and video display] Figure 5 is a screen transition diagram showing the display screens of the display device in chronological order, and is an example of the screen transitions when setting sound output or selecting video display.

[0172] In (a), the variable display game is not being played, and the display screen of the display device 41 shows a waiting screen corresponding to the waiting status.

[0173] The display screen of the display device 41 is provided with multiple variable display areas 610 (left area 610A, right area 610B, middle area 610C), a variable display area 615, and a start memory display area (predetermined area 640, first hold display area 630a, second hold display area 630b). The decorative special symbols (identification information, large symbols (symbols)) of the variable display area 610, name left symbol A, name right symbol B, and name middle symbol C, and the small symbols of the variable display area 615 are displayed as stopped ("213").

[0174] The Special Feature 1 Reserved Count Display Unit 650 and the Special Feature 2 Reserved Count Display Unit 660 display the number "0" indicating the number of reserved balls for Special Feature 1 and the number "0" indicating the number of reserved balls for Special Feature 2, respectively, while the first reserved ball display unit 630a and the second reserved ball display unit 630b do not display any reserved balls. The first reserved ball display unit 630a displays a reserved ball corresponding to the start memory of the main variable display game (the first start memory of the Special Feature 1 variable display game in Figure 5) when the game is in a normal play state. The second reserved ball display unit 630b displays a reserved ball corresponding to the start memory of the secondary variable display game (the second start memory of the Special Feature 2 variable display game in Figure 5) when the game is in a normal play state.

[0175] Additionally, the display screen shows, for example, a directional key switch image 717 and a game setting item display 730 at the top of the variable display area 610.

[0176] The directional key switch image 717 guides or suggests that the directional key switch 450 (directional key SW, cross key switch) can be operated, and also functions as an image for an operation-promoting effect that encourages operation of the directional key switch 450.

[0177] Near the directional key switch image 717, indicators are displayed to guide or suggest the operation of the left and right switches of the directional key switch 450 (for example, the word "Switch") and to guide or suggest the operation of the forward and backward switches (for example, the word "Select"). In this way, explanations of the functions that change depending on the operation of each switch of the directional key switch 450 are displayed together with the directional key switch image 717, making it easier for players to understand how to operate the directional key switch 450.

[0178] The in-game settings display 730 shows text (information) such as "Volume 3" in an oval frame before the directional key switch 450 is operated, to indicate that it is customizable. Note that the oval frame may only display "Volume" or "Volume Setting," and it is not necessary to display intensity indicators (level indicators) such as "3" or "Lv3."

[0179] Furthermore, the in-game setting item display 730 also functions as a visual effect related to the operation of the directional key switches 450. When each switch of the directional key switches 450 is operated, the display of the selected setting item within the oval frame changes. Note that the display of the selected setting item can change not only when the customer waiting screen is displayed, but also when a variable display game is in progress, allowing for customization.

[0180] For example, the settings can be switched sequentially (forward order) each time one of the two switches on the left and right of the directional key switch 450 is operated, such as "Pre-read illumination on" → "Vibration off" → "Premium off" → "Chance off" → "Volume Lv3" → "Brightness Lv2", and the display can be switched in reverse order each time the other switch is operated. For example, the pre-read effect is an entry effect that can be executed when a game ball enters each entry slot, with the effect buttons and effect LED 46 lighting up and effect sounds being produced. The button vibration effect is an effect where the effect button 25 vibrates in accordance with the effect. The premium up mode is a mode in which premium effects are more likely to occur. The pre-read chance effect allows you to choose whether to perform the pre-read effect when there is a high expectation that the result of the variable display game will be a win (big win, small win). When the pre-announcement chance effect is turned off, not only will the effect buttons and effect LED 46 light up, the effect sounds and effect button 25 vibrate, but also the effects on the display screen will not be executed when a game ball enters each prize slot.

[0181] Furthermore, each time one of the two switches on the directional key switch 450 (front / back or up / down) is operated, the content of the currently displayed setting item is selected and set. Specifically, each time one of the two switches on the directional key switch 450 is operated, the setting items are selected in the following order (forward): "Pre-read light on" or "Pre-read light off" for the pre-read effect (winning effect), "Vibration on" or "Vibration off" for the button vibration effect, "Premium on" or "Premium off" for the premium up mode, "Chance on" or "Chance off" for the pre-read chance effect, "Volume Lv*" for the volume, and "Brightness Lv*" for the brightness. Each time the other switch is operated, the settings are selected in the reverse order. Here, * represents a number from 1 to 5. The front and back of the directional key switch 450 correspond to up and down in the directional key switch image 717.

[0182] Additionally, the display screen can show the effect button image 680 and text such as "Menu". The effect button image 680 is an image that guides (suggests, explains) the player that they can access the menu display screen by pressing the effect button 25. When the player presses the effect button 25, the display screen transitions to the menu display screen shown in (i).

[0183] (i) is a display screen showing the menu display screen. The menu display screen shows a menu 715 for making various settings, a directional key switch image 717 that indicates that the directional key switch 450 can be operated, and a selection confirmation image 719 that indicates that the selected item can be confirmed by pressing the performance button 25. The player can select a menu item by operating the directional key switch 450 and confirm the selected menu by pressing the performance button 25. Alternatively, instead of the performance button 25, a button may be provided in the center or near the directional key switch 450, and the selected menu may be confirmed when pressed.

[0184] Menu 715 displays selectable options such as customization (effect customization), sound output settings, volume / brightness, and initialization. The selected object (e.g., sound output settings) is displayed in a different manner from other objects (high brightness, thick border, different color, animation, etc.). Additionally, the video display in Menu 715 is unavailable when the sound output setting is set to speaker output, and is displayed in a different manner from other selectable objects (low brightness, diagonal lines, different color (e.g., gray), etc.).

[0185] In the customization section, you can configure various effects such as "Pre-read light on," "Vibration on," "Premium on," and "Chance on" (ON / OFF settings and selections). In the volume and brightness adjustment section, you can adjust the volume and brightness of the display screen, and the initialization function returns the settings made in menu 682 to their default (initial) state. When the player selects and confirms a sound output setting, the display screen transitions to the sound output setting screen shown in (u).

[0186] (u) is the display screen showing the sound output settings screen. In the sound output settings, you can select either speaker output settings, which output sound from speaker 19, or earphone output settings, which output sound from earphones. For example, if earphone output settings are selected, the player can hear the sound of the gaming machine 10 through the earphones by connecting earphones to the earphone output terminal 19c (see Figure 1) (wired connection). Alternatively, the gaming machine 10 and earphones can be connected wirelessly, and the sound of the gaming machine 10 can be output to the earphones. Furthermore, if "Back" 720 is selected, the display screen transitions to the menu display screen shown in (i), and if "Exit" is selected in menu 715 after earphone output settings have been selected, the display screen transitions to the menu display screen shown in (a2).

[0187] As shown in (a2), when the sound output setting is set to earphone output, the word "Earphones" will be displayed preferentially in the in-game setting item display 730. Alternatively, the display may be switched from "Earphones" to other setting items by operating each switch of the directional key switch 450.

[0188] Furthermore, when the sound output setting is set to earphone output, the sound effects of the game can be output through the earphones, and the error notification sound can be output through both speaker 19 and earphones. When the customer waiting screen is displayed with the earphone output setting, if the player presses the effect button 25, the display screen will transition to the menu display screen shown in (i2).

[0189] (i2) is the display screen that appears when the earphone output setting is selected and the menu display screen is shown. When the sound output setting is set to earphone output setting, the video display option in menu 715 becomes selectable and is displayed in the same manner as other selectable objects. Also, when the earphone output setting is selected, the word "Earphone" in the in-game setting item display 730 can continue to be displayed even when the menu display screen is shown. Then, when the player decides to select video display, the display screen transitions to the video display selection screen shown in (u2).

[0190] (u2) is the display screen where the video display selection screen is shown. On the video display selection screen, multiple video displays are displayed on the screen for selection. The video displays are videos related to the theme of the game, and for example, as a video display, it is possible to display a list of individual episodes of the original anime video of the title work of the machine, or original anime videos for the machine (original episodes, limited episodes). When the player decides to select one of the video displays, the video display is shown on the screen.

[0191] Next, with reference to Figures 6 and 7, we will describe how the selected video display is shown on the screen.

[0192] Figure 6 shows an example of screen transitions when a preview effect is executed in the Special Feature 1 variation game (Special Feature 1 variation display game, 1st variation content) while a video is being displayed.

[0193] (a2) is the same screen transition diagram as (a2) in Figure 5, and is the customer waiting screen immediately after the video display is selected and confirmed with the sound output setting set to earphone output.

[0194] Next, in (e), the video display 740 selected by the player is displayed as the first display element, in front of (on the upper layer) the variable display area 610. This priority display of the video display 740 makes it easier for the player to see, enhancing the enjoyment of the game. The video display 740 also displays the title of the video, such as "Keiji Episode 1," and the episode number as the first character display. As a result, the decorative special symbols displayed in the variable display area 610 become difficult to see due to the video display 740, but the variable display area 615, as the second display element, is displayed in a position that does not overlap with the video display 740 even while the video is being displayed. The small symbols in the variable display area 615 are displayed as the second character display, making it easier for the player to recognize when the reels are stopped or in the middle of reel spinning. Therefore, even when the video display 740 is being displayed, the visibility of the second character display does not decrease, making it easier for the player to recognize the information in the second character display. Furthermore, the second character display can include error messages such as "Please remove the ball."

[0195] Furthermore, video display 740 can only be displayed when the sound output setting is set to earphone output. Therefore, if the sound output setting is set to speaker output, it is not possible to transition to the video display selection screen and make a selection as described above in Figure 5(i), and thus video display 740 will not be displayed. In this way, by making video display 740 available only when the earphone output setting is enabled, it is possible to give players a different gameplay experience than usual, thereby enhancing the enjoyment of the game.

[0196] Furthermore, when the sound output setting is set to earphone output, the sound effects for pre-announcement effects and variable game sounds (e.g., dialogue, effect sounds, BGM) can be output from the earphones instead of the speaker 19. In this case, predetermined dialogue may be made available for output only when the earphone output setting is enabled. When a player is wearing earphones, the player can perceive the sound more easily compared to when the sound is output from the speaker 19, and players wearing earphones often have a higher interest in sound than average players. Therefore, by outputting predetermined dialogue, such as longer lines or original lines, players can experience a different kind of gameplay than usual, thereby increasing the enjoyment of the game. When the earphone output setting is enabled, the sound effects for pre-announcement effects and variable game sounds may be output from both the speaker 19 and the earphones. Also, when the output setting is set to speaker output, the sound is output from the speaker 19.

[0197] In (O), when a video is playing on the video display 740, if a ball enters the first starting prize slot 36 (starting prize slot 36) and the Special Feature 1 Variation Game (Special Feature 1 Variation Display Game) is executed, the decorative special symbol (large symbol) is displayed in a variation display area 610 in the center of the display screen (↓↓↓). The decorative special symbol is displayed in a semi-transparent and high-speed manner so as not to interfere with other effects, making it difficult to see. At the same time, as the Special Feature 1 Variation Game, the variation of the decorative special symbol (small symbol) is executed in the variation display area 615, where it is displayed as the second character display. In addition, the Special Feature 1 Variation Game is also executed on the Special Feature 1 display 51, and the special symbol is in the process of changing.

[0198] Furthermore, in the predetermined area 640, a variation icon 633 (variation indicator) is displayed to show that the symbols are changing due to the ongoing Special Feature 1 variation game. The variation icon 633 and the standby hold indicators (start memory indicators) (see (k) to (ku)) displayed in the first hold indicator unit 630a and the second hold indicator unit 630b have similar shapes and similar color change indicators, indicating a connection and continuity in their effects. Also, if there is a hold indicator in the first hold indicator unit 630a at the start of the variation in Special Feature 1, it moves one position to the right (hold shift), and the hold indicator at the far right of the first hold indicator unit 630a moves from the first hold indicator unit 630a to the predetermined area 640 (hold shift) to become the variation icon 633. Similarly, if there is a reserve display in the second reserve display unit 630b at the start of the variation display game in Special Feature 2, it will move one position to the left (reserve shift), and the reserve display at the left end of the second reserve display unit 630b will move from the second reserve display unit 630b to a predetermined area 640 (reserve shift) and become the variation icon 633.

[0199] In (k), while the video playback of the video display 740 is in progress, even if the decorative special symbols in the variable display area 610 enter a reach state (for example, "7↓7") during the special feature 1 variable game, the video display 740 is displayed in front of (on the upper layer) the variable display area 610, and the video continues to play. Also, for example, if a ball enters the first start opening (start prize opening 36) during the special feature 1 variable game, the standby prize display 634 is displayed in the first prize display unit 630a.

[0200] In (k), when a pre-announcement effect (for example, a group pre-announcement (group pre-announcement effect, pre-announcement effect) in which multiple characters 750 appear) begins in the latter half of the special feature 1 variable game, the video display 740 is stopped and hidden. In addition, the display method of the pre-announcement effect may be changed according to the expected probability that the special feature 1 variable game will result in a win (big win or small win). For example, if the probability is high, the number of multiple characters 750 displayed in the pre-announcement effect may be increased.

[0201] When the sound output setting is the earphone output setting, that is, when the condition for changing the sound output mode is satisfied, a counting sound is output from the earphone as a predetermined effect. Therefore, by listening to the counting sound, the player can enjoy the feeling of an increased number of dispensed game balls and enhance the interest of the game. In the case of the speaker output setting, or in the case where no earphone is connected even when the setting is the earphone output setting (when no earphone is connected), that is, when the condition for changing the sound output mode is not satisfied, the counting sound may be output from the speaker 19 as the predetermined effect. Therefore, the output of the counting sound as the predetermined effect can be performed in both cases where the condition for changing the sound output mode is satisfied and where the condition is not satisfied.

[0202] Further, when the earphone output setting is set by the player's operation, that is, when the condition for changing the sound output mode is satisfied, the mode of the advance notice effect may be made different from the normal mode (the mode of the advance notice effect when the speaker output setting is set). Further, when an earphone is connected to the earphone output terminal 19c, it may be regarded that the condition for changing the sound output mode is satisfied, and the earphone output setting may be automatically set. Note that even when no earphone is connected, if the earphone output setting is set by the player's operation, the condition for changing the sound output mode may be configured to be satisfied. For example, when the condition for changing the sound output mode is satisfied, outputting a special line (for example, a longer line or an original line) in the advance notice effect allows the player to experience a game different from usual. Further, when the condition for changing the sound output mode is satisfied, the execution probability (appearance rate) of the advance notice effect except when the expectation level is high may be lowered. By reducing the execution probability of the advance notice effect except when the expectation level is high, it becomes easier for the player to continue watching the video on the video display 740, and the advance notice effect is easily executed when the expectation level that the special figure 1 variable game will be a win is high, so the expectation for a win when the advance notice effect occurs can be greatly improved.

[0203] Furthermore, when a pre-announcement effect is executed in the Special Feature 1 variable game, the video display 740 (display of the first display element) may be stopped and hidden from the start of the variable game, not just from the latter half of the variable game. In this case, the display in the variable display area 615 (display of the second display element) continues, and the player can recognize that the small symbols are changing. By hiding the video display 740 from the start of the variable game in this way, the effect of the pre-announcement effect can be enhanced.

[0204] Subsequently, as shown in (k), when the Special Feature 1 variable game results in a win, the decorative special symbol corresponding to the winning symbol (jackpot symbol or minor win symbol) is stopped and displayed by the performance control device 300 in the variable display area 610 (for example, "777"). Similarly, the minor symbol corresponding to the winning symbol is stopped and displayed in the variable display area 615 (for example, "777"). In the Special Feature 1 display 51, the winning symbol is also stopped and displayed as a stopped symbol by the game control device 100. In addition, the variable icon 333 in the predetermined area 640 becomes invisible when the variable display game ends (variation stops). After that, a fanfare performance is executed and the game state becomes a special game state (jackpot state) and round game begins.

[0205] Figure 7 shows an example of screen transitions when the Special Feature 2 Variation Game (Special Feature 2 Variation Display Game, 2nd Variation Content) is executed while a video is being displayed.

[0206] (Sa) is a screen transition diagram after the round of gameplay has ended, and it shows the screen transition when the sound output setting is set to earphone output, the video display is selected after the round of gameplay, and then the special feature 2 variable game is being executed. When the sound output setting is set to earphone output, the word "Earphone" is displayed in the in-game setting item display 730. The video display 740 selected by the player is displayed as the first display element with priority in front of (upper layer of) the variable display area 610. If the video display 740 was displayed before the round of gameplay, it may be restarted.

[0207] In (sa), one standby hold indicator 634 corresponding to entry into the first starting prize slot 36 is displayed in the first hold indicator unit 630a, and four standby hold indicators 635 corresponding to entry into the second starting prize slot of the normal variable prize device 37 are displayed in the second hold indicator unit 630b. In the predetermined area 640, a variable icon 633 (variation indicator) is displayed to show that the symbols are changing due to the special figure 2 variable game currently in progress. At the top of the display screen, a right-hand play instruction indicator 760 is displayed to instruct the player to play right-hand.

[0208] Next, when the Special Feature 2 variable game stops, the variable icon 633 in the predetermined area 640 becomes invisible, and the decorative special symbol in the variable display area 610 is displayed as stopped (for example, "146"). Also, the small symbol in the variable display area 615 is displayed as stopped (for example, "146"). Furthermore, even if the Special Feature 2 variable game stops, the video display 740 can continue to be displayed without being interrupted.

[0209] When a new Special Feature 2 variable game is started, a reserve shift occurs in the predetermined area 640 and the second reserve display unit 630b, and a variation icon 633 indicating that a new Special Feature 2 variable game is in progress is displayed in the predetermined area 640. In addition, along with the reserve shift, there are three reserve displays 635 in the second reserve display unit 630b, but when a prize is won in the second start prize entry, a new reserve display 635 is displayed in the second reserve display unit 630b, bringing the total to four.

[0210] In (se), while the video display 740 is playing, even if the decorative special symbols in the variable display area 610 enter a reach state (for example, "7↓7") during the special feature 2 variable game, the video display 740 is displayed in front of (on the upper layer) the variable display area 610, and the video continues to play.

[0211] In this way, even after the current Special Feature 2 variable game ends or a new Special Feature 2 variable game begins, the video display 740 allows players to continue enjoying the video.

[0212] In this case, the video display 740 continues to be displayed even during the latter half of the Special Feature 2 variable game. Furthermore, even if a pre-announcement effect (for example, a group pre-announcement (group pre-announcement effect, pre-announcement effect) in which multiple characters 750 appear) is in a state where it can be executed (the flag for executing the pre-announcement effect is on), if the video display 740 is displayed during the Special Feature 2 variable game, the video display 740 may continue to be displayed regardless of the expected probability that the Special Feature 2 variable game will result in a win (big win or small win). Thus, in the Special Feature 2 variable game, where the result of the variable game is more likely to be a win (for example, a big win or small win) compared to the Special Feature 1 variable game, pre-announcement effects are more likely to occur and the video display 740 is more likely to be stopped. However, by prioritizing the video display 740 over the execution of the pre-announcement effect, players can continue to enjoy the video. Furthermore, if there is a high expectation that the result of the Special Feature 2 variable game will be a win, and a premium effect with a low probability of execution can be executed as a pre-announcement effect, the video display 740 may be stopped and hidden, and the premium effect may be executed.

[0213] Subsequently, as shown in (t), when the special feature 2 variable game results in a win, the decorative special symbol corresponding to the winning symbol (big win symbol or small win symbol) is stopped and displayed in the variable display area 610 by the performance control device 300 (for example, "777"). Similarly, the small symbol corresponding to the winning symbol is stopped and displayed in the variable display area 615 (for example, "777"). In the special feature 1 display 51, the winning symbol is also stopped and displayed as a stopped symbol by the game control device 100.

[0214] At that time, the video display 740 that was displayed during the special feature 2 variation game is stopped and hidden. Also, the variation icon 333 in the designated area 640 is hidden. After that, a fanfare effect is performed and the game state becomes a special game state (jackpot state) and the round game begins.

[0215] Next, referring to Figure 8, we will explain the case when the Special Feature 1 variation game is executed continuously while the video is being displayed.

[0216] Figure 8 shows an example of screen transitions when the Special Feature 1 variable game is executed continuously while a video is being displayed.

[0217] (a2) is the same screen transition diagram as (a2) in Figures 5 and 6, and is the customer waiting screen immediately after the video display is selected and confirmed with the sound output setting set to earphone output. Also, similar to Figure 6, the video display 740 selected and confirmed in (e) is displayed preferentially, and the special feature 1 variation game is executed in (o) while the video display 740 is being displayed.

[0218] Then, at (k2), the special feature 1 variable game ends, and the decorative special symbols in the variable display area 610 and the small symbols in the variable display area 615 stop on a losing symbol (for example, "612"). At this time, the video display 740 continues to be displayed even while the special feature 1 variable game is stopped, allowing the player to continue enjoying the video. In addition, in response to a win in the first start prize entry 36, the standby reserve display 634 is displayed in the first reserve display unit 630a.

[0219] When a new Special Feature 1 variable game starts at (na), the decorative special symbols in the variable display area 610 and the small symbols in the variable display area 615 become variable ("↓↓↓"). Also, due to the hold shift, the hold display 634 of the first hold display unit 630a moves to the predetermined area 640 and becomes a variable icon 633. The video display 740 continues to be displayed even after the new Special Feature 1 variable game has started, allowing the player to continue enjoying the video.

[0220] When the Special Feature 1 variable game ends at (ni), the decorative special symbols in the variable display area 610 and the small symbols in the variable display area 615 stop on a losing symbol (for example, "432"). The video display 740 continues to be displayed even when the Special Feature 1 variable game is stopped, allowing the player to continue enjoying the video. When the Special Feature 1 variable game ends, the variable icon 633 in the designated area 640 becomes invisible, and the game state enters a waiting state. In the waiting state, there are no reserve displays in the first reserve display unit 630a or the second reserve display unit 630b.

[0221] Subsequently, as shown in Figure 9 (nu), the video display 740 can continue to be displayed for a predetermined time (for example, 1 minute) even after entering a customer waiting state.

[0222] Figure 9 shows an example of screen transitions when the system enters a customer waiting state while a video is being displayed.

[0223] In Figure 9 (nu), when the system transitions to a waiting state, the video display 740 is displayed for a predetermined time. This allows the video display 740 to continue to be displayed even when a game ball is launched but does not enter the first starting prize entry point 36, i.e., when the player is actually playing the game, thus allowing the player to continue enjoying the video.

[0224] After that, if a predetermined time has elapsed since transitioning to the customer waiting state (ne), the video display 740 will be stopped and hidden. In addition, various settings such as sound output settings and customization settings set on the menu display screen will be reset. When the sound output setting is reset, it will revert from the earphone output setting to the speaker output setting, and the word "Earphone" in the in-game setting item display 730 will be changed to another word (for example, "Volume 3"). Also, similar to (a) and (a2) in Figure 5, the performance button image 680, the word "Menu", and the directional key switch image 717 can be displayed. Since the video display 740 will be hidden after a predetermined time has elapsed since transitioning to the customer waiting state, it is possible to prevent a state where the user continues to watch the video display 740 without playing the game. Note that the video display 740 may be stopped and hidden when an error occurs, when a predetermined performance is executed during a variable game, or when a safety device (complete function) is activated.

[0225] Furthermore, if a certain amount of time (for example, 2 minutes) has elapsed while the variable display game is not running, a demo image (video) for the waiting state will be displayed on the screen. However, the video display 740 may be hidden for a predetermined period of time that coincides with this specific time. Also, after transitioning to the waiting state, the variable game will be executed, ending the waiting state and returning the game state to the normal game state.

[0226] [Effects of the embodiment or its modified form]

[0227] In this embodiment, the gaming machine 10 is equipped with a display device 41 capable of displaying games (symbol variation games, variation games, variation display games, special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game)), and when the result of the game is a special result (e.g., a big win or a small win), the gaming machine 10 is equipped with sound output means (speakers 19 (upper speaker 19a and lower speaker 19b), earphone output terminal 19c) that can change the output mode of sounds related to the game, and the display device 41 displays videos related to the motif of the game (e.g., original anime videos of the title work or the machine The system can display original animated videos, and if the first variation content (special figure 1 variation display game) is executed in the game while the video is being displayed, the video can be hidden and a preview effect (e.g., a group preview) that foreshadows the likelihood of the game resulting in a special outcome can be displayed. If a second variation content (special figure 2 variation display game) different from the first variation content is executed in the game while the video is being displayed, the video can be continued to be displayed. When a preview effect is displayed in the first variation content, the presentation style or execution probability of the preview effect will differ depending on whether or not the condition for changing the sound output style (earphone output setting) is met.

[0228] With this type of gaming machine 10, when the first variation is executed, the video related to the motif is hidden and a pre-announcement effect is displayed, so the player can increase their expectation that the game result will be a special result by seeing the pre-announcement effect. Also, when the second variation is executed, the video is displayed continuously, so the player can continue to enjoy the video and enhance the enjoyment of the game. Furthermore, when a pre-announcement effect is displayed in the first variation, the effect or execution probability of the pre-announcement effect differs depending on whether or not the conditions for changing the sound output mode are met, so an unexpected effect can be created and the enjoyment of the game can be enhanced.

[0229] In this embodiment, the gaming machine 10 and the display device 41 are capable of displaying, during the video display period, a first display element that constitutes a first character display (for example, displaying the title of the video or the episode number) and a second display element that constitutes a second character display (for example, displaying a small symbol) that is different from the first display element.

[0230] With this type of gaming machine 10, by displaying a second display element that is different from the first display element that makes up the video as a display element to be displayed while the video is being shown, it is possible to make the content of the game (that the game is changing) easier for the player to understand and to enhance the enjoyment of the game. can.

[0231] In this embodiment, the gaming machine 10, when the first variation is executed in the game, stops displaying the first display element and continues displaying the second display element.

[0232] With this type of gaming machine 10, when the first variation is executed, the display of the first display element is stopped and the video is hidden, while the second display element can be displayed continuously. This enhances the visual effect of the first variation and increases the enjoyment of the game. can.

[0233] In this embodiment, the gaming machine 10 continues to display the first and second display elements when the second variation is executed in the game.

[0234] With this type of gaming machine 10, when the second variation is executed, the first and second display elements can be displayed continuously, allowing the player to continuously enjoy the video of the first variation and enhance the enjoyment of the game.

[0235] In this embodiment, the gaming machine 10 is equipped with a display device 41 capable of displaying games (symbol variation game, variation game, variation display game, special symbol variation display game (special symbol 1 variation display game, special symbol 2 variation display game)), and when the result of the game is a special result (e.g., a big win or a small win), the gaming machine 10 is equipped with sound output means (speaker 19 (upper speaker 19a and lower speaker 19b), earphone output terminal 19c) that can change the output mode of sounds related to the game, and the display device 41 is capable of displaying videos related to the motif of the game (e.g., original anime videos of the title work of the machine or original anime videos for the machine), and when the first variation content (special symbol 1 variation display game) is executed in the game while the video is being displayed, The video can be hidden, and a preview animation (e.g., a group preview) that foreshadows the likelihood of the game resulting in a special outcome can be displayed. The video can continue to be displayed if a second variation (special figure 2 variation display game) different from the first variation is executed in the game while the video is being displayed. When a preview animation is displayed in the first variation, the animation style or execution probability of the preview animation will differ depending on whether or not the condition for changing the sound output style (earphone output setting) is met. The video can continue to be displayed even if the second variation that was being executed in the game finishes while the video is being displayed. The video can continue to be displayed if the second variation is started in the game while the video is being displayed, even if the second variation that was being executed in the game finishes.

[0236] With this type of gaming machine 10, when the first variation is executed, the video related to the motif is hidden and a preview animation is displayed, so the player can increase their expectation that the game result will be a special result by seeing the preview animation. Also, when the second variation is executed, the video is displayed continuously, so the player can continue to enjoy the video and enhance the enjoyment of the game. Furthermore, when a preview animation is displayed in the first variation, the animation style or execution probability of the preview animation differs depending on whether or not the conditions for changing the sound output style are met, so an unexpected style can be created and the enjoyment of the game can be enhanced. Moreover, even if the second variation that was being executed while the video was being displayed ends, the video is displayed continuously, and the video is also displayed when a new second variation begins, so the player can continue to enjoy the video and enhance the enjoyment of the game.

[0237] In this embodiment, the gaming machine 10 can perform a predetermined effect (e.g., output of a counting sound) in both situations where the condition for changing the sound output mode (earphone output setting) is met and situations where it is not met, and the predetermined effect is performed in different ways depending on whether the condition is met or not.

[0238] With this type of gaming machine 10, the execution of a predetermined effect differs depending on whether the conditions for changing the sound output pattern are met or not, which can create an effect that surprises the player and enhances the enjoyment of the game. Furthermore, by turning on a specific effect (for example, a pre-announcement) in the customization settings, when that effect is executed, the output of the sound effect of that specific effect may be prioritized, and the execution pattern of the predetermined effect may be changed to reduce or eliminate the output volume of other predetermined effects, such as the counting sound or the background music of the variable game.

[0239] In this embodiment, the gaming machine 10 is equipped with a display device 41 capable of displaying games (symbol variation games, variation games, variation display games, special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game)), and when the result of the game is a special result (e.g., a big win or a small win), it is equipped with sound output means (speakers 19 (upper speaker 19a and lower speaker 19b), earphone output terminal 19c) that can change the output mode of sounds related to the game, and the display device 41 is capable of displaying videos related to the motif of the game (e.g., original anime videos of the title work of the machine or original anime videos for the machine), and If the first variation (special figure 1 variation display game) is executed in the game while the video is being displayed, the video can be hidden and a preview effect (e.g., a group preview) that foreshadows the likelihood of the game resulting in a special outcome can be displayed. If a second variation (special figure 2 variation display game) different from the first variation is executed in the game while the video is being displayed, the video can continue to be displayed. When a preview effect is displayed in the first variation, the presentation style or execution probability of the preview effect will differ depending on whether the condition for changing the sound output style (earphone output setting) is met. If the first variation is not executed in the game while the video is being displayed, the video can be hidden.

[0240] With this type of gaming machine 10, when the first variation is executed, the video related to the motif is hidden and a preview animation is displayed, so the player can increase their expectation that the game result will be a special result by seeing the preview animation. Also, when the second variation is executed, the video is displayed continuously, so the player can continue to enjoy the video and enhance the enjoyment of the game. Furthermore, when the preview animation is displayed in the first variation, the animation style or execution probability of the preview animation differs depending on whether or not the conditions for changing the sound output style are met, so an unexpected animation can be made and the enjoyment of the game can be enhanced. In addition, by stopping the display of the video when the first variation is not executed, it is possible to prevent the video from continuing to play when the player is not playing, such as when waiting for customers. Note that the video may be hidden when the operation handle 24 is not operated (touched) by the player or when a safety device is activated while the video is being displayed.

[0241] Furthermore, even if the second variation of the game is in progress while the video is being displayed, the video can be hidden. By hiding the video even when the second variation is in progress, players can concentrate more easily on the presentation of the second variation, thereby enhancing the enjoyment of the game.

[0242] Furthermore, if the first and second variation events are not being executed in the game while the video is being displayed, the video can be hidden. This method also prevents the video from continuing to play when the player is not playing, such as when the game is in a waiting state, by stopping the video display when the first and second variation events are not being executed.

[0243] 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.

[0244] Furthermore, the first variation content may be replaced with the regular variation display game instead of the special feature 1 variation display game, the second variation content may be replaced with the regular variation display game instead of the special feature 2 variation display game, or it may be a combination with other variations.

[0245] 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.

[0246] In a typical slot machine, the player inserts (consumes) tokens, presses the BET button, operates the start lever to begin a game where symbols change as the reels spin, and stops the three spinning reels by pressing the three reel stop buttons. If the combination of three stopped symbols on the active lines in the slot machine's window is a winning combination, tokens are paid out (in the case of a small win, etc.), the right to receive a payout is granted (in the case of a bonus win, etc.), or the next game can be played without consuming tokens (in the case of a replay win, etc.).

[0247] The control device determines whether a winning combination is achieved through an internal random number generation for each game, and if a winning combination is achieved, it controls the rotation of the reels to derive the combination of stop symbols corresponding to the winning combination onto the active payline. Furthermore, in response to the start lever being operated and the game beginning, the control device can change the video reels displayed on the display device as described above, such as the first and second variation contents. In this case, the first variation contents may involve rotating the video reels, while the second variation contents may involve freezing the video reels without rotating them. Alternatively, the first variation contents may involve rotating the video reels in response to the reels rotating, while the second variation contents may involve hiding the video reels in response to the reels freezing. [Explanation of symbols]

[0248] 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

[Claim 1] In a gaming machine equipped with a display device capable of displaying a game, and capable of executing a special game when the result of the game is a special result, The system includes sound output means capable of changing the sound output mode related to the game, The aforementioned display device is It is possible to display videos related to the motif of the aforementioned game. If the first variation is executed in the game while the aforementioned video is being displayed, the video can be hidden and a preview animation can be displayed that indicates the likelihood of the game resulting in the aforementioned special outcome. If a second variation, different from the first variation, is executed in the game while the aforementioned video is being displayed, the display of the video can continue. When the aforementioned pre-announcement effect is displayed in the first variation, the effect pattern or execution probability of the pre-announcement effect will differ depending on whether or not the conditions for changing the sound output pattern are met. A gaming machine characterized in that, while the video is being displayed, the first variation is not being executed in the game, and the video can be hidden.

Citation Information

Patent Citations

  • Game machine

    JP2015221239A